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-   -   [CS:S] Be Medic (https://forums.alliedmods.net/showthread.php?t=159486)

Wuestenfuchs 06-22-2011 07:29

Re: [CS:S] Be Medic
 
1 Attachment(s)
I have added the German translation.
And i have a questions:

1. Can I dissable that a player only buy in a buyzone a medic?

RedSword 06-22-2011 15:55

Re: [CS:S] Be Medic
 
Quote:

Originally Posted by Wuestenfuchs (Post 1493402)
I have added the German translation.
And i have a questions:

1. Can I dissable that a player only buy in a buyzone a medic?

Thanks for the translation.

Also; no you can't. I'll add a CVar to overcome that (+ buytime restriction) in the next version.

EDIT : First post is edited; also added translation.

RedSword 07-01-2011 18:37

Re: [CS:S] Be Medic
 
Updated plugin to 1.1.0.

Read changelog in first post.

BTW : The german translation is incomplete (announce at the beginning of rounds is missing; translator didn't reply; I'd appreciate the missing line (currently using the english announcement)).

I plan on adding custom models. I'm also able to do so in a separate plugin, but I'm trying to compress them so I doesn't have the CT medic model at over 4 MO (as heavy as a small map :/).

EDIT : http://s-low.info/forum/viewtopic.php?f=48&t=1516 ; me requesting tips about compression

RedSword 07-04-2011 01:03

Re: [CS:S] Be Medic
 
Updated german translation. It is now fully done. Thanks to BrianGriffin.

smithy 07-04-2011 04:44

Re: [CS:S] Be Medic
 
1 Attachment(s)
Sorry for the delay my friend

Compressed the files as much as possible without loseing quality , removed the need for a few files

Hope this helps

klausenbusk 07-04-2011 07:02

Re: [CS:S] Be Medic
 
smithy You could try hex edit, instead of recompil :D
http://www.gamebanana.com/tuts/8003 (i think it is easier)
ex Can't i recompil, because i run Steam and CS:S through wine, and wine are not developed enough that the program I need work..
But hex edit, works on "all platform" :D

RedSword 07-04-2011 10:05

Re: [CS:S] Be Medic
 
Quote:

Originally Posted by smithy (Post 1503321)
Sorry for the delay my friend

Compressed the files as much as possible without loseing quality , removed the need for a few files

Hope this helps

COOL ! You did that 1024x1024 thing. Thanks. I'll try using DXT 1 & 5 and I do believe it will drop under 1MO (I will also remove bump map ("ct_urban_normal.vtf") since they take ~half the package size, and I doubt of his real utility).

I'll play around compression today.

Thanks !,

Red

EDIT : I've checked again the difference between your 2 packages : any idea what are _spec and _glass model files were for ? (curious)

RE-EDIT : I'll be removing normalmaps; since I don't find them useful; and it cut half size.

smithy 07-04-2011 11:50

Re: [CS:S] Be Medic
 
You cannot remove any of the files without recompiling the model as it would just display as an error to any one that tries to use it

The reason this doenst have so many files as the other one is , i used the files allready availble without having to force people to redownload others

RedSword 07-04-2011 12:30

Re: [CS:S] Be Medic
 
Quote:

Originally Posted by smithy (Post 1503585)
You cannot remove any of the files without recompiling the model as it would just display as an error to any one that tries to use it

The reason this doenst have so many files as the other one is , i used the files allready availble without having to force people to redownload others

You're wrong I'm able to remove few things :P.

ct_urban.vmt file linked to ct_urban_normal.vtf ... I just broke that link; so it'll get default normalmaps ;).

RedSword 07-04-2011 18:17

Re: [CS:S] Be Medic
 
Updated to 1.2.0.

Added models. They aren't too heavy ;).

Thanks to smithy, S-LoW and d0nn (See first post to see why). They helped a lot with model implementation.

Also, tip of the day : if you don't reboot your client CS: S, it will consider that it has the models precached, even if they were deleted after download. I nearly lost 3 hours trying to find why I was seeing invisible people 1 time on 2...

Also configs (.cfg) can prevent switching effectively from icon to model (i.e. admin change CVars ingame but they will apply on map change; and configs executed just before mapstart = :( ).


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