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[TF2] ShapeShift (v1.5.5, 2016-07-14)


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WarriorDan007
Senior Member
Join Date: Apr 2014
Location: United States
Old 08-27-2014 , 18:39   Re: [TF2] ShapeShift (v1.5, 2014-04-10)
Reply With Quote #31

Quote:
Originally Posted by UMTeleporter View Post
are you using the latest version of ShapeShift?

(don't bother checking the sm_shapeshift_version, theres mistake that prevents that from from showing the correct value)

Try re-downloading it. That bug was fixed a few versions ago.

Otherwise it could be conflicting with another plugin that hooks regeneration, or spawning.

EDIT: I just uploaded a new version that fixes a medic exploit
I did check. I am using the latest stable version of SourceMod, and have already tried disabling all other plugins and custom functionality, but the glitch continues to appear. Frankly, this plugin offers a wonderful mechanic to TF2, one that should not be overlooked, but in its current state, it ultimately causes more problems then it is worth. Not only do cosmetic items from the previous class stalk the newly-shapeshifted character, but with a player's primary weapon repeatedly going missing every time they shapeshift, or sometimes even when they just respawn, its a problem. So I'd politely like to ask you to please look at and fix these glitches, as they have been negatively impacting my server for some time now, and also, keep up the good work.
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UMTeleporter
SourceMod Donor
Join Date: Feb 2009
Old 09-01-2014 , 21:39   Re: [TF2] ShapeShift (v1.5.2.1, 2014-08-24)
Reply With Quote #32

I don't have any problems at all with this on 3 servers that run it. Tested.

All I can say is to try the version I uploaded a few days ago, if you haven't already.

I will however, continue looking into it.

Last edited by UMTeleporter; 09-01-2014 at 22:27.
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friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 09-01-2014 , 22:10   Re: [TF2] ShapeShift (v1.5.2.1, 2014-08-24)
Reply With Quote #33

You can just make a simple command for the native setplayerclass, or just change the netprops directly...
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UMTeleporter
SourceMod Donor
Join Date: Feb 2009
Old 09-04-2014 , 16:53   Re: [TF2] ShapeShift (v1.5.3, 2014-09-04)
Reply With Quote #34

A friend found that the case where if you ShapeShifted inside a friendly SG/Dispenser, or other solid objects, you lose your items.

Try the latest version. I added a tracehull so it doesn't permit that sort of thing. I suspect that is the problem (or is related to it) you experienced on your server, WarriorDan007.
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friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 09-05-2014 , 04:12   Re: [TF2] ShapeShift (v1.5.3, 2014-09-04)
Reply With Quote #35

Calling regenerate inside of any solid object prevents you from receiving items.
Likewise, having fl_notarget causes you to fail the trace and receive no items.
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WarriorDan007
Senior Member
Join Date: Apr 2014
Location: United States
Old 09-11-2014 , 22:15   Re: [TF2] ShapeShift (v1.5.3, 2014-09-04)
Reply With Quote #36

Shapeshifting while wearing a TF2 halloween zombie skin will cause the character model's entire torso to disappear, leaving only limbs visible. While funny, it is also getting rather annoying, as it happens every single time. I run a year-round halloween server, using the Force Holidays TF2 plugin to do so, so this is probably connected. Please fix this bug, if at all possible. This would be very much appreciated, as that plugin forces the same CVARs as traditional halloween valve servers, and I don't want to go into the halloween update this year expecting shapeshift to break.
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avi12
Member
Join Date: Jun 2014
Location: Minecraft
Old 08-07-2015 , 01:25   Re: [TF2] ShapeShift (v1.5.3, 2014-09-04)
Reply With Quote #37

Hello. This plugin has a bug which does not allow to edit the console variables via the server.cfg file.
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Dispenz0r
Senior Member
Join Date: May 2011
Old 07-08-2016 , 08:13   Re: [TF2] ShapeShift (v1.5.3, 2014-09-04)
Reply With Quote #38

The plugin seems to not stun players after the latest TF2 update, while giving these errors

Code:
L 07/08/2016 - 10:03:54: [SM] Exception reported: Failed to locate function
L 07/08/2016 - 10:03:54: [SM] Blaming: shapeshift.smx()
L 07/08/2016 - 10:03:54: [SM] Call stack trace:
L 07/08/2016 - 10:03:54: [SM]   [0] TF2_StunPlayer
L 07/08/2016 - 10:03:54: [SM]   [1] Line 776, shapeshift.sp::DoPunish()
L 07/08/2016 - 10:03:54: [SM]   [2] Line 766, shapeshift.sp::DoShapeShift()
L 07/08/2016 - 10:03:54: [SM]   [3] Line 400, shapeshift.sp::HandleShapeShiftCommand()
L 07/08/2016 - 10:03:54: [SM]   [4] Line 323, shapeshift.sp::JoinClassHook()
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UMTeleporter
SourceMod Donor
Join Date: Feb 2009
Old 07-14-2016 , 12:27   Re: [TF2] ShapeShift (v1.5.5, 2016-07-14)
Reply With Quote #39

Quote:
Originally Posted by Dispenz0r View Post
The plugin seems to not stun players after the latest TF2 update, while giving these errors

Code:
L 07/08/2016 - 10:03:54: [SM] Exception reported: Failed to locate function
L 07/08/2016 - 10:03:54: [SM] Blaming: shapeshift.smx()
L 07/08/2016 - 10:03:54: [SM] Call stack trace:
L 07/08/2016 - 10:03:54: [SM]   [0] TF2_StunPlayer
L 07/08/2016 - 10:03:54: [SM]   [1] Line 776, shapeshift.sp::DoPunish()
L 07/08/2016 - 10:03:54: [SM]   [2] Line 766, shapeshift.sp::DoShapeShift()
L 07/08/2016 - 10:03:54: [SM]   [3] Line 400, shapeshift.sp::HandleShapeShiftCommand()
L 07/08/2016 - 10:03:54: [SM]   [4] Line 323, shapeshift.sp::JoinClassHook()

I have updated the plugin, I believe this and other things (weapon/class mismatches) are now fixed.
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