Quote:
Originally Posted by georgik57
Updated. Check the first post for more information.
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Quote:
Originally Posted by appEW
Hello. Look at this, can you include my changes in new version of ZPNM?
Instructions for beginners:
Add W_GRENADE_FLARE = "your model" in zombieplaguenightmare.ini
upd. I also have russification and you must include "ZOMBIE_ATTRIB2 = Speed" into zombie_plague.txt or zombie_plague_nightmare.txt in data/lang.
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Added.
Quote:
Originally Posted by ArminC
1) After I did did the fix for the dhud message, I tried to compile it: Zombie Plague Nightmare .sma [core]
Code:
// C:\Users\armin\Desktop\Compilator\a.sma(14790) : warning 225: unreachable code
PHP Code:
// Native: zpnm_get_user_knockback
public Float:native_get_user_knockback(id)
{
// ZP disabled
if (!g_pluginenabled)
return -1.0;
if (!is_user_valid(id))
{
log_error(AMX_ERR_NATIVE, "[ZPNM] Invalid Player (%d)", id)
return -1.0;
}
if (!g_zombie[id])
return Float:false;
if (g_nemesis[id])
return g_cached_nemkb[id];
else if (g_assassin[id])
return g_cached_asskb[id];
else
return g_cached_zmknockback[id];
return Float:true; // Here is the problem !!
}
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Fixed.
Quote:
Originally Posted by ArminC
2)
- "You broke my heart" -- if you find 'em, try [pls] to make an opportunity and send me a PM on Steam or leave here the link. -- I had them in the first archive but I 101% deleted it forever, I can't find it.
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I don't have them and I can't recover them from anywhere. Most of the addons' plug-ins are included here anyway.
Quote:
Originally Posted by ArminC
(edit)
You forgot some old version of plugins in scripting folder
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Those are for backup purposes.
Quote:
Originally Posted by ArminC
(edit 2)
I succesfull compiled without errors the plugins, except the md5 and geoip.. I tried to modify based on you workaround and the error recommandation but it did give me another error..
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Ignore or replace them as the compiler says. They are AMXX 1.8.3 compiler specific warnings anyway.
Quote:
Originally Posted by ArminC
(edit 3)
*Until the next version* I did fix (using the author code) all the plugins with client_disconnect error.. here are all of the scripts + the fixed part: Download + FixedAPI
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I will do it myself in the next update. Use yours in the meantime.
Quote:
Originally Posted by ArminC
-- zpnm_gp_freeze_camera ; freeze_effects and amx_settings_api -- give error, I Ican't fix them.
(In the archive I didn't include the zpnm.sma core)
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Everything compiles fine for me now.
Quote:
Originally Posted by ArminC
(edit 4)
- These are all the processed resources, the rest aren't used. You should add the unused resources along the unused plugins dropbox. (example: cso models)
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All the resources included in the archive are used. Check the "extra" link's plug-ins.
Quote:
Originally Posted by ArminC
PS: I couldn't change the sprites/674628.spr path, any help ??
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It's hardcoded. You need to recode the plug-in if you want to change that.
Quote:
Originally Posted by ArminC
How I can change for example models/player/zombie_source to for example: models/zpnm/player/zombie_source ? In ZPNM.sma I tried but I don't know If I f#ck'd the entire code *as I stated in previous posts, I want to change the default path, they can confilct with other servers one and I like to have a separate folder for my server, and isn't a problem if I have a good sv_dwd*
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Rescripting main plug-in is necessary for that.
You can just rename the models instead.
Quote:
Originally Posted by ArminC
(edit 4)
a)
1) The HUD is bad placed I don't know (see left side).. and sometimes the upper hud (see: curent mode. can be seen behind another 2-3 messages WTF?!, like Current Mode behind AFK message behind something)
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I adjusted the "force attack" plug-in's hud position to a bit upper one. Try it and if it's still not good you can adjust it some more yourself.
Quote:
Originally Posted by ArminC
2) Why the map is in default state soooo dark? like the most dark value ;\ and in other case is so light wtf?!
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That's because of those entities' render mode. Additive lights up in the dark.
Quote:
Originally Posted by ArminC
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Those huds are fine. They are temporary and very short so they aren't really a problem.
Quote:
Originally Posted by ArminC
b)
1) Why 1-2 player(s) can make soo much light with nightvision? And why on the center isn't a nightvision color and on the corners everytime I can see it??
2) See in photo nr. 2 how the player's nightvision from the photo 1 can penetrate the wall and almost have a nightvision as large as the entire map :\
update:
-Why is so big and in some corners don't even apply?
--> And all of this apply to the RED zombie assasin?? light too!!
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The light you see is a DLIGHT type. DLIGHT uses texture pixel count to measure the radius which it will light up. If a portion of the map has a high resolution texture it will light up apparently less.
Also, about the corners, the game is not perfect. It has some bugs left.
Quote:
Originally Posted by ArminC
c)
The Zombie Bar when crouch is .. #rip.. can you make an detect for crouch and when is happening to go higer or another fix/workaround?
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Working fine for me.
Quote:
Originally Posted by ArminC
(edit 5)
Try to make a Zombie Win/ Survivor win effect at the end, anything than now )
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Sorry, not gonna happen.
Quote:
Originally Posted by ArminC
And u could try to make the countdown hud more better now it to simple in my opinon..
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You are free to customize it however you want.
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