SuperHero Mod





SH for CS:S & SuperHero Mod 1.19 news - vittu - Jul 12, 2007 20:28
Apparently there is a SuperHero Mod being created for SourceMod. This project has nothing to do with the SuperHero Mod or the SuperHero Mod Team. Do not ask in the superhero mod forums anything about this project as it has nothing to do with us.

Seeing as I am practically the only active member on the team and the limited time I do have to devote to SuperHero Mod, I have no plans to port it to SourceMod. Freecode at one point had begun a port and if he chooses he will probably continue it, but I will not be apart of any SourceMod project for SuperHero Mod.

Support his project if you wish, but do not post anything about it here: http://forums.alliedmods.net/forumdisplay.php?f=116

---------------------------------

Now on to what's going on:

I have begun to take up where jtp10181 left off with the plugin version of SuperHero Mod, with updating the core of SH mod and fully converting to amxmodx for improved functionality. That being said I no longer support the Module version of SuperHero Mod and will not work on it. If Freecode decides he will do with it as he wishes, but I will not be doing any work on it.

I will try to get out an intermediate version as soon as I can, but please do not ask when this update will be available. There will be many coding changes in 1.19 from 1.18e that will lead up to a 1.20 version. (In reality this version is 1.20 but I decided to make a 1.19 without the code that will make old heroes incompatible. Though I will try to make an option to use both new and old methods). There are not many new features as this is mainly a change in coding methods as all heroes will need to be recompiled and might even require amxmodx 1.80 (not out yet) due to an issue found with versions prior to 1.80 of amxmodx. Some things to look forward to: SH will be able to recognize more heroes (currently problems occur after 60-80 due to old coding methods, have tested up to 95 all being usable), VIP support has been added, small improvements against xp farming, etc...



SuperHero Module On Halt. - Freecode - Nov 19, 2006 07:19
Its very basic. Im the only developer on the module. Work is taking up too much time and I have to halt the development on the module for some time. I apologise to all those who have switched to it. I DO recommend using the plugin version untill i can finish it.

Good day.



Super Hero Module 2.002 & New Server - Freecode - Jul 15, 2006 04:54
After a long break from SuperHero Mod and coding in general i am continuing my work on the module as promised. My plans to release the module at CPL were interrupted by a certain someone :nono: (not really, but i like blaming people).

So whats new in this release? Well mostly bug fixes, optimizations
Version 2.002

- Updated Gravity/Speed natives to supply the cvar name (for instant changes)
- Fixed sh_set_user_lvl bug ~Batman/Gorlag
- Fixed default cvar values
- Fixed server crashing when using bots ~ BAILOPAN
- Optimized Player settings code
- Fixed Stun reset speed on default speed users (maybe :} )
- Other minor changes
- Added sh_setlevel


I want to thank vittu and Emp' for bug testing alot of stuff for me. Others like BAILOPAN and Batman/Gorlag for finding bugs for me.

This module is compiled on AMXX 1.75a base (with all the new cool features like auto module loading i dont see why you shouldnt switch). So go ahead and switch to that before downloading the module.

Because i want people to help me and bug test this before i release the next version with MySQL saving i have put up an Official SuperHero Mod server running the latest beta.

Server IP: 82.165.182.134:27015
Server Mod: Counter-Strike 1.6

Join and have fun. For now i have just the default heroes and the default setup (10 levels). Saving is on for testing purposes.

And now onto release.....

Cvars:

  • sh_superhero - <1/0> Self-Explanatory. Turns mod on/off. Put this somewhere into you config file (server.cfg is fine)
  • sh_numlevels - <#> (default = 10). Number of Max Levels. Put this somewhere into you config file (server.cfg is fine)
  • sh_savexp - <1/0> Save XP points or not? (will save to binary file only). No MySQL support in this version.
  • sh_saveby - <1/2> Save int binary by: 1. SteamID 2. Name
  • sh_debug - <1/0> Will log debug messages. Only use when your server is crashing. Post your log file into forums to help us fix the crash.
  • sh_hsmult - (Default 1.0). Headshot multiplier. Gain more XP for killing with Headshot.



Getting back on track. - Freecode - Jul 01, 2006 10:44
With the new release of AMXX 1.75 (link) i have some news to share with SuperHero users.

As some may already know, we have a SuperHero Module thats in the beta process. Since the release of 1.75 we will finish the module and have it ready for a final stable release version. But for us to be able to make sure its as user friendly as possible we will need some testers. Due to this i will do a last beta release and hope to recieve as many bug reports as possible. I will consider feature requests, but my main focus will be getting rid of bug and introducing MySQL saving for the final version.

So what does this mean for the plugin version of SuperHero Mod? Well, simply put it this way: it's out of date. We no longer will support the plugin version of SuperHero Mod. The module will replace the plugin, as its a better product in all fields.

Thank you for everyones attention. The beta will be released next week (during CPL).



AlliedModders, New Unified Forums - Freecode - Jun 24, 2006 03:06
BAILOPAN
I'm very pleased to announce our new unified initiative, AlliedModders! Over the past eight months, Freecode and I have worked on the logistics of combining our major projects together. Today we have finally taken the first big step, and merged AMX Mod X, SourceMod, and SuperHero Mod into one bulletin board.

In the coming months we will be redoing our main sites to focus on an easy interface that binds all of the projects together. We are also using new forum software, vBulletin, carefully themed to look almost exactly phpBB2. You'll see we've expanded the layout of the various projects to be more accomodating, using vBulletin's handy sub-forum feature.

There are a few details you'll see are missing. I recommend everyone visit the new Site Issues forum. This is the new place to discuss site and forums features. You'll see stickies about what features are missing/broken, what's new, and what to do if your account broke from the import. You are also welcome to post site or forum problems here.

This was a huge undertaking on our part, and has been in our plans for over half a year. We're all very relieved to finally see it happen, and there are a few people I would like to personally thank:

  • Freecode - Without his help, AlliedModders would not have happened. The theme was quite time consuming on his part, especially when enduring nit-picking over silly details. I am genuinely impressed with how well it came out. He also ported our phpBB plugin system, oversaw the merge complications, and spent the past three days pulling all-nighters with me. My hat is off to Freecode. Thanks!
  • Brad - Responsible for the new and improved syntax highlighter integration.
  • TechConnect - Our soon-to-be-announced Source sponsor, who got us our shiny new webserver (located in TX, USA).
  • Lastly, thanks to twistedeuphoria and faluco who helped give input, report bugs, and do some tedious cleanup tasks.
We're all looking forward to seeing where this goes!

Now just to get rid of this headache.

Off-Topic and General Forums were merged together.



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