SuperHero Mod





Working on SH again and released a repackaged update 1.2.0.14 - vittu - Nov 10, 2009 14:16
After a short hiatus to do some maintenance/bug fix updates for Battlefield 2: Rank Mod, I have begun working on the next release for SuperHero Mod.

In the mean time I have repackaged a release, SuperHero Mod 1.2.0 build 14, to feature some recent updates. The main reason for the repackaging was to add in a change to damage reduction done by armor in the extra damage calculation to better represent how armor functions in CS (and because I'm sick of people asking for forced save by name or IP options).

You can check the svn to see what files have changed and redownload the main package here.

1.2.0.14 changes added to current changelog:
- Updated/Optimized a few heroes
- Changed SH_ARMOR_RATIO to 0.5 since in cs armor seems to reduce damage by 50% not 80%
- Added native sh_set_hero_dmgmult for weapon multipliers to directly hook damage instead of faking damage with sh_extra_damage
- Added removal of all Monster Mod monsters on new round, stops monster freezetime attacks
- Added option to force save by IP or save by name with cvar sh_saveby
- Added option for Free For All servers to gain money/frags/xp on tk instead of losing money/frags/xp on tk with cvar sh_ffa
- Fixed shield restrict forcing drop of shield to actually drop shield not just active weapon


Note: Any heroes making use of the new native "sh_set_hero_dmgmult" will not be able to compile with the webcompiler (GetPlugin link) until it can be updated to use 1.2.0.14 includes as it currently has includes from 1.2.0.10. So far these are only default heroes in the 1.2.0.14 zip, so it should not really matter at this point.

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A couple of things I'm working on and hoping to get done for a 1.2.1 release (from the current todo list):
- Add chosen hero child page to menu to verify hero choice, but mainly to add hero info there instead of using hud messages for powerHelp info.
- Make sh more csdm/respawn friendly, remove reliance on round ending
- Improve sh_minplayersxp to count only players that are on a team
- Remove all use of set_user_info, find a better method to tell when a power is in use (possibly native so hero can say it's in use).

And I'm most likely going to dissolve the idea of "- Add gravity settings based on current weapon (incomplete currently)" and set it back to the way it is normally because I don't see it being beneficial but rather would cause more conflict.



1.2.0.10 released and webcompiler's includes updated - vittu - Feb 09, 2009 17:06
SuperHero Mod 1.2.0 build 10 has been packaged and released. The main reason for a repackaging was because of updated SH includes used in the AMX Mod X webcompiler.

You can check the svn to see what files have changed and redownload the main package here.

1.2.0.10 changes added to current changelog:
- Updated/Optimized a few heroes
- Added missing cvar for invisible man in shconfig.cfg
- Removed /savexp say command due to complaint of the xp removal it has done since version 1.17.4
- Converted superheromysql.inc to use sqlx instead of dbi and optimized a bit
- Fixed passing of some buffers into format routines
- Changed menu string size and made it smaller, it had too much overhead
- Added use of charsmax
- Removed unnecessary checks and static's in stocks
- Fixed Ham_Spawn's first Ham_Spawn call block method


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The AMX Mod X webcompiler has been updated with includes from the SuperHero Mod 1.2.0.10 release. [S]You can now use the "Get Plugin" link in hero posts for SuperHero Mod 1.2.0 and above. Users running SuperHero Mod 1.18e or below be aware you will no longer be able to use the "Get Plugin" link, you must now compile locally.

If you see the following error using the "Get Plugin" link...
Plugin failed to compile! Please try contacting the author.

...please report it in the post of the hero with the problem and I will try to fix the issue with compiling the hero asap.[/S]

Update: The normal webcompiler located here is correctly updated. The "Get Plugin" compiler in forum posts does not yet work due to a bug which has been reported. Please do not use "Get Plugin", I will post a news post when it gets fixed.



A small bug fix for SuperHero Mod 1.2.0.8 has been released. - vittu - Aug 27, 2008 00:06
A small but vital bug fix has been released for SuperHero Mod 1.2.0.8.

The bug effects the cvars sh_minlevel and sh_mercyxp (sh_mercyxp is only effected if sh_mercyxpmode is set to 2). The superhero.ini was being read too late causing the core to set the cvar values to 0.

This has been fixed as of revision 9. To avoid future problems with this bug, the main download has been updated to 1.2.0.9. Servers with 1.2.0.8 can either get the updated superheromod.sma from the svn or update from the main download.



Only superheromod.sma was affected and the change is minor. superheroconst.inc was also updated to reflect the change in build.



AMX Mod X 1.8.1 released / SuperHero 1.2.0 released - vittu - Aug 18, 2008 01:06
AMX Mod X 1.8.1 was released yesterday. For any of you running 1.8.0 I would highly advise updating to 1.8.1 for its bug fixes.
http://forums.alliedmods.net/showthread.php?t=76026

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With that being said, on the heels of a new AMX Mod X release comes SuperHero Mod 1.2.0 (plugin version). It's been a long time coming, held off mainly due to requirements of testing code changes and time constraints. This release is primarily a code update (shedding old code for newer/better methods), though it also an overhaul and addition of forwards and natives, and it also has a few bug fixes and feature additions.

Hero creators should take a look at the new and changes to natives in superheromod.inc, many new things available along with improvements to old scripting style. You can look at default 1.2.0 heroes to see how new methods are implemented.

Many of you will be happy that bots will choose powers automatically now. Though they will still not be able to use the bound powers, will look into that into the future possibly an external plugin for it.

See this post for more detailed info and downloads:
http://forums.alliedmods.net/showthread.php?t=76081



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

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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...



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