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VSH VSH, old thread (v1.42) - Information/etc.


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loranger
Senior Member
Join Date: Jun 2011
Old 05-01-2013 , 07:22   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3841

Quote:
Originally Posted by nergal View Post
Sarge, if you remember my question on making ubers give infinite clip ammo; I'd like to retort that; wouldn't it put an unnecessarily large workload on you to enable power canteens, and then have them refill ammo? as compared to making ubers give infinite clip ammo to help mitigate the abundance of lack of ammo enough for an army?
Tf2items extension:

"489" // Power Up Canteen
{
"quality" "6"
"level" "5"


"1" "112 ; 1"
"preserve-attributes" "1"
}
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 05-01-2013 , 08:15   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3842

That's not how it works, loranger.

At the very least, the attribute is 315, not 112.
However, you also have to set the number of charges on the bottle (easy) and if you want other upgrades, you can't just use TF2Items, though TF2Attributes does it fine.

Word of warning:
SteamPipe changed nothing for me. Everything's working and I didn't even copy over the sound or material files to the new directories, just the models. If you're having issues, you probably messed up directories somewhere, because honestly this update didn't change anything except maybe where TF2 is installed relative to your root folder.
Basically: IF YOU HAVE ISSUES THEN YOU DID SOMETHING WRONG, SO PLEASE DO NOT BLAME VSH OR ME.
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Last edited by FlaminSarge; 05-01-2013 at 08:17.
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snelvuur
Veteran Member
Join Date: Jun 2008
Location: Netherlands
Old 05-01-2013 , 11:02   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3843

http://replay1.lethal-zone.eu/saxton/saxton-1.4.2.vpk would this be the correct method? thats the way it should be i presume, or something. I know you can just chuck files in the dirs that come with tf2, but in the end we should use the custom folder right?
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Last edited by snelvuur; 05-01-2013 at 11:04.
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vintagepc
Junior Member
Join Date: May 2013
Old 05-02-2013 , 18:05   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3844

Hey folks.

I'm running saxton 1.4.2 on SM 1.6.0-dev+3901, MM 1.9.3 and am having the same issue described by Mev in the first post of page 380. Specifically, everything works, I can access the hale menu, but no hale is picked and the round behaves like normal arena.

Already deleted and had the plugin recreate sourcemod/SaxtonHale.cfg, with no change in behaviour. I set hale_first_round to 1 in a separate config that gets executed when loading VSH.

I custom compiled it to disable the bunny boss, and did verify I'm using the latest includes.

Possibly related but I also seem to get the m_iScore key error in the server console, suggestion to update SM the last time it came up did not affect it. Cut below:

L 05/02/2013 - 11:52:15: [SM] Native "GetTeamScore" reported: Failed to get m_iScore key
L 05/02/2013 - 11:52:15: [SM] Displaying call stack trace for plugin "disabled/saxtonhale.smx":
L 05/02/2013 - 11:52:15: [SM] [0] Line 1389, saxtonhale.sp::event_round_start()
<snip>
L 05/02/2013 - 11:52:17: [SM] Native "GetTeamScore" reported: Failed to get m_iScore key
L 05/02/2013 - 11:52:17: [SM] Displaying call stack trace for plugin "disabled/saxtonhale.smx":
L 05/02/2013 - 11:52:17: [SM] [0] Line 1389, saxtonhale.sp::event_round_start()

Any suggestions/known fixes/tips? Thanks in advance. I'm happy to provide additional info if needed.
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Chdata
Veteran Member
Join Date: Aug 2012
Location: Computer Chair, Illinois
Old 05-03-2013 , 07:26   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3845

All Steampipe did is move your root folder to another location and add the VPK thing which both makes things load much faster and allows you to organize your mods easier.

Instead of throwing all your model's files into a bunch of folders all intermixed, you can have them completely separate so you don't need to bother figuring out what is part of what.

Works for sound, models, etc
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vintagepc
Junior Member
Join Date: May 2013
Old 05-03-2013 , 19:33   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3846

Quote:
Originally Posted by vintagepc View Post
Hey folks.

I'm running saxton 1.4.2 on SM 1.6.0-dev+3901, MM 1.9.3 and am having the same issue described by Mev in the first post of page 380. Specifically, everything works, I can access the hale menu, but no hale is picked and the round behaves like normal arena.

Already deleted and had the plugin recreate sourcemod/SaxtonHale.cfg, with no change in behaviour. I set hale_first_round to 1 in a separate config that gets executed when loading VSH.

I custom compiled it to disable the bunny boss, and did verify I'm using the latest includes.

Possibly related but I also seem to get the m_iScore key error in the server console, suggestion to update SM the last time it came up did not affect it. Cut below:

L 05/02/2013 - 11:52:15: [SM] Native "GetTeamScore" reported: Failed to get m_iScore key
L 05/02/2013 - 11:52:15: [SM] Displaying call stack trace for plugin "disabled/saxtonhale.smx":
L 05/02/2013 - 11:52:15: [SM] [0] Line 1389, saxtonhale.sp::event_round_start()
<snip>
L 05/02/2013 - 11:52:17: [SM] Native "GetTeamScore" reported: Failed to get m_iScore key
L 05/02/2013 - 11:52:17: [SM] Displaying call stack trace for plugin "disabled/saxtonhale.smx":
L 05/02/2013 - 11:52:17: [SM] [0] Line 1389, saxtonhale.sp::event_round_start()

Any suggestions/known fixes/tips? Thanks in advance. I'm happy to provide additional info if needed.
Update: both the precompiled version and changing to SDKHooks 2.2 (from the stock SM1.6 version) has no effect on the problem.
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nergal
Veteran Member
Join Date: Apr 2012
Old 05-04-2013 , 03:13   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3847

how do I make clients download vpks?

I had my server all setup for steam pipe so I changed everything to download to the vpks but they arent being forced to download.

I put the vpks in the custom folder,

am I supposed to put them in download/custom folder?
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MasterOfTheXP
Veteran Member
Join Date: Aug 2011
Location: Cloudbank
Old 05-04-2013 , 03:16   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3848

Quote:
Originally Posted by nergal View Post
how do I make clients download vpks?
You can't.

As has been mentioned quite a few times on AM, you shouldn't be touching your download server at all for the SteamPipe update.
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friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 05-04-2013 , 12:00   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3849

Quote:
Originally Posted by MasterOfTheXP View Post
You can't.

As has been mentioned quite a few times on AM, you shouldn't be touching your download server at all for the SteamPipe update.
You can make them download, they just won't do anything it seems. I got them to download, signed them and added trusted keys to the server, the client just doesn't seem to mount them... But this was before steampipe was officially out. When you sign it, it makes two files, i just added both to download table, and put them on my fastdownload.
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Last edited by friagram; 05-04-2013 at 12:02.
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MasterOfTheXP
Veteran Member
Join Date: Aug 2011
Location: Cloudbank
Old 05-04-2013 , 12:06   Re: VS Saxton Hale Mode, main thread (current v1.42)
#3850

News to me

Clients would never mount any VPKs/VPK-like folders in tf/download though, because tf/download essentially acts like one of those folders (although it's loaded after everything else)
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