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PMAvers
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Old 01-11-2011 , 16:53   Re: [TF2] VS Saxton Hale Mode
#121

Hmm, odd. Trying out the latest version, and the menus and everything work in-game (when there's not enough people to start a Hale round), but when you switch maps to one that would be a Hale round, or a new round starts and would be one, the server crashes after shunting everyone to one team.

EDIT: Might've been the gamedata thing. Restarting to try again.

Last edited by PMAvers; 01-11-2011 at 16:59.
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snelvuur
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Old 01-11-2011 , 17:14   Re: [TF2] VS Saxton Hale Mode
#122

i wanted to try hale_select "+YD` 九尾の妖狐"

but for some reason it will not allow me to pick this person as the next hale. Also checked that pyro code, it says that in the code (new MaxPyroAmmo=100;) i rather want to keep the 200 since metal is not lying around everywhere on those maps. Optional would be nice too.

Ofcourse i can change the code, but since the auto update is in place it would be gone with the next version.

And the default rage of 800 or so is now changed to 1900? (as default?)
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Last edited by snelvuur; 01-11-2011 at 17:24.
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PMAvers
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Old 01-11-2011 , 17:41   Re: [TF2] VS Saxton Hale Mode
#123

I actually had it pop up once, had it switch to degrootkeep.

Strangely enough, it was spawning a Saxton during the "waiting for players" stage, a bunch of people would die, and then the round would be declared over as a failure.

Wonder if it's some sort of conflict with my auto-balancer, actually.
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Old 01-11-2011 , 18:07   Re: [TF2] VS Saxton Hale Mode
#124

Tried killing the auto-balancer, no dice there as well.



Keeps happening, a new round would start, and then would immediately be won during setup/waiting for players.

Not sure, I think for some reason Saxton is spawning with 0 health and then dying immediately.

EDIT: In case it's a plugin conflict, everything I'm running.
Quote:
01 "Fun Commands" (1.3.6) by AlliedModders LLC
02 "Basic Commands" (1.3.6) by AlliedModders LLC
03 "Basic Info Triggers" (1.3.6) by AlliedModders LLC
04 "Reserved Sprays" (1.0.0) by ShadowMoses
05 "Fun Votes" (1.3.6) by AlliedModders LLC
06 "Basic Comm Control" (1.3.6) by AlliedModders LLC
07 "Reserved Slots" (1.3.6) by AlliedModders LLC
08 "Steam Group Admins (HTTP Prefetch)" (0.9.0) by Mister_Magotchi
09 "[TF2Items] Manager" (1.4.1) by Damizean & Asherkin
10 "Client Preferences" (1.3.6) by AlliedModders LLC
11 "Admin Menu" (1.3.6) by AlliedModders LLC
12 "Anti-Flood" (1.3.6) by AlliedModders LLC
13 "Player Commands" (1.3.6) by AlliedModders LLC
14 "VS Saxton Hale Mode" (1.12) by Dr.Eggman
15 "Admin Help" (1.3.6) by AlliedModders LLC
16 "Basic Chat" (1.3.6) by AlliedModders LLC
17 "Improved Map Randomizer" (1.4) by Steell
18 "Nextmap" (1.3.6) by AlliedModders LLC
19 "Sound Commands" (1.3.6) by AlliedModders LLC
20 "Basic Votes" (1.3.6) by AlliedModders LLC
21 "Basic Ban Commands" (1.3.6) by AlliedModders LLC
22 "Admin File Reader" (1.3.6) by AlliedModders LLC
23 "[TF2] High-Five" (1.3) by Geit

Last edited by PMAvers; 01-11-2011 at 18:22.
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eraserhead
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Old 01-11-2011 , 19:19   Re: [TF2] VS Saxton Hale Mode
#125

Eggman, we are having problems too. It took some time to fill up the server and then when we switched to Saxton our server emptied everyone left raging. Everyone kept getting balanced to blue team even though we have balancing disabled. I understand this is because the plugin auto-updated?

Can you please make the auto-update feature optional and not mandatory? Why force a new version on all servers and cause everyone to have problems while you can test a new release in a smaller group of servers first?
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lithium720
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Old 01-11-2011 , 23:50   Re: [TF2] VS Saxton Hale Mode
#126

My server crashes when a second client joins a team.

Last edited by lithium720; 01-11-2011 at 23:56.
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Drixevel
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Old 01-12-2011 , 00:17   Re: [TF2] VS Saxton Hale Mode
#127

@Lithium, Check your configs and version of your sourcemod.
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MaloModo
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Old 01-12-2011 , 00:23   Re: [TF2] VS Saxton Hale Mode
#128

Installed this tonight as well and everything seeed to be working fine with extensons, attachables, fast download...round starts after 2 clients join etc. But it seems to be crashing at the end of 2 to perhaps 5 rounds of play. We only tried for 20 mins or so before going back to normal. FYI has someone mentioned all ready would be nice to beable to run outside of normal sourcemod plugins folder. The only errors in log...

L 01/11/2011 - 1978: [SM] Displaying call stack trace for plugin "saxtonhale.smx":
L 01/11/2011 - 1978: [SM] [0] Line 2199, D:\Programs\Steam\SteamApps\robokymk2\source 2007 dedicated server\tf\addons\sourcemod\scripting\saxtonha le\saxtonhale.sp::SpawnWeapon()
L 01/11/2011 - 1978: [SM] [1] Line 1273, D:\Programs\Steam\SteamApps\robokymk2\source 2007 dedicated server\tf\addons\sourcemod\scripting\saxtonha le\saxtonhale.sp::MakeNoHale()
L 01/11/2011 - 199:21: [SM] Native "TF2Items_GiveNamedItem" reported: Item is NULL. You may have hit Bug 18.
Which I understand has to do more with tf2items? Would it be crashing server?

PS totally unrelated for some reason when switched to arena map it didn't seem to trigger the arena_mapcycle as set in config_arena which is alittle annoying as would like to beable to switch b/w the two configs.

Last edited by MaloModo; 01-12-2011 at 00:26.
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asherkin
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Old 01-12-2011 , 01:59   Re: [TF2] VS Saxton Hale Mode
#129

MaloModo,

That wouldn't cause the server to crash, it does mean your version of TF2Items is outdated though. That bug was fixed the other day, I guess VS Saxton Hale was updated to use the new features that are available.
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imported_Anth0ny
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Old 01-12-2011 , 03:04   Re: [TF2] VS Saxton Hale Mode
#130

found some bugs?

on our Saxton server, sometimes:

1. Saxton Hale from time to time loses her model ("player" Saxton looks like invisible man, but Saxton "model" stay on resp as doll. and Saxton can lose model right after demo explosion.)

2. Vagineer permanently has no custom model and looks like standard Engineer.
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Last edited by imported_Anth0ny; 01-12-2011 at 03:11.
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