Raised This Month: $ Target: $400
 0% 

CSDM 2.1.3d KWo beta


  
 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Simon Logic
Senior Member
Join Date: Nov 2006
Location: RF
Old 12-26-2006 , 04:31   Re: CSDM 2.1d beta
Reply With Quote #11

I think, this is almost the last upgrade made by me, because i achieved my goal (except bugfixes).

What's new in 2.1f [2006-12-26]

csdm_itemmode.sma
* persisten items algorithm implemented (like it's done in original HLDM); items are not destoryed, but hidden; you can turn back by commenting _PERSISTENT_ITEMS macro definition and recompiling plugin
* due to above implementation there is no falling items effect
* due to above implementation fixed an issue when spawned items may hang in the air because of extended bounding boxes
* speed up inital falling speed of items as an attempt to hide visual effect of falling items (u can notify it if persisten items algorithm is turned off)
* item config files now support angle attribute: you can rotate items (it's backward compatible)
* use of native get/set user armor function instead of stock one (faster)
* weapon bounding boxes are a bit larger than bounding boxes of grenades & items
* fixed nosound issue on picking some items up (emit_sound was applied to picked up entity instead of player)
* health incremetation now obeys max_health entitiy value instead of constant value 100
* super death packs (when 'drop_packs' = 2 within csdm.cfg) now give armor & health according to 'battery & 'medkit' config values instead of hardcoded ones
* partial code cleanups

TODO:
* menu issue remained unchanged (actually i have no motivation yet to fix this)
* give player a helmet when it's using H.E.V. charger (?)

Known bugs:
* on each round restart you can still notify falling items during thier spawn; this is because engine restores somehow entities 'effects' attribute and makes them visible against programmer's will)

PS. Looks like nobody needs itemmode except me & KWo ;)

PPS. When http://forums.alliedmods.net/showthr...591#post419591 start to work i'll replace stock getWeaponByModel() by native cs_get_weapon_id().

PPPS. I tried to increase wepons model size by setting scale entvar to 125 (original ones are too tiny and look like kinder toys), but looks like it does not work. Try to search though valve's dev site.

Last edited by BAILOPAN; 12-30-2006 at 13:15.
Simon Logic is offline
Send a message via Skype™ to Simon Logic
 


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 20:18.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode