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Content Count
705 -
Joined
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Last visited
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Days Won
9
Posts posted by Rejects
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oh no! my badi meant floppy to member, as he is already mod
OH lol sure
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@Skeletal to modpossbily floppy to mod, but mr nutty 12 and rejects have to agree first so if anything, this will be a late demo
Floppy doesnt have a lot of hours in tf2 recently so I'll have to disagree
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also @Rejects i gave myself powers on my alternative account for a reason and i kindly ask you not to remove them againyou hadnt been on the account for a month so i thought you werent using it anymore
realBelloWaldi reacted to this -
just wait out the ban
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Hey moosty, welcome back man
hope to see you around the servers
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we gotta talk about next weeks promo/demo
I can only think of 1 person atm and that is skeletal angel, he's really active on the servers so I think he may be good as moderator
mrnutty12 and realBelloWaldi reacted to this -
I discorvered xG through Deathrun and the first thing I heard from little Moderator @Rejects at the time was. "No you can't activate traps on a free run you twat, what do you mean yes you can? it's in the Motd and I've told you multiple times." or something like that and then I saw some guy using /servers to join jailbreak so I did the same. and I became I jailbreak Fag.HOLY SHIT I REMEMBER THAT
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@Rejects i removed the anti lenny plugin, I've been receiving some major complaints and the least you can do is to make a public vote which has to pass in order to add it.you could also have told others and me that you were going to add it in the first place.
yeah sorry about that, it was a test that I kinda forgot to remove
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welp server still crashes on the map, so I've removed the map
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@Rejects the plugin you uploaded to TGH yesterday is just spamming errors, probably should fix that or just remove it.yeah I only added it temporarily to see what it did I'll remove it now
Also, the crash related to hitting the edict limit seems to only happen on oot3d_hyrule (or at least most frequently). Instead of removing the map, you could use stripper to selectively remove some less important things from the map, or you could simply unload some of the more entity-heavy plugins only on that map.I'll add something to reduce the crashs on that map
also I'm not very familiar with the stripper plugin and how to use it
realBelloWaldi reacted to this -
CONGRATULATIONS!
You have been accepted to join Xeno Gamers!
To begin your membership, familiarize yourself with our rules listed here. This is highly important and knowing these rules will keep you safe from bans!
Want to get Moderator?
There are a few ways to earn it!
1. Be active on TeamSpeak! To download TeamSpeak click here and then click 'Download Here' and download the appropriate client for your OS. Then just install, follow the 'Easy Setup' guide, and finally, click 'Connections' and 'Connect' and enter 'voice.xenogamers.com' in the 'Server Address' field.
2. Be active on the forums! This is one of the best ways to get your voice heard in Xeno Gamers!
3. Be active on the servers! This shows that you are committed to the clan!
For a server list, click here.
Come check out our staff list to see who is who on the servers, click here or here.
WE HOPE YOU ENJOY YOUR STAY!
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+1 was a very active moderator back in 2014, she has certainly changed since then and I would really like to see her as member again
A : 8/10
M : 8/10
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for me a good amount of the maps have a problem where all i see is this when i go underwater[ATTACH=full]26974[/ATTACH]
(i know this is a screenshot for gmod/hl but i get this thing in tf2 myself)
it's probably a client sided issue though
what bello is talking about is probably the water mazes in ba_jail_hopjb
yeah it is definitely a client issue, what it is, is that your client game is trying to load a "water overlay" material which gives it a kind of wavy effect like this : but it cant load it for whatever reason I'm not absolutely sure what causes it though, I'll try looking into it
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I'm going to guess and say that the problems with missing textures could have something to do with the underwater shader / textures not being loaded properly on the mapis it any specific map that cause the texture problem @Bello?
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when you go underwater it displays missing textures on some maps, i think its a map related problem
I'm going to guess and say that the problems with missing textures could have something to do with the underwater shader / textures not being loaded properly on the map
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I am 100% sure that every team could get an own channel on ts if this is actually happening. @Aegeanthere's already these 8 channels in TS right now
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Name : Rejects
Steamid :76561198089263438
class : scout, soldier, demo, heavy (maybe sniper on a good day)
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Looks like it just prevents taking damage from drowning. Not sure if you want that, but it's cheap and wouldn't contribute to crashesneat I thought that was what it did
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idk what these are05 "underwater.smx"
25 "Themes" (0.8) by J-Factor (alliedmodders forums says this plugin doesnt work anymore)
56 "inspectall.smx"
116 "[TF2] Player modes" (1.1) by vman315
inspectall is for all players to use the inspect animation on any weapon, kinda weird with certain weapons ie. using inspect with a soldiers banner plays the shotgun inspect animation.
[tf2] playermodes is this , not sure why this is on the server
the themes plugin has been on the server for a long time (I think kbraszzle might have added it back in 2014) if it doesnt work we may as well remove it
I'm not sure what underwater.smx is, I'll take a look around to find out
Edit : tried using a decompiler to find out what it does this is what came out :
public PlVers:__version =
{
version = 5,
filevers = "1.7.1",
date = "04/29/2015",
time = "21:02:50"
};
new Float:NULL_VECTOR[3];
new String:NULL_STRING[4];
public Extension:__ext_core =
{
name = "Core",
file = "core",
autoload = 0,
required = 0,
};
new MaxClients;
public Extension:__ext_sdkhooks =
{
name = "SDKHooks",
file = "sdkhooks.ext",
autoload = 1,
required = 1,
};
public __ext_core_SetNTVOptional()
{
MarkNativeAsOptional("GetFeatureStatus");
MarkNativeAsOptional("RequireFeature");
MarkNativeAsOptional("AddCommandListener");
MarkNativeAsOptional("RemoveCommandListener");
MarkNativeAsOptional("BfWriteBool");
MarkNativeAsOptional("BfWriteByte");
MarkNativeAsOptional("BfWriteChar");
MarkNativeAsOptional("BfWriteShort");
MarkNativeAsOptional("BfWriteWord");
MarkNativeAsOptional("BfWriteNum");
MarkNativeAsOptional("BfWriteFloat");
MarkNativeAsOptional("BfWriteString");
MarkNativeAsOptional("BfWriteEntity");
MarkNativeAsOptional("BfWriteAngle");
MarkNativeAsOptional("BfWriteCoord");
MarkNativeAsOptional("BfWriteVecCoord");
MarkNativeAsOptional("BfWriteVecNormal");
MarkNativeAsOptional("BfWriteAngles");
MarkNativeAsOptional("BfReadBool");
MarkNativeAsOptional("BfReadByte");
MarkNativeAsOptional("BfReadChar");
MarkNativeAsOptional("BfReadShort");
MarkNativeAsOptional("BfReadWord");
MarkNativeAsOptional("BfReadNum");
MarkNativeAsOptional("BfReadFloat");
MarkNativeAsOptional("BfReadString");
MarkNativeAsOptional("BfReadEntity");
MarkNativeAsOptional("BfReadAngle");
MarkNativeAsOptional("BfReadCoord");
MarkNativeAsOptional("BfReadVecCoord");
MarkNativeAsOptional("BfReadVecNormal");
MarkNativeAsOptional("BfReadAngles");
MarkNativeAsOptional("BfGetNumBytesLeft");
MarkNativeAsOptional("BfWrite.WriteBool");
MarkNativeAsOptional("BfWrite.WriteByte");
MarkNativeAsOptional("BfWrite.WriteChar");
MarkNativeAsOptional("BfWrite.WriteShort");
MarkNativeAsOptional("BfWrite.WriteWord");
MarkNativeAsOptional("BfWrite.WriteNum");
MarkNativeAsOptional("BfWrite.WriteFloat");
MarkNativeAsOptional("BfWrite.WriteString");
MarkNativeAsOptional("BfWrite.WriteEntity");
MarkNativeAsOptional("BfWrite.WriteAngle");
MarkNativeAsOptional("BfWrite.WriteCoord");
MarkNativeAsOptional("BfWrite.WriteVecCoord");
MarkNativeAsOptional("BfWrite.WriteVecNormal");
MarkNativeAsOptional("BfWrite.WriteAngles");
MarkNativeAsOptional("BfRead.ReadBool");
MarkNativeAsOptional("BfRead.ReadByte");
MarkNativeAsOptional("BfRead.ReadChar");
MarkNativeAsOptional("BfRead.ReadShort");
MarkNativeAsOptional("BfRead.ReadWord");
MarkNativeAsOptional("BfRead.ReadNum");
MarkNativeAsOptional("BfRead.ReadFloat");
MarkNativeAsOptional("BfRead.ReadString");
MarkNativeAsOptional("BfRead.ReadEntity");
MarkNativeAsOptional("BfRead.ReadAngle");
MarkNativeAsOptional("BfRead.ReadCoord");
MarkNativeAsOptional("BfRead.ReadVecCoord");
MarkNativeAsOptional("BfRead.ReadVecNormal");
MarkNativeAsOptional("BfRead.ReadAngles");
MarkNativeAsOptional("BfRead.GetNumBytesLeft");
MarkNativeAsOptional("PbReadInt");
MarkNativeAsOptional("PbReadFloat");
MarkNativeAsOptional("PbReadBool");
MarkNativeAsOptional("PbReadString");
MarkNativeAsOptional("PbReadColor");
MarkNativeAsOptional("PbReadAngle");
MarkNativeAsOptional("PbReadVector");
MarkNativeAsOptional("PbReadVector2D");
MarkNativeAsOptional("PbGetRepeatedFieldCount");
MarkNativeAsOptional("PbSetInt");
MarkNativeAsOptional("PbSetFloat");
MarkNativeAsOptional("PbSetBool");
MarkNativeAsOptional("PbSetString");
MarkNativeAsOptional("PbSetColor");
MarkNativeAsOptional("PbSetAngle");
MarkNativeAsOptional("PbSetVector");
MarkNativeAsOptional("PbSetVector2D");
MarkNativeAsOptional("PbAddInt");
MarkNativeAsOptional("PbAddFloat");
MarkNativeAsOptional("PbAddBool");
MarkNativeAsOptional("PbAddString");
MarkNativeAsOptional("PbAddColor");
MarkNativeAsOptional("PbAddAngle");
MarkNativeAsOptional("PbAddVector");
MarkNativeAsOptional("PbAddVector2D");
MarkNativeAsOptional("PbRemoveRepeatedFieldValue");
MarkNativeAsOptional("PbReadMessage");
MarkNativeAsOptional("PbReadRepeatedMessage");
MarkNativeAsOptional("PbAddMessage");
MarkNativeAsOptional("Protobuf.ReadInt");
MarkNativeAsOptional("Protobuf.ReadFloat");
MarkNativeAsOptional("Protobuf.ReadBool");
MarkNativeAsOptional("Protobuf.ReadString");
MarkNativeAsOptional("Protobuf.ReadColor");
MarkNativeAsOptional("Protobuf.ReadAngle");
MarkNativeAsOptional("Protobuf.ReadVector");
MarkNativeAsOptional("Protobuf.ReadVector2D");
MarkNativeAsOptional("Protobuf.GetRepeatedFieldCount");
MarkNativeAsOptional("Protobuf.SetInt");
MarkNativeAsOptional("Protobuf.SetFloat");
MarkNativeAsOptional("Protobuf.SetBool");
MarkNativeAsOptional("Protobuf.SetString");
MarkNativeAsOptional("Protobuf.SetColor");
MarkNativeAsOptional("Protobuf.SetAngle");
MarkNativeAsOptional("Protobuf.SetVector");
MarkNativeAsOptional("Protobuf.SetVector2D");
MarkNativeAsOptional("Protobuf.AddInt");
MarkNativeAsOptional("Protobuf.AddFloat");
MarkNativeAsOptional("Protobuf.AddBool");
MarkNativeAsOptional("Protobuf.AddString");
MarkNativeAsOptional("Protobuf.AddColor");
MarkNativeAsOptional("Protobuf.AddAngle");
MarkNativeAsOptional("Protobuf.AddVector");
MarkNativeAsOptional("Protobuf.AddVector2D");
MarkNativeAsOptional("Protobuf.RemoveRepeatedFieldValue");
MarkNativeAsOptional("Protobuf.ReadMessage");
MarkNativeAsOptional("Protobuf.ReadRepeatedMessage");
MarkNativeAsOptional("Protobuf.AddMessage");
VerifyCoreVersion();
return 0;
}
public void:OnPluginStart()
{
new i = 1;
while (i <= MaxClients)
{
if (IsClientInGame(i))
{
OnClientPutInServer(i);
}
i++;
}
return void:0;
}
public void:OnClientPutInServer(client)
{
SDKHook(client, SDKHookType:2, OnTakeDamage);
return void:0;
}
public Action:OnTakeDamage(victim, &attacker, &inflictor, &Float:damage, &damagetype)
{
if (damagetype & 16384)
{
return Action:3;
}
return Action:0;
}
I know damage type 16384 is drowning
realBelloWaldi and Egossi reacted to this -
:derp: for benny. he is that type of person to complain about everything from what ive seen. for example, i once told him that using cptele to get into the enemy's team is not allowed and he responded with "but staff can do it? :derp:"
if everyone else agrees with him then im fine, but i think hes pretty hard to stand sometimes
I'm kinda iffy about benny too as from what I've seen of him he can be kinda confrontational (if that's the right word)
I also caught him mic spamming a bit ago
realBelloWaldi reacted to this -
Jailbreak, Pan spam, demo charging, Scottish lag and @Bach
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*RING* *RING* update about the server :
All that needs to be done is uploading all the music (this will probably take a long time since I have a really low upload speed :( )
and tweaking and updating all the bosses scripts
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Alright, done recording and screen-shotting bosses on the server and will continue developing the guide to hopefully be completed by Monday.As for bugs i have noticed, only thing i saw was crits being on huntsman snipers again. @Rejects
it only does 320 approx damage and even then the homing isnt as powerful as it used to be
Tf2 Highlander Event!
in TF2 Discussion
Posted
we still have an xg highlander server
74.91.113.68 (it's passworded atm)