Re: Player Model 2.13c
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Here is the version 2.15 beta (based on 2.14 beta) with different modelling engine. It doesn't relly on cs_set_model and it doesn't relly on cs_get_user_team functions. It also doesn't carsh with metamod bots (because of the new method of modelling You will see in ChickenMod Orange Edition - found by Orangutanz).
All the functionality of playermodel plugin is unchanged (I believe) - only the modelling is changed. I haven't tested it with console commands (for example resting models to default ones) - so that part should be heavilly tested yet. If someone could write a report how it works with those commands, it would be nice (since I don't have so much time to test everything my-self :( ). |
Re: Player Model 2.13c
Hi KWo
Maybe you could join this project: http://code.google.com/p/playermodel/ I don't mind to use those methods to set models if they wouldn't cause problems. Anyway, I think we could handle that by: 1) Making the "setting models" methods switchable through a precompiler key. 2) Alternatively, making it a more "formal" branch development. If you're interested, please pm me. |
Re: Player Model 2.13c
Thanks for the invitation, but I don't have time to participate in one more project. If I can help - I'm trying to do it. The modelling problem was reported here
http://bugs.alliedmods.net/index.php...ct=2&pagenum=2 The only way to avoid the crashes with metamod bots (but it also sometimes happens with humans) is changing the modelling to the way - 8 players are changing their models in one frame and with SetClientKeyValue fm forward blocking any model changes the engine wants to do (for example at ResetHUD). If You just take a look at the code I posted - it's very easy. cheap_suit (biohazard) and MeRcyLeZz (Zombie Plague) are already using that method. You can contact also arkshine - he is testing long time the ChickenMod Orange Edition beta version using that method and no svc_bad, no kicks because of overflow and no crashes happens for him. |
Re: Player Model 2.13c
OK... I had a friend isntal thsi for me so me and some ppl coudl haev admin skins... and I run a biohazard (zombie) server... so I was lookign for a plugin that willr eplace the old models with new one.. and I finalyl noticed this will also do it... I did everythign I needed to and it makes people downlaod the new model. but it will not be shown in game. it still shows the original custom model..
Is this because its a custom modelto begin with? I am trying to replace the zombie2 model with the EzC_Zombie "*REPLACE" "zombie2" "EzC_Zombie" Thats correct right? Any help would be insanely appreciated.. |
Re: Player Model 2.15beta
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Setting amx_playermodel_round_checkid to '1' does not change anything. I disabled all plugins which could cause side-effects on player models (one other custom model plugin and chickenmod (1.1 'orange' edition), but no change. my model.ini has two steamids with custom models - and this works fine. AFAIK it only bugs on 'normal players'. Any idea on this? Any information I could provide? |
Re: Player Model 2.13c
Noticed that nasty bug with other model plugins too.
I'm desperately searching for model replacement + custom models via chat/console commands for ppl with certain access flags. |
Re: Player Model 2.15beta
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Chicken-Bug still persists. |
Re: Player Model 2.13c
Could you please add precache support for some player models that need a second model ?
i.e. : models/player/my_player/my_player.mdl models/player/my_player/my_playerT.mdl |
Re: Player Model 2.13c
MDL has encountered T files to be how do we solve this?
For example: models/player/my_player/my_player.mdl models/player/my_player/my_playerT.mdl This plug-in to support it? |
Re: Player Model 2.13c
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Re: Player Model 2.13c
Some player models are made with 2 files, 1rst file has a regular name :
player/sas/sas.mdl 2nd file is player/sas/sasT.mdl Both files are one and unique model. |
Re: Player Model 2.13c
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Weird, I've never seen that for players, but I assumed they would be precached anyway. Could you post a link to an example of such player model? |
Re: Player Model 2.13c
second model is not automatically precached, you should check for each model, if such a file exists, the precache it.
Sorry i have no time to search on banana if i found one model. http://maps.verygames.net/halflife/c...n/sas_gign.mdl http://maps.verygames.net/halflife/c.../sas_gignT.mdl |
Re: Player Model 2.13c
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Re: Player Model 2.13c
In fact, i was hoping you would implement this way of setting models :
http://forums.alliedmods.net/showpos...83&postcount=7 I don't use cs_set_user_models for known bugs. |
Re: Player Model 2.13c
Will this get rid of the constant player dropping and wrong skins after autoteambalance bugs ?
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Re: Player Model 2.13c
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connorr, it will take some time so I can check all collateral effects ^^ of such method. |
Re: Player Model 2.13c
Yeah I've tried both aam.sma and this plugin, both drop cause svc_bad and player drop + incorrect models after teambalance etc.
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Re: Player Model 2.13c
Thank You TRILLION TIMES!! I was looking for something like this and all the other plugins didn't work properly! But this is EXCELENT!!! THANK YOU SOOOO MUCH!!!
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Re: Player Model 2.13c
Need some help...
I putted gignadmin.mdl in: czero/models/player/gign/gignadmin.mdl I also putted the .amxx file in plugins and i putted models.ini in configs file :D How can i make this steamid have the admin.mdl model? "STEAM_0:0:11983186" (I changed the name of the model...) |
Re: Player Model 2.13c
hi i got problem i instaled everything like it was said to and it still dont work i tried using models.ini and amx cmd and nothing happend models were still original any ideas why ?
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Re: Player Model 2.13c
so which version to use?
KWo's? or 2.14beta fron authors SVN or what? Is this the only player Model plugin available? EDIT wow the beta from SVN is very buggy ..not working. |
Re: Player Model 2.13c
I'm using your beta version 2.14 beta2 for my CZ linux servers and the new section that precaches the xxxxxT.mdl works fine. Client side downloads as normal.
It would be great if there wasnt a lag time before change model at the start. For half a second at the beginning you see normal models then it changes. |
Re: Player Model 2.13c
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Re: Player Model 2.13c
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Re: Player Model 2.13c
Where can I get the non-crashing beta from ?
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Re: Player Model 2.13c
kobri, "Where can I get the non-crashing beta from ? "
RE: Commonbullets post #414 Please check version 2.14 beta2 for this feature. The 2.14 beta2 has been running for 2 days without crashing on my CZ linux server. However the only part im using is the *replace function of player models. It does however at times cause my windows listen server to lockup. Dont know why this is. If the lag cant be fixed due to an issue you might want to think about something like along the lines of a player having a blue or red glow for that split second just like spawn protection mods use. Not having lag time to start at all with maybe lag being an option for those running csdm or gun game. |
Re: Player Model 2.13c
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http://forums.alliedmods.net/showpos...&postcount=401 You should at least experience no crashes. BTW, anybody knows if there's a specific report for this issue on bugzilla? I found this one: https://bugs.alliedmods.net/show_bug.cgi?id=3142, but that's from 2008-02-08 and it's unconfirmed. Since there have been some "workarounds" for setting models in cs, I was assuming it was a acknowledged problem. |
Re: Player Model 2.13c
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IE: Model.mdl will precache but the extension part ModelT.mdl wont precache. KWO's 2.15 beta version does change models without lag time which is great. But needs that t.mdl issue sorted urgently and also crashes client side. With your version even beta 2.14 clients are experiencing freezes & crash on their side (client side). The server itself is fine. |
Re: Player Model 2.13c
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With KWo's version 2.15 Beta I've modified it so the T.mdl is precaching as well. Tested on my CZ dedicated linux server and so far its OK.
Here are the files for KWo's 2.15 beta with T.mdl support. |
Re: Player Model 2.13c
Thanks for the help guys! One final question, is the bug with wrong skins after autoteambalance fixed also ?
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Re: Player Model 2.13c
I've had to turn this mod off as it crashes/freezes the client side randomly for CZ. I have autoteambalance turned off. It makes no difference still freezes the clients side.
I hope they get a bug fix for this otherwise this plugin cant be used with any confidence. |
Re: Player Model 2.13c
I doubt any other parts of this plugin except by the setting model method would cause client crashes - it's been running for quite a while and the code remains almost the same.
Anyways, independently from where it's coming (or whether it's actually coming), I'll have to wait for more consistent information since I can't reproduce that crash. All I can do by now is to implement the method suggested by connorr which's, I suppose, the same used by KWo. As per auto-balance issue, I haven't really checked that - I'll be looking into it. |
Re: Player Model 2.13c
Well its like this. I used it for CZ. A lot of the players have complained it freezes their CZ and they have to shut it down. I remove the plugin and it stops. In fact every player complained it froze their game. The server keeps running fine. I dont know if your using it on CS or CZ with or without bots. I have 4-6 bots running all the time. It also happens to me as well so its not an isolated case. So many people cant be wrong. I get 1500 players a month. So as much as I really wanted to use this I cant. Also when CZ freezes there is no way of finding an error.
But i have noticed its at round start. IE: After 30 second warmup on knife before Gun game starts the guns. Gun game will respawn all players to their starting points whether it be random or standard. Its at this point random peoples game freezes. When i tried it without any other plugin on standard map it freezes my game (using bots) at round start. I'm guessing player id's between bots and real players may interact or clash somehow?.. I really dont know. Im just guessing. Ive tried your 2.13 version, 2.14 beta 2 version, KWo's 2.15 version of this plugin and all 3 do the same thing. When i dont use the plugin no one freezes. |
Re: Player Model 2.13c
I've used bots in my tests, I couldn't test it with other human players though.
I'll rewrite it this weekend according to the method exposed by MeRcyLeZZ on his tutorial. |
Re: Player Model 2.13c
I'm running Linux Warcraft3FT Mod , and using this plugin with Replace model option.
I Replace old T models to NEW 1 T model. I Replace old Ct models to NEW 1 CT model. So with 2.15 Kwo and 2.13 there is no change when using Mole/Chameleon. Moreover i saw guys with out any mole/cham but dressed in NEW ct model even if he is T My model.ini containts 8 Commands (replace) Default same working as "SteamId:whatever" "_" "alien4" "SteamId:whatever" "predator" "_" nothing :/ |
Re: Player Model 2.13c
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and my models.ini Quote:
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Re: Player Model 2.13c
Giving a closer look at the code, I hate the way things have been written (it's such an old stuff that became a huge frankstein as new features came). Besides, the "new" way of setting models turns many parts into unnecessary garbage.
I'll have to rewrite most parts from scratch, but I can't promise it any soon - I'm very busy lately. |
Re: Player Model 2.13c
ok i did everything it works and all but i have like 2 people that come in and don't see the models i put in why is it only like only 2 people that can't see them? plz let me know u can e-mail me back at [email protected] thanx for your time
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Re: Player Model 2.13c
here is my model.ini
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