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[CS:S] Be Medic


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Wuestenfuchs
New Member
Join Date: Jun 2011
Old 06-22-2011 , 07:29   Re: [CS:S] Be Medic
Reply With Quote #11

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?
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File Type: txt bemedic.phrases.txt (6.6 KB, 121 views)
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RedSword
SourceMod Plugin Approver
Join Date: Mar 2006
Location: Quebec, Canada
Old 06-22-2011 , 15:55   Re: [CS:S] Be Medic
Reply With Quote #12

Quote:
Originally Posted by Wuestenfuchs View Post
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.
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Last edited by RedSword; 06-22-2011 at 16:04.
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RedSword
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Join Date: Mar 2006
Location: Quebec, Canada
Old 07-01-2011 , 18:37   Re: [CS:S] Be Medic
Reply With Quote #13

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
__________________
My plugins :
Red Maze
Afk Bomb
RAWR (per player/rounds Awp Restrict.)
Kill Assist
Be Medic

You can also Donate if you appreciate my work

Last edited by RedSword; 07-01-2011 at 22:39.
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RedSword
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Join Date: Mar 2006
Location: Quebec, Canada
Old 07-04-2011 , 01:03   Re: [CS:S] Be Medic
Reply With Quote #14

Updated german translation. It is now fully done. Thanks to BrianGriffin.
__________________
My plugins :
Red Maze
Afk Bomb
RAWR (per player/rounds Awp Restrict.)
Kill Assist
Be Medic

You can also Donate if you appreciate my work
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smithy
SourceMod Donor
Join Date: Sep 2008
Location: United Kingdom
Old 07-04-2011 , 04:44   Re: [CS:S] Be Medic
Reply With Quote #15

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
Attached Files
File Type: zip CT_medic.zip (1.68 MB, 151 views)
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Last edited by smithy; 07-04-2011 at 04:56.
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klausenbusk
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Join Date: Jan 2011
Old 07-04-2011 , 07:02   Re: [CS:S] Be Medic
Reply With Quote #16

smithy You could try hex edit, instead of recompil
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"
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RedSword
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Join Date: Mar 2006
Location: Quebec, Canada
Old 07-04-2011 , 10:05   Re: [CS:S] Be Medic
Reply With Quote #17

Quote:
Originally Posted by smithy View Post
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.
__________________
My plugins :
Red Maze
Afk Bomb
RAWR (per player/rounds Awp Restrict.)
Kill Assist
Be Medic

You can also Donate if you appreciate my work

Last edited by RedSword; 07-04-2011 at 11:18.
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smithy
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Join Date: Sep 2008
Location: United Kingdom
Old 07-04-2011 , 11:50   Re: [CS:S] Be Medic
Reply With Quote #18

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
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RedSword
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Join Date: Mar 2006
Location: Quebec, Canada
Old 07-04-2011 , 12:30   Re: [CS:S] Be Medic
Reply With Quote #19

Quote:
Originally Posted by smithy View Post
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 .

ct_urban.vmt file linked to ct_urban_normal.vtf ... I just broke that link; so it'll get default normalmaps ;).
__________________
My plugins :
Red Maze
Afk Bomb
RAWR (per player/rounds Awp Restrict.)
Kill Assist
Be Medic

You can also Donate if you appreciate my work
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RedSword
SourceMod Plugin Approver
Join Date: Mar 2006
Location: Quebec, Canada
Old 07-04-2011 , 18:17   Re: [CS:S] Be Medic
Reply With Quote #20

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 = ).
__________________
My plugins :
Red Maze
Afk Bomb
RAWR (per player/rounds Awp Restrict.)
Kill Assist
Be Medic

You can also Donate if you appreciate my work

Last edited by RedSword; 07-04-2011 at 18:20.
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