Re: Zombiereloaded Franug edition with support for CS:GO and CS:S
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They only edit Hitboxes from Human and why should this fix the zombie models. I know the thread before and i read it several times again but i dont know how to solve my problem. Please explain a little bit more when you obviously know how to solve the problem. The main problem is the messed up method fransico uses that sets the classes for humans and zombie. Itīs behaviour is not right. You can see it clearly in my Video and when you try to use voice commands with custom models you cant hear them. So there is definitley something not right and nobody cares. They try work around the problems but fix the problem where it really is is not going to happen. |
Re: Zombiereloaded Franug edition with support for CS:GO and CS:S
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Can you go in detail? |
Re: [CS:GO/CS:S] Release: Zombie:Reloaded Franug edition
Finally my thread was sticky in the zombie:reloaded section! :D
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Re: Zombiereloaded Franug edition with support for CS:GO and CS:S
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Re: Zombiereloaded Franug edition with support for CS:GO and CS:S
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Re: [CS:GO/CS:S] Release: Zombie:Reloaded Franug edition
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Re: [CS:GO/CS:S] Release: Zombie:Reloaded Franug edition
@Dim_oK
I just merged a pull request by the previous guy that said have improved it. I dont have time for test it currently, but I reverted the changes and now should be fine again. Btw, this is my post number 3,000!! I feel very happy here helping people and more (even if I need to ignore some hater like the admins recommend me to do) I am planning to release another lot of plugins when I have free time again, I have a lot of plugins released here and I am feel very proud. I hope to stay actively more years here :) |
Re: [CS:GO/CS:S] Release: Zombie:Reloaded Franug edition
Hey Franc1sco.
I'm talking for all the CSGO ZE mappers and server admins. We got a problem: the 150 MB limit requested for using the FastDownload feature. As CSGO have so few materials and models, mappers and porters are reaching the limit just too easily. That makes players downloading twice the map (bzip with FastDownload, then BSP with regular download), and leads to bandwith bottlenecks and players getting disconnected. We can't request players to change their maxdownloadfilesizemb var... It's dumb, but it's a fact. This is where you can do something... 1) We can reduce map size, if all the musics was played by the server like a radio. Old maps will still use the regular way, but for new ones, we can think about using a convar command to launch them. So we can provide the musics outside the bsp. As MP3 files are no more compressed when the BSP is bzipped, we can reduce the BSP filsize by an average 50 MB, and the bzip by near half of the filesize. 2) That could be neat that the ZR plugin delivers materials/models (and maybe musics if the first point isn't possible or considered good) through separated bzip packages. One for materials, one for models... I know there's C++ libraries to manipulate BSP files, to make this process near automated for server owners. So this part is pretty like "easy". The major problem is: can you make the plugin delivers bzip packages depending on the map that will be loaded? I know this may be an hard work. But this can lead ZE to finally get a very high visual quality. With scripts that Luffaren is making for mappers, this can lead ZE to another level. |
Re: [CS:GO/CS:S] Release: Zombie:Reloaded Franug edition
Hey,
One problem what we cant still solve "Errors: 10.12 18:59:30 [Server] INFO knockbackfix.smx (CS:GO Knockback Fix): Required extension "dhooks" file("dhooks.ext") not running", any ideas? Second one what we want to config, zombie hud/overlay, we like to disable bloody screen, possible? |
Re: [CS:GO/CS:S] Release: Zombie:Reloaded Franug edition
"Required extension "dhooks" file("dhooks.ext") not running""
The error log says all |
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