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Rejects

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Posts posted by Rejects


  1. @Hachi, We need to finish preparations for the event.

    Things we are working on/going to work on-

    Finish deciding captains

    Choose teams and map rotation

    Find a server (@Bello or @Rejects could we use an extra server/convert one for at least the event?)

    Find casters

    Set a time for the event

    we still have an xg highlander server

    74.91.113.68 (it's passworded atm)


  2. 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


  3. @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


  4. @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


  5. 5451-c855e9a4cfc2a9a99516e5a5be954d60.jpg

     

    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!

     

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    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.

     

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    WE HOPE YOU ENJOY YOUR STAY!


  6. 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 : awiki.teamfortress.com_w_images_c_c6_Water_image.thumb.jpg.2888b94d31b7eaf3bc09146b3a93b6e1.jpg but it cant load it for whatever reason I'm not absolutely sure what causes it though, I'll try looking into it


  7. idk what these are

    05 "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


  8. :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


  9. 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