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[TF2] TF2Fix (1.4.8_01, June 20 2014)


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bobbobagan
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Join Date: May 2007
Location: New Zealand
Old 04-29-2012 , 00:52   Re: [TF2] TF2Fix 1.2.1
Reply With Quote #31

Wouldn't recommend using this plugin on a server running Hale or PropHunt as it causes problems with players who are not supposed to have guns, getting guns.

Such as, hale gets the normal players load out
Scouts on PH get weapons
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MasterOfTheXP
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Join Date: Aug 2011
Location: Cloudbank
Old 04-29-2012 , 00:55   Re: [TF2] TF2Fix 1.2.1
Reply With Quote #32

Quote:
Originally Posted by bobbobagan View Post
Wouldn't recommend using this plugin on a server running Hale or PropHunt as it causes problems with players who are not supposed to have guns, getting guns.
Code:
// If on, when an Arena round starts, all players are regenerated. (Might not play nicely with VSH/FF2/Boss)
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"
sm_tf2fix_arenaregen "0"
Yeah, that's why I didn't really want to add this fix at first. Perhaps I could do a half-assed check for VSH, FF2, and PropHunt, and regenerate only the team that's supposed to get the weapons.
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Minoost
SourceMod Donor
Join Date: Aug 2011
Old 05-02-2012 , 04:33   Re: [TF2] TF2Fix 1.2.1
Reply With Quote #33

i just found cow mangler bug.
can you fix it?

http://youtu.be/KG3SRgFaVVA
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FudgePoly
Senior Member
Join Date: Jul 2011
Old 05-02-2012 , 08:24   Re: [TF2] TF2Fix 1.2.1
Reply With Quote #34

Code:
L 05/02/2012 - 15:19:03: [SM] Displaying call stack trace for plugin "tf2fix.smx":
L 05/02/2012 - 15:19:03: [SM]   [0]  Line 323, tf2fix.sp::timer_NotVeryMuchOfASecond()
L 05/02/2012 - 15:19:03: [SM] Native "GetEntPropFloat" reported: Property "m_flChargeLevel" not found (entity 780/tf_weapon_pipebomblauncher)
L 05/02/2012 - 15:19:03: [SM] Displaying call stack trace for plugin "tf2fix.smx":
L 05/02/2012 - 15:19:03: [SM]   [0]  Line 323, tf2fix.sp::timer_NotVeryMuchOfASecond()
L 05/02/2012 - 15:19:05: [SM] Native "GetEntPropFloat" reported: Property "m_flChargeLevel" not found (entity 780/tf_weapon_pipebomblauncher)
L 05/02/2012 - 15:19:05: [SM] Displaying call stack trace for plugin "tf2fix.smx":
L 05/02/2012 - 15:19:05: [SM]   [0]  Line 323, tf2fix.sp::timer_NotVeryMuchOfASecond()
L 05/02/2012 - 15:19:05: [SM] Native "GetEntPropFloat" reported: Property "m_flChargeLevel" not found (entity 780/tf_weapon_pipebomblauncher)
L 05/02/2012 - 15:19:05: [SM] Displaying call stack trace for plugin "tf2fix.smx":
L 05/02/2012 - 15:19:05: [SM]   [0]  Line 323, tf2fix.sp::timer_NotVeryMuchOfASecond()
L 05/02/2012 - 15:19:05: [SM] Native "GetEntPropFloat" reported: Property "m_flChargeLevel" not found (entity 780/tf_weapon_pipebomblauncher)
L 05/02/2012 - 15:19:05: [SM] Displaying call stack trace for plugin "tf2fix.smx":
L 05/02/2012 - 15:19:05: [SM]   [0]  Line 323, tf2fix.sp::timer_NotVeryMuchOfASecond()
L 05/02/2012 - 15:19:05: [SM] Native "GetEntPropFloat" reported: Property "m_flChargeLevel" not found (entity 780/tf_weapon_pipebomblauncher)
L 05/02/2012 - 15:19:05: [SM] Displaying call stack trace for plugin "tf2fix.smx":
L 05/02/2012 - 15:19:05: [SM]   [0]  Line 323, tf2fix.sp::timer_NotVeryMuchOfASecond()
Could be related to Randomizer.
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MasterOfTheXP
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Old 05-02-2012 , 13:33   Re: [TF2] TF2Fix 1.2.1
Reply With Quote #35

Quote:
Originally Posted by Minoost View Post
i just found cow mangler bug.
can you fix it?
I'll see what I can do, although it seems pretty hard to trigger accidentally and the only reason you'd do it on purpose is to make Soldier harder to play.

Quote:
Originally Posted by FudgePoly View Post
L 05/02/2012 - 15:19:05: [SM] [0] Line 323, tf2fix.sp::timer_NotVeryMuchOfASecond()

Could be related to Randomizer.
Looks like this error happens when someone has an Overdose, but not a Medic secondary weapon. Next version will check for a Medigun before checking the ChargeLevel of a non-Medigun...for now, if you keep getting that, set sm_tf2fix_overdose to 0. It's not even that great of a fix anyhow, especially on Randomizer.
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Leonardo
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Join Date: Feb 2010
Location: 90's
Old 05-09-2012 , 06:40   Re: [TF2] TF2Fix 1.2.1
Reply With Quote #36

bot taunt fix not working when bots are taking critical hit from player with Holiday Punch
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MasterOfTheXP
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Join Date: Aug 2011
Location: Cloudbank
Old 05-12-2012 , 15:35   Re: [TF2] TF2Fix 1.2.2
Reply With Quote #37

It's the version we all haven't been waiting for. Thanks to Leonardo for pointing out the Holiday Punch thing, and FudgePoly for the console spam report.

TF2FIX 1.2.2
  • New fixes:
    • Fixed an exploit where a Soldier could switch banners and keep his rage
    • Fixed the Spy-cicle sometimes not being available upon respawning
    • Fixed lit Huntsman arrows not being extinguished by water
    • Fixed Soldiers being able to avoid Kamikaze's damage by getting a Medic to UberCharge them (on servers with tf_allow_taunt_switch 1 or 2)
    • Fixed crit sound playing and notification appearing when attacking UberCharged players
    • Fixed Eureka Effect Engineers losing the marked for death effect upon teleporting
  • The bot taunt fix now forces bots to stand still when hit by the Holiday Punch
  • Fixed server console error when someone had an Overdose, but no Medigun
  • Fixed Spies who activated the Dead Ringer's taunt-cloak fix not getting the 90% damage reduction they needed
  • The Arena Regen fix is now disabled by default (when loading TF2Fix for the first time)
  • Removed the Sharpened Volcano Fragment fix
  • Removed Herobrine
What hasn't been done: (Documented unchanges)

  • Minoost's Cow Mangler bug can't seemingly be fixed without TF2Items (giving client a CM to complete the charge), which I don't wanna have as a requirement until I can fix lods of bugs with it. Wait for TF2 to have its next big update, those usually introduce tons o' bugs.
  • FlaminSarge pointed out that setting taunting bots' movetypes to MOVETYPE_NONE (0) prevents them from being airblasted. Tried setting their movespeeds to 0, no dice, they kept moving. Will try more stuff later.
If you have the gamedata already, all you need's the smx (Get Plugin)
Attached Files
File Type: zip tf2fix.zip (35.4 KB, 75 views)
File Type: sp Get Plugin or Get Source (tf2fix.sp - 214 views - 50.4 KB)
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Powerlord
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Join Date: Jun 2008
Location: Seduce Me!
Old 05-12-2012 , 18:04   Re: [TF2] TF2Fix 1.2.2
Reply With Quote #38

Quote:
Originally Posted by MasterOfTheXP View Post
Fixed Eureka Effect Engineers losing the marked for death effect upon teleporting
Given that the Eureka Effect's teleport removes all effects, heals you, and restores your metal, why would the marked for death effect be kept?
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MasterOfTheXP
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Join Date: Aug 2011
Location: Cloudbank
Old 05-12-2012 , 18:08   Re: [TF2] TF2Fix 1.2.2
Reply With Quote #39

Quote:
Originally Posted by Powerlord View Post
Given that the Eureka Effect's teleport removes all effects, heals you, and restores your metal, why would the marked for death effect be kept?
The wiki lists it as a bug. Touching a resupply locker doesn't remove the marked for death status, so essentially I'm trying to make the EE teleport replicate a resupply perfectly.
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Leonardo
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Join Date: Feb 2010
Location: 90's
Old 05-17-2012 , 14:32   Re: [TF2] TF2Fix 1.2.2
Reply With Quote #40

also, bots can attack while taunting. can ya fix it?
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