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[TF2] PropHunt 1.93


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snelvuur
Veteran Member
Join Date: Jun 2008
Location: Netherlands
Old 12-26-2012 , 16:18   Re: [TF2] PropHunt 1.91
Reply With Quote #901

Thanks for looking into it.
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oreia
Member
Join Date: Jul 2011
Old 12-26-2012 , 19:24   Re: [TF2] PropHunt 1.91
Reply With Quote #902

Quote:
Originally Posted by Darkimmortal View Post
Looking into this, seems it starts working briefly after round end so it's probably possible to workaround
Thanks!
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XackPhair
Junior Member
Join Date: Jun 2012
Old 12-30-2012 , 01:40   Re: [TF2] PropHunt 1.91
Reply With Quote #903

We ran some tests on December 29th and came up with these issues.

Props are not viewable to the player playing the prop but only by other players. You are invisible to yourself.

Last prop alive still does not receive scatter gun. (Last player had a Sandman, but it must have been an item that was already equipped as a scout. Changes to default weapons maybe?)

Movement along surfaces as a prop is still rough, but not a huge issue.


Never really had the third person problem but it is hard to tell when you cannot see your own prop.
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KiRRA
Senior Member
Join Date: Nov 2012
Old 01-06-2013 , 14:30   Re: [TF2] PropHunt 1.91
Reply With Quote #904

^^^ Same results for the most part.

Third person works fine still, but props are not visible to self. Everyone else can see you but it is hard to blend in properly when you can't tell which direction your prop may be turned or facing...."Nope, that huge concrete pipe busting through the wall MUST be legit!"

I do feel that the movement for props needs to be MUCH smoother if possible, I don't know what would be causing this but it just seems like moving around bounces players up and down too much. Alot of players agree and think it's really choppy.

I know this is an older plugin and there's not MAJOR support on this but it would be nice to see if get fixed as it was a rather fun little game mode to be a part of. Any and all help would be greatly appreciated. This post will (sooner or later) be duplicated and posted on the GamingMaster website as well to make sure that it does get viewed. Thank you and have a great day!
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Darkimmortal
Senior Member
Join Date: Aug 2008
Old 01-08-2013 , 14:21   Re: [TF2] PropHunt 1.91
Reply With Quote #905

Currently I have two theories: Valve have added a bug such that players are invisible either when:

- They have no weapons at all
- Their weapons are transparent
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KiRRA
Senior Member
Join Date: Nov 2012
Old 01-08-2013 , 15:01   Re: [TF2] PropHunt 1.91
Reply With Quote #906

Quote:
Originally Posted by Darkimmortal View Post
Currently I have two theories: Valve have added a bug such that players are invisible either when:

- They have no weapons at all
- Their weapons are transparent
*crosses fingers* Well, here's to hoping that either you can find a solution eventually or that Valve puts out an update that magically has a fix for this built into it. Hate to see prop hunt fade away like so many other plugins and ideas. A lot of players love it and are anxiously awaiting its return. Good luck mate and keep us informed if you come up with any solutions! Thanks!
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Darkimmortal
Senior Member
Join Date: Aug 2008
Old 01-08-2013 , 15:33   Re: [TF2] PropHunt 1.91
Reply With Quote #907

Both theories and a number of others failed. Given running 100% of the last prop related code on everyone did not make models appear, it seems very much like a game bug
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Darkimmortal
Senior Member
Join Date: Aug 2008
Old 01-08-2013 , 15:53   Re: [TF2] PropHunt 1.91
Reply With Quote #908

Fixed it!

Will fire out 1.93 shortly
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KiRRA
Senior Member
Join Date: Nov 2012
Old 01-08-2013 , 16:19   Re: [TF2] PropHunt 1.93
Reply With Quote #909

:pokerface: I love you....lol.

Not to throw a prob out there since you just got this fixed but while the coding is open and you're here, is there any way to smooth the movement of props over terrain? *If you didn't already do that ofcourse* The movement is just a bit jittery for most players' liking.

Again, THANK YOU! BTW, did you already add the new weapons (39 added weapons, 30 if quality doesn't make a difference for festives) from the update into the config? If not I might be able to throw you a copy later on that is already done.

Thanks again, can't wait to get this set back up again!
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Tainted Techie
Junior Member
Join Date: Dec 2012
Old 01-08-2013 , 23:41   Re: [TF2] PropHunt 1.93
Reply With Quote #910

So working with kirra. Heres that updated config file with all the new weapons so far. Thanks Unlucky Ducky For updating it through the second mvm update. Went and organized all the weapons under there respective classes. Was also interested if there were anyway to possible make taunts take damage aswell. Like the huntsman taunt.
Attached Files
File Type: 7z prophunt_config.7z (5.8 KB, 148 views)

Last edited by Tainted Techie; 01-08-2013 at 23:42.
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