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Messages - Powerlord

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1
PropHunt Hell / Re: Rant Yo Shit Here.
« on: March 04, 2014, 02:46:34 pm »
dont worry i already made powerlord be a crybaby  :'( :'( :'( :'( over it, but he won't fix it. "if it aint broke, fix it until you completely lose respect from most players" - powerlord 2012

It's weird how you don't consider props sticking halfway into the floor as broken.

It's also weird how you assume you speak for most players.

But yes, what I do with PropHunt now shouldn't matter to you guys since you don't use anything I've done anyway, right?

2
PropHunt Hell / Re: Bushwacka Jumping
« on: January 02, 2014, 01:19:15 pm »
I'm of the opinion that you ruined the ranked nature of prophunt simply by giving the plugin attention.


My biggest concern with Prop Hunt is that, when I put it Prop Hunt 1.93 on one of my servers so my community could play it, it ended up having a bunch of bugs and balance issues in it.

I could have fixed it and just kept it on my own server (like certain other people), but that's not how I roll.

While we're on the subject, the Two Cities update seemed to change how either TF2 or SourceMod do Flamethrower crit detection... it's now based on the client's cl_cmdrate instead of the server's tickrate.  This meant that players with lower cl_cmdrates took less damage, but also couldn't use the flamethrower fly mechanic.  I've already worked around this in Prop Hunt Redux.  Which is one of the advantages of having a developer actively maintaining things.

Now there are other server operators running ranked prophunt servers that either still have the propmenu command exploit that allows them to select any model


OK, let me stop you right there.

1. I don't distribute the ranked version of PropHunt.  This is intentional: it leaves DarkImmortal and Geit as the gatekeepers for the ranked version and they presumably trust the people they've distributed the ranked version/stats includes to.

2. The "propmenu command exploit" you're referring to comes directly from Prop Hunt 1.93 and is code I haven't changed.

I've left that part of the propmenu code alone because it was (presumably) intentionally written that way (or else it wouldn't take an optional argument).  Honestly, if we really wanted to crack down, we could make it outright that propmenu doesn't work on the stats tracked version.  Then again, that'd piss off some server owners just like other changes have.

I may address this from a different direction, though, and just validate that the prop is on the propmenu if a cvar is set or if it's the ranked version.  Not that this will stop any community with stats.inc and stats2.inc from being able to recompile their own custom version of the ranked version of Prop Hunt.

or they have the bug where wearables aren't being removed properly and it allows them to have demo shields as props.

Now, as for wearables, I use TF2Items to block props from getting any items.  The exception is when the Last Prop mode starts, in which case I check for that and only block wearables, canteens, and spellbooks when regenerating the last prop.

Honestly, I'm not sure how a prop would get a demoshield anyway, since props are respawned when teams are changed.

Hardly a consistent environment to have ranks when people can join a different broken server and cheat.


There's no real way of preventing ranked servers from cheating.  Not as long as DarkImmortal and Geit give servers the stats include files and not just a plugin binary and not as long as Prop Hunt has prophunt_config.cfg, because servers can customize weapons.

In fact, up until I started publishing Prop Hunt Redux, the weapon configs likely varied wildly from server to server because the last version with 1.93 was something like 3 years old and had a large number of issues.

I now publish a nice, up-to-date version as part of Prop Hunt Redux.  I released a new version with PH Redux 3.0.2 that mapped all the new Festive weapons with the attributes their standard versions use.  It also removed the Short Circuit due to how overpowered it is and some other miscellaneous fixes that should have been caught years ago.

or nearly 400,000 that have walked into the mod at some point


The primary place for the discussion of the PropHunt mod itself is the GamingMasters Prop Hunt board.

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PropHunt Hell / Re: Bushwacka Jumping
« on: December 30, 2013, 08:39:46 am »
Novelty or not, why not have something new? It's not going to change your pyro playstyle with a sniper climbing a wall.

People hate change.  I mean at least one person involved in this thread thinks I ruined Prop Hunt by fixing the prop offsets so they don't stick into the floor any more.

4
PropHunt Hell / Re: Implement Prop Rerolling?
« on: November 25, 2013, 09:54:08 am »
Is that seriously so needed?

All the servers I've been playing on, most of them have the public propmenu on for all the players to use as they like and yet they add dumb things like this?
Like propmenu, it's disabled by default.  It was added as an option for server owners to use instead of propmenu.

5
PropHunt Hell / Re: PropHunt 2.09 to 2.10 - What are the changes?
« on: October 15, 2013, 09:40:29 am »
The answer to every unnecessary change made ever.

Fine, tell VoiDeD not to use my changes then.  It's not like I pulled out a gun and said USE THESE CHANGES OR ELSE to him.

Have you seriously only played 40 minutes on ranked servers? You realise opinions can differ throughout servers?

Non-ranked servers outweigh ranked servers by a wide margin.  I don't go looking for ranked servers when I go to play Prop Hunt.

A lot of these changes are based on my experiences on both my own server and other servers.  While I was using my own server as an example, it's not the only one I took into account.

The Powerjack actually DOES speed you up when you take it out.
If it does, it's not to a notable extent and certainly not as much as normal.  Last time I tried it, I couldn't actually see a speed difference, and I've never actually changed the code related to speed.

Why are you removing frontier justice? It's completely uneccessary. The ranked 2 prophunt player pretty much uses it solely, and would be pretty pissed if he couldn't use it anymore.

I was actually simplifying what I did... which was to replace the Frontier Justice with the stock Shotgun.  Because I can do that now.

Having said that, weapons in prop hunt have always been controlled by a config file and servers can easily adjust them without even having to recompile the plugin.  There's no requirement even on stat tracked server that you use the default configuration.  Hell, I didn't even write the majority of the current one: Tainted, KiRRa, and Unlucky Duck did that... including the restriction blocking all the miniguns.

Bonk doesn't need to be removed. If you're able to get last prop, you should be able to use your items. That's the point.
The point is that you have your weapons.  Bonk is just pure cheese.  Then again, server owners can just leave it enabled if they want.  That's the beauty of having these controlled by a configuration file.

Maybe you should look at the feedback and opinions of OTHER servers, instead of your own, especially if you're making the mod public.

Actually, my community isn't the only one I consulted, but whatever.  I'm also going to note that I'm making these changes because no one else was willing to step up to the plate and fix some of the issues Prop Hunt has.  I gain nothing by doing this. And servers don't have to use my changes.

VoiDeD could continue to use a modified version of 1.93 with all the props stuck in the floor... but I'm going to point out that he didn't.  And in a sense, servers using my changes gives me the clout to continue making changes, a power I wouldn't have had if everyone had ignored it in the first place.

6
PropHunt Hell / Re: PropHunt 2.09 to 2.10 - What are the changes?
« on: October 14, 2013, 09:36:08 pm »
I'd forgotten about this thread until someone sent me a PM about it on AlliedModders.

Yeah that fix fukt up a lotta good props and creative hiding places.

That first thing ruined a lot of good spots.

I think it says a lot about this community's players that you prefer playing the game with buggy props.

When Geit messaged me the other day and told me to take what people were saying with a grain of salt, I thought he was talking about the PropHunt suggestions thread over on GamingMasters...

Prophunt was fine for 5 years without the timer being different. Never noticed prop names being wrong.

The timer change was done for two reasons:

1. To get the first 30 seconds of the round to show up as Setup time.  While you may have been playing Prop Hunt for 5 years, not everyone has and being frozen in place for 30 seconds for no apparent reason when playing on BLU was bound to confuse newcomers.
2. To push the game logic into a team_round_timer, which is what the game uses for its round timers.  Prop Hunt faked it by adjusting certain server cvars and having its own SourceMod timer that ended the round one second before the actual arena round timer ended it.

So yes, there was already a team_round_timer, I was just moving all the logic I could to it instead of having dual timers which ended the round before the displayed timer said it should have ended.

As for prop names, not only were a lot of props missing names, but it had no way of distinguishing between props from different sets (i.e. props_farm and props_forest), so it'd give you the wrong name for one of the two.

If you had bothered to get the Milkman/Attendant set then why shouldn't you be able to use it? Could you list those weps?

I find it funny that you're complaining about something that server owners could disable by either not having TF2Attributes installed or just by setting ph_stripsetbonuses 0.

Lets face it, the Milkman's +25 health was just cheesy... and had no downside in Prop Hunt. I know I abused the hell out of it until my friends caught on that I had more health than they did.  So yes, that was added based directly on my own community's feedback.  For that matter, so was fixing the prop offsets.

As for the Attendent set bonus being removed... it didn't work because Prop Hunt already overrides player speed.  That's why the Powerjack doesn't speed you up when you have it out.

Oh and you forgot to mention buffing frontier justice to 87 damage.

I've actually changed that in the latest version of Prop Hunt simply by removing the Frontier Justice altogether.

Why don't you fix the props not getting a kill when a pyro dies to self-damage?
Because I don't know how to easily fix it.  SDKHooks is what's actually dealing the damage to the player and it appears to override the server's normal idea of recent damage sources.

In theory I could fake it by tracking damage done, but it seems like a lot of work for something that isn't all that common.

You do realize Powerlord isn't the original maker of the mod, correct? So, technically speaking, he also took the original code and changed it to what he sees fit.

Since I've talked with DarkImmortal and Geit, and their own server is running my version I have implicit permission from them to continue it.  Heck, DarkImmortal even gave me the stats inc files and Geit even suggested I try my hand at rewriting it to make some improvements.  At some point, I may even write a stats system that servers can run instead of being connected to the global stats servers.

As Box and Eskimo pointed out, some changes (that have or have not been implemented), well, perhaps shouldn't have been changed from the original code. 2.09 strips Bonk, which I think is absolutely insane, but whatever

Actually, removing Bonk doesn't work in 2.09 because Prop Hunt doesn't remove items from Scouts when it regenerates them when they're the last prop... but the new, more advanced weapon system can.

Having said that, this is another thing that I did based on my own community's feedback.  Specifically, players on my server were getting pissed that the last prop could get 8 seconds of time that they couldn't be hurt.  I've actually seen matches that the hunters lost simply because the last prop used Bonk.  In a game mode that already favors the props by a wide margin.

I'd be interested to see what DarkImmortal, Powerlord etal's opinions of Saxton Hell's changes are and of the server in general. Maybe that might be a better starting place rather than here. Think of this analogy; bad / offensive service in a store checkout; do you make a scene at the checkout, or do you contact the manager?

The last time I played on Saxton Hell (when it was running 2.05) it played almost identically to 1.93.  I've already had this discussion with VoiDeD on AlliedModders.

Which is why I chimed in on this thread in the first place a few weeks ago.

Oh, and it shouldn't surprise you that I've been making additional changes to Prop Hunt.

Wow, I have almost forgotten about this.
Powerlord, you are doing an amazing job so far. But honestly, I would not stand for such disrespectfulness from other admins and their communities who steal your code, hate your (good) changes, and use you for their advantage when it comes to their privatized plugins.
You seem like a very gifted guy in that department and I would love to see your work acknowledged and respected, but I'm afraid that's not possible with this very specific plugin. It would be stupid to keep up with this dickheads and see your potential and time go to waste.
If I were you I wouldn't make myself their puppet and indirectly support them.
Give it some time and they will run out of ideas and ruin their prophunt servers and then you can pick it up again under different circumstances and present your refresh of this.

I started fixing Prop Hunt for my own community and shared my changes back to the community.  This is how pretty much all my plugins work.

Having said that, I'm about to abandon the public version of Freak Fortress 2.  My community doesn't like FF2 and the public version is slowly circling the drain... no one else who is currently making changes to it is releasing those changes to the public.  I'm also growing tired of the constant in-fighting over on AlliedMods about it.

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PropHunt Hell / Re: PropHunt 2.09 to 2.10 - What are the changes?
« on: October 02, 2013, 04:48:44 pm »
Hello guys!
I have recently discovered PropHunt for me, yet I am unsure to which server I should stick. I have discovered that Saxton Hell's server has PropHunt 2.10 running. Can anyone list the changes made from 2.09? Is it better?

Thanks in advance
your hopefully new community member

Last I checked, the Saxton Hell version didn't even resemble the version on AlliedModders anyway.

the number looks cooler
also, GM actually just takes it from alliedmodders because Dark is busy, and nobody who actually made it works on it anymore. just people who think they're making it better

Yup, clearly I only "think" I'm improving prop hunt by making it so that props don't stick into the floor.  And push the round timer off to the game and change the first 30 seconds to setup time. And have correct prop names when displayed to users. And remove set bonuses to prevent players from cheesing.  And now I'm working on a new weapon restriction systems to fix weapons that clearly don't work in the game mode.

And yes, there have been bugs from time to time, such as ph_devils_canyon_a1 not having a named control point master and ph_kakariko_b1 having an extra round timer because the person who converted it from a cp map forgot to remove it.  Which is my fault for assuming that prop hunt maps would, you know, be standard arena maps.

But hey, lets hear what things you've done to make prop hunt better!

8
PropHunt Hell / Re: Glitches
« on: June 16, 2013, 07:02:07 pm »
That may have been something I did. I've made some more changes to how sounds are played, so let me know if it's still happening.
*flip* *flip* *flip*

Hmm, I don't see a pull request or anything on the AM Prop Hunt thread.  Mind sharing these changes with the rest of us?

(In case you're wondering how I knew you changed something, it's because I saw the version change for your server in my favs list)

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PropHunt Hell / Re: Map Rotation / Map Suggestions
« on: May 25, 2013, 10:03:15 pm »
https://dl.dropboxusercontent.com/u/99606/ph_tundra.cfg

As for watermill, that's not a map we run.
Well, at least I have one of the configs.  I've updated it on the AlliedModders thread in the most recent zip and in the GitHub repo I have for Prop Hunt.

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PropHunt Hell / Re: Map Rotation / Map Suggestions
« on: May 25, 2013, 07:44:12 pm »
Hi, I'm Powerlord.

I'm currently fixing some bugs in Prop Hunt (and posting on AlliedModders about it) as well as fixing up offsets for various props across all the maps I have configs for.  This is so that props no longer stick into the floor.

I've taken several of the configs posted in this thread and added them to my repository, then updated the offsets based on modifications I'd already made to other maps.  These include configs for ph_well, ph_lakeside, ph_hanger18, ph_redstone, ph_manor_event, and ph_manorgrounds.

However, I ran into a slight problem fixing configs up: There doesn't seem to be a good place to find Prop Hunt maps and their configs.  For instance, I have the maps ph_tundra_b5 and ph_watermill_a1 but no ph_tundra.cfg or ph_watermill.cfg to go with it and searching Google for it hasn't turned up anything.

Does anyone have a (recent) copy of ph_tundra.cfg and ph_watermill.cfg?

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