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[TF2] Deathrun Redux - Updated 2015-02-15


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Creampuffyness
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Join Date: Jun 2009
Old 04-04-2016 , 16:31   Re: [TF2] Deathrun Redux - Updated 2015-02-15
Reply With Quote #171

I'll test the new plugin, no new config needed correct?
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ClassicGuzzi
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Old 04-04-2016 , 16:34   Re: [TF2] Deathrun Redux - Updated 2015-02-15
Reply With Quote #172

Quote:
Originally Posted by Creampuffyness View Post
I'll test the new plugin, no new config needed correct?
Nope, the only thing that changed was that it doesn't requiere steamtools anymore (but it needs tf2items/tf2attributes).
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kVNPanda
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Old 04-04-2016 , 18:02   Re: [TF2] Deathrun Redux - Updated 2015-02-15
Reply With Quote #173

i am not really sure if thats an issue on my end or maybe a bug but sometimes i experience an issue on my DR servers that the plugin cant select an new "death" so the gamemode is pretty much stuck till the map changes.
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Creampuffyness
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Old 04-04-2016 , 19:26   Re: [TF2] Deathrun Redux - Updated 2015-02-15
Reply With Quote #174

So my testing went well. I had 5 people playing and I kept someone in spectator the whole time, and did not see any issues. I did not test with Fakeclients yet though. Only once did I have an issue where the same person was death twice, and we could see his outline. I dont think that info is logged though.
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ClassicGuzzi
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Old 04-04-2016 , 22:22   Re: [TF2] Deathrun Redux - Updated 2015-02-15
Reply With Quote #175

Quote:
Originally Posted by Creampuffyness View Post
So my testing went well. I had 5 people playing and I kept someone in spectator the whole time, and did not see any issues. I did not test with Fakeclients yet though. Only once did I have an issue where the same person was death twice, and we could see his outline. I dont think that info is logged though.
I'll look into that problem, but this seems like my fix for the spec thing worked

Edit: Ok new version this should help with the same person being death twice.
When I get another confirmation that everything is working, I'll update the code to use the new syntax and I'll add translations files.
Attached Files
File Type: sp Get Plugin or Get Source (deathrun_redux.sp - 92 views - 36.4 KB)
File Type: smx deathrun_redux.smx (25.8 KB, 99 views)
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Last edited by ClassicGuzzi; 04-05-2016 at 10:19.
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Creampuffyness
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Old 04-05-2016 , 14:38   Re: [TF2] Deathrun Redux - Updated 2015-02-15
Reply With Quote #176

Quote:
Originally Posted by ClassicGuzzi View Post
I'll look into that problem, but this seems like my fix for the spec thing worked

Edit: Ok new version this should help with the same person being death twice.
When I get another confirmation that everything is working, I'll update the code to use the new syntax and I'll add translations files.
I'll test this today. I'll put Replay on as well to test with the fakeclients.

Edit: Its looking good even with Replay on. Tested about about 60 minutes with 3-7 people, no one was Death twice, never saw Death's outline. Looking really good ClassicGuzzi :-)
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Last edited by Creampuffyness; 04-05-2016 at 16:54.
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ClassicGuzzi
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Old 04-06-2016 , 07:54   Re: [TF2] Deathrun Redux - Updated 2015-02-15
Reply With Quote #177

Quote:
Originally Posted by Creampuffyness View Post
I'll test this today. I'll put Replay on as well to test with the fakeclients.

Edit: Its looking good even with Replay on. Tested about about 60 minutes with 3-7 people, no one was Death twice, never saw Death's outline. Looking really good ClassicGuzzi :-)
Thanks for the help testing, and for the good news!
I'll update the code with the new syntax and I'll add the translations file (It's has been requested before).

Also this is a list of what I would try to add. There are some simple things that I have never coded before.
  • Add @death and @runners/@runner to run commands selecting those players.
  • Add !drnext as an admin command to set the next player.
  • Allow disabling !drtoggle so people can't chose to not be the death.
  • Add "Be death for this map" option in the !drtoggle command.
  • Allow disabling weapon restrict on death player.
  • Be able to set death health as well the runners team.

I'm not sure what is left besides player's health (and medic's regeneration) to make all classes equal in the game, they already have the same speed.
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Last edited by ClassicGuzzi; 04-06-2016 at 09:14.
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Synthax
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Join Date: Mar 2015
Old 04-06-2016 , 13:52   Re: [TF2] Deathrun Redux - Updated 2015-02-15
Reply With Quote #178

Quote:
Originally Posted by ClassicGuzzi View Post
  • Add @death and @runners/@runner to run commands selecting those players.
  • Add !drnext as an admin command to set the next player.
  • Allow disabling !drtoggle so people can't chose to not be the death.
  • Add "Be death for this map" option in the !drtoggle command.
  • Allow disabling weapon restrict on death player.
  • Be able to set death health as well the runners team.
These are exciting features and I'm very glad that these are being added. Will select next Death be added to the admin menu?
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Last edited by Synthax; 04-06-2016 at 13:53.
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ClassicGuzzi
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Old 04-06-2016 , 13:59   Re: [TF2] Deathrun Redux - Updated 2015-02-15
Reply With Quote #179

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Originally Posted by Synthax View Post
These are exciting features and I'm very glad that these are being added. Will select next Death be added to the admin menu?
I'm starting to add them right now!
And yeah, that would be cool, you could use it by itself using part of the name, or by giving you a list.

I'm really happy with eclipse right now, I can't believe how well it works for sourcemod.
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Synthax
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Old 04-06-2016 , 15:00   Re: [TF2] Deathrun Redux - Updated 2015-02-15
Reply With Quote #180

Quote:
Originally Posted by ClassicGuzzi View Post
I'm starting to add them right now!
And yeah, that would be cool, you could use it by itself using part of the name, or by giving you a list.

I'm really happy with eclipse right now, I can't believe how well it works for sourcemod.
That's fantastic, glad to hear you've found a system that works well for you. On an unrelated topic, do you still intend to try rewriting The Hidden? I think it's a game mode that could be popularized by a well written version of it, and with how well Deathrun is going I'm excited to see what you'd do with other game modes in the future
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Last edited by Synthax; 04-06-2016 at 15:00.
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