I have updated the initial post with an updated version of the mod. I recognize that Valve can/may take action if it is abused, but have decided that if it is Valve's wish to break server mods again then it will continue to be up to us to create fixes for their fixes.
Some may see me as a villain, and for their interests, it is rightly so. However, this mod has been my passion for many months now, and I will not let anything stop me from sharing it with the world for as long as I can. If looked at on the bright side, a large scale fix to the game would nearly insure several workshop items entry into the game, which is by no doubt positive for the creators of such items. I hope that those who use my mod find it enjoyable throughout the duration of its life. Thank you.
[QUOTE=MasterXykon;43442405]I have updated the initial post with an updated version of the mod. I recognize that Valve can/may take action if it is abused, but have decided that if it is Valve's wish to break server mods again then it will continue to be up to us to create fixes for their fixes.
Some may see me as a villain, and for their interests, it is rightly so. However, this mod has been my passion for many months now, and I will not let anything stop me from sharing it with the world for as long as I can. If looked at on the bright side, a large scale fix to the game would nearly insure several workshop items entry into the game, which is by no doubt positive for the creators of such items. I hope that those who use my mod find it enjoyable throughout the duration of its life. Thank you.[/QUOTE]
It's not as simple as "fixing their fixes". When Valve locks something down in the client, it's not getting fixed without stepping into hack-territory, and you don't have to be a genius to realize how that'll go.
Valve will crack down on this the same way they did before, once servers begin letting people buy hats TF2 hats, and that's [I]going to happen.[/I] Only, they're going to have to be much more thorough to account for the workarounds you've done, further breaking modding and possibly breaking alot of popular ones.
At this point, deleting the links is pointless, since the source code is probably circulating right now, so now it's only a matter of how long Valve will take to learn that the mod exists. So I hope you're proud of yourself, because you're going to be responsible for fucking up mods, bigtime.
It's truly a sad sight to see that Xykon is deliberately trying to hurt the games modding capabilities by defying Valve's wishes. We will all be punished due to his actions and his alone.
If anyone wants to ban him here's his steam information.
Steam ID: STEAM_0:1:31501585
IP Address: 68.51.70.49
Community URL: [url]http://www.steamcommunity.com/profiles/76561198023268899/[/url]
[QUOTE=Sreap;43444673]It's truly a sad sight to see that Xykon is deliberately trying to hurt the games modding capabilities by defying Valve's wishes. We will all be punished due to his actions and his alone.
If anyone wants to ban him here's his steam information.
Steam ID: STEAM_0:1:31501585
IP Address: 68.51.70.49
Community URL: [URL]http://www.steamcommunity.com/profiles/76561198023268899/[/URL][/QUOTE]
-snip rude, inmature and not necessary. Sorry Sreap...-
I really wonder how will all of this turn out.
I can't really blame xykon for releasing this, as I would most likely do the same
The problem is not new. There's already some plugins making you able to play with a saxxy, a golden wrench, robin's rocket launcher, give unusual effects to everything, that some server already use for years with the premium donator stuff . The problem is not the plugin, it's what some people do with it.
[QUOTE=426_Hemi;43452140]The problem is not new. There's already some plugins making you able to play with a saxxy, a golden wrench, robin's rocket launcher, give unusual effects to everything, that some server already use for years with the premium donator stuff . The problem is not the plugin, it's what some people do with it.[/QUOTE]
Not sure how the Saxxy was done, but everything else you described was all done with attributes. You still had to have the weaponry or hats, you could just change the attributes on them.
[QUOTE=Mitchel.;43449571]You are horrible person
You hate him because he published private stuff that will break your donor features
And probatly those donor features are fake valve hats created using smiliar exploit
Well nwo you won't be able to cheat valve's system and will have to pay back donors money :v:
So stop crying boy[/QUOTE]
You shouldn't make such assumptions especially when you have no proof. I have [U][B]never offered[/B][/U], and still not offering any Valve related content to my donators.
But by Xykon releasing this, he's putting many mods at risk, more so than the ones that were broken the last time here: [url]https://secure.voogru.com/petition/[/url]. I play Saxton Hale, and other highly nodded servers frequently and I'd rather not see that game-mode broken along with other mods because he decided to put them at risk with this plugin. This doesn't just hurt Valve, but it's also hurting the content creators profits from sales as well. Have you no respect for the people creating your hats?
Valve is going to crack down on methods that can be used to harm the sale of their content thanks to this plugin. And thanks to him declaring "hes going to create fixes for their fixes", I'm sure they will do a thorough job this time.
[QUOTE=Sreap;43452203]You shouldn't make such assumptions especially when you have no proof[/QUOTE]
[QUOTE]This doesn't just hurt Valves sales, but it's also hurting the content creators profits from sales as well. Have you no respect for the people creating your hats?[/QUOTE]
You're talking out your ass and your whole post is various assumptions.
I Hope to see this used in TF2 tightrope or something and give their weapons custom world and viewmodels finally.
I hope that Slug will finally get his ass together and fix Advanced Weaponiser
too bad he is so focused on his new Greenlight game too care
he didn't bother to fix the public version of AW for like two years or so
what means that right now there is only one server playing AW2 - his own, who is somehow still running
-snip-
[QUOTE=WhyNott;43393704]Well, you know, Valve doesn't NEED to know
as far as I know he have not posted this anywhere outside this thread (excluding Allied Modders, but that was just compiled version and it got taken down quickly). And now he delated this link.
This thread only have 830 views at this time. We can safely assume that about 300 individuals have entered it prior to deletion of the link.
The plugin filesize wasn't big (22,7 MB), but the hosting was pretty shitty (or mabe thats just my internet being crap again). I think only about 50 to 70 people have downloaded the full archive.
Not everything is lost yet. We just have to be quiet.[/QUOTE]
valve reads facepunch
my friend when he found smiliar workaround around attachables to this but his one was env_sprite + prop_dynamic aka wearable and SetParentAttachment he emailed Fletcher dunn
[QUOTE=Friend;1]
Hello Fletcher
I hope i'm not emailing wrong person
My friend told me that Robin retired from TF2Team to Dota 2 Team so i wasn't sure who to email about this case.
I've managed to make workaround for attachables (parenting models to player / weapon and keeping them visible).
Few years ago some server-owners abused this method to apply unique cosmetic items on players. Items like Golden Wrench, Max Head etc.
Then TFTeam removed possiblity to attaching models to players or weapons
Attachables thought were abused by some badmans they were one of greatest features that we could see in TFModding.
They allowed modders us to use custom hats / miscs and weapons which were quite fun
I still remember one awesome server that had low gravity, lightsaber melee weapons for all classes & amazing space map.
I think myself that TF2 Modders community over the last years become smart enought to not repeat same mistake again
So i'd like to ask you for permission to release workaround publicly
I belive now TF2 Community won't repeat same mistake
And if somebody shady would try to do so
Please punish him not the whole TF2 Community
- Thanks
[/QUOTE]
unfortunate short timelapse between release of equipment manager 2.0.0 and mail
And those people overreacting messed everything up
[QUOTE=WhyNott;43452791]I hope that Slug will finally get his ass together and fix Advanced Weaponiser
too bad he is so focused on his new Greenlight game too care
he didn't bother to fix the public version of AW for like two years or so
what means that right now there is only one server playing AW2 - his own, who is somehow still running[/QUOTE]
Depending on how weapon models behave now. Between this mod and tf2items stat changer, it may not be difficult to come up with some sort of iteration.
EDIT: I'm going to look into it.
off-topic, but lightsaber melee weapons sound sick
[QUOTE=DrPyspy;43467118]off-topic, but lightsaber melee weapons sound sick[/QUOTE]
Better melee than replacement for minigun :v:
[sp]Lightsaber minigun shooting small lightsabers[/sp]
Does this allow me to wear the player models? I'd like to be able to have stretched scouts/snipers or decompressed heavies again
[QUOTE=Fillmore;43468591]Does this allow me to wear the player models? I'd like to be able to have stretched scouts/snipers or decompressed heavies again[/QUOTE]
Yes, here's a link to a post with a download: [url]http://forums.alliedmods.net/showpost.php?p=2080466&postcount=48[/url]
I decided to see a bit of what this is capable of on a private dedicated server on my machine. I can attach weapon models, however I cannot assign them schematic entry numbers (therefore I can't hook attributes from tf2items since these don't have their own schematic ID). I also would need some way to force override player animations (if I could use "visuals" entry like its done in the item_schematics, that would work), and I would need some way to hide the players existing held weapon.
Welp, clearly I didn't think this through. :v: I can attach weapon models, but that doesn't do me a whole lot of good. This plugin would make for an amazing foundation to a custom weapon plugin if anybody wanted to fill in the gaps. tf2items and this exist. Attributes and models are set. Just need some of the inbetween. I'd do it if I actually could code in SP.
[QUOTE=Gamemaster1379;43481972]I decided to see a bit of what this is capable of on a private dedicated server on my machine. I can attach weapon models, however I cannot assign them schematic entry numbers (therefore I can't hook attributes from tf2items since these don't have their own schematic ID). I also would need some way to force override player animations (if I could use "visuals" entry like its done in the item_schematics, that would work), and I would need some way to hide the players existing held weapon.
Welp, clearly I didn't think this through. :v: I can attach weapon models, but that doesn't do me a whole lot of good. This plugin would make for an amazing foundation to a custom weapon plugin if anybody wanted to fill in the gaps. tf2items and this exist. Attributes and models are set. Just need some of the inbetween. I'd do it if I actually could code in SP.[/QUOTE]
If you want custom weapons with this method, I have one, but it's probably full of errors (i know randomizer is).
[url]http://www.mediafire.com/download/diqj8bmblly8jjh/visibleweapons.zip[/url]
UPDATE:
New(ish) better bundle for visible items.
3 plugins, 1 adding target/value commands to modify FillUserInfo values (mainly for changing avatars via FriendsID), 1 to remove all avatars (main visibility plugin), and 1 is BeTheZombie via "!zombie" chat command (requires visibility plugin/extension, and cvar "tf_forced_holiday 2").
1 extension, for adding FillUserInfo natives (all plugins require this).
DOWNLOAD: [url]http://www.mediafire.com/download/8mbs2y30mknrl5p/FillUserInfo.zip[/url]
[QUOTE=MasterXykon;46145061]UPDATE:
New(ish) better bundle for visible items.
3 plugins, 1 adding target/value commands to modify FillUserInfo values (mainly for changing avatars via FriendsID), 1 to remove all avatars (main visibility plugin), and 1 is BeTheZombie via "!zombie" chat command (requires visibility plugin/extension, and cvar "tf_forced_holiday 2").
1 extension, for adding FillUserInfo natives (all plugins require this).
DOWNLOAD:[/QUOTE]
I don't think it was wise to release this stuff to be honest :tinfoil:
[QUOTE=Mitchel.;46151567]I don't think it was wise to release this stuff to be honest :tinfoil:[/QUOTE]
That's what everyone said almost a year ago, and nothing's happened so far.
I don't think valve cares that much about it anymore, hell, it could even have a really good use, like promoting workshop items in-game.
[QUOTE=Vincentor;46151813]That's what everyone said almost a year ago, and nothing's happened so far.
I don't think valve cares that much about it anymore, hell, it could even have a really good use, like promoting workshop items in-game.[/QUOTE]
This is exactly what I was thinking when I first started learning sourcemod to make this, I used to make items, so I wanted to use them on my servers.
So uh. How does this work for those not experts at using sourcemod?
For those who'd like a simpler version, no plugins needed, just 1 simple extension, use this download instead: [url]http://www.mediafire.com/download/iei9cov8lmvfvvf/detourTest2.zip[/url]
[QUOTE=MasterXykon;46152946]This is exactly what I was thinking when I first started learning sourcemod to make this, I used to make items, so I wanted to use them on my servers.[/QUOTE]
Um, does your new update change the way you attach models to players? I mean, i tested your plugin one or two months ago and noticed that you're actually spawning a copy of the model player with the cosmetics inside the said player and that was pretty noticeable and ugly when using facial expressions, or equipping lots of cosmetics.
Also, I have actually wanted to make my own hat plugins and it seems that valve haven't really broke parenting players to entities thingy, it just works for me, besides the fact that it's a bit tricky for some cosmetics and bodygroups, but at least i'm not spawning a copy of the player model...
[QUOTE=Plaffy46;46160066]Um, does your new update change the way you attach models to players? I mean, i tested your plugin one or two months ago and noticed that you're actually spawning a copy of the model player with the cosmetics inside the said player and that was pretty noticeable and ugly when using facial expressions, or equipping lots of cosmetics.
Also, I have actually wanted to make my own hat plugins and it seems that valve haven't really broke parenting players to entities thingy, it just works for me, besides the fact that it's a bit tricky for some cosmetics and bodygroups, but at least i'm not spawning a copy of the player model...[/QUOTE]
This one doesn't spawn any extra entities, no hidden models, nothing, just sets friendsID to 0, basically just removes avatar, and some other minor side effects.
Oh god, this again? There was a reason the attachments were broken in the first place. Unsavoury server owners making fake unusual hat plugins for their donators, or to get people to pay real money to use.
Hate to resort to *chan memes, but....inb4 Valve completely breaks custom model usage (i.e. no more custom player models or weapon models)
[QUOTE=Vincentor;46151813]That's what everyone said almost a year ago, and nothing's happened so far.
I don't think valve cares that much about it anymore, hell, it could even have a really good use, like promoting workshop items in-game.[/QUOTE]
See above portion of this post. Valve does care. NighTeam is a good example of a group that used to run the Attachables/Equipment Manager setup and offered fake unusual hats for all classes (so you could equip any hat on any class with any unusual particle effect). This pissed Valve off, they broke server-side player attachments. At the behest of the SourceMod community, they added in a new method specifically for custom player models so we could continue to use plugins like VS Saxton Hale.
Guaranteed if Saigns/NighTeam/what-have-you admins catch wind of this plugin being fixed, there's gonna be a whole new wave of "UNUSUAL HATS FOR DONATORS" servers followed by the complete annihilation of the custom player model system.
Doesn't matter if the person who released the fix had good intentions, or if some of you guys have good intentions. There's always some idiot out there who's gotta ruin it for everyone.
[highlight]I wouldn't use his extension, as he hasn't included the source code for it which you are required to do as per the SourceMod license. Chances are he's probably got some malicious code in the extension. He's also been told on AlliedMods to not release his extension without the source code (and also because Valve will break more SourcePawn stuff if they catch wind of this), so he's decided instead to release things here. inb4 he gets banned on AlliedMods for violating their license.[/highlight]
[QUOTE=UserNotFound;46160515]Oh god, this again? There was a reason the attachments were broken in the first place. Unsavoury server owners making fake unusual hat plugins for their donators, or to get people to pay real money to use.
Hate to resort to *chan memes, but....inb4 Valve completely breaks custom model usage (i.e. no more custom player models or weapon models)
See above portion of this post. Valve does care. NighTeam is a good example of a group that used to run the Attachables/Equipment Manager setup and offered fake unusual hats for all classes (so you could equip any hat on any class with any unusual particle effect). This pissed Valve off, they broke server-side player attachments. At the behest of the SourceMod community, they added in a new method specifically for custom player models so we could continue to use plugins like VS Saxton Hale.
Guaranteed if Saigns/NighTeam/what-have-you admins catch wind of this plugin being fixed, there's gonna be a whole new wave of "UNUSUAL HATS FOR DONATORS" servers followed by the complete annihilation of the custom player model system.
Doesn't matter if the person who released the fix had good intentions, or if some of you guys have good intentions. There's always some idiot out there who's gotta ruin it for everyone.
[highlight]I wouldn't use his extension, as he hasn't included the source code for it which you are required to do as per the SourceMod license. Chances are he's probably got some malicious code in the extension. He's also been told on AlliedMods to not release his extension without the source code (and also because Valve will break more SourcePawn stuff if they catch wind of this), so he's decided instead to release things here. inb4 he gets banned on AlliedMods for violating their license.[/highlight][/QUOTE]
Agreed for the most things, but I'll just point out the fact that they still haven't done anything about the taunts plugin, which was released like, what, 3 months ago? I don't know if it's related to the fact they aren't promo items (besides the shred taunt,which is also the only taunt to not be supported by this plugin, maybe that was intentional from valve?), but, anyways, the plugin itself is not a great threat, its more the fact that certain servers owners make it a donator feature and abuse it.I mean, it could be used as a developer tool for example, that wouldn't anger Valve, right?
Also, with the latest smx tools, I guess we can get a decent copy of the source code, though not releasing it with the plugin is still legitimally bannable in alliedmodders.com.
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