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[ANY] Neon Beams (1.14) [04-Dec-2021]


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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 04-02-2021 , 05:01   Re: [ANY] Neon Beams (1.11) [02-Apr-2021]
Reply With Quote #41

Thanks, fixed.

Code:
1.11 (02-Apr-2021)
    - Fixed presets using temporary beams not displaying to other players. Thanks to "Tonblader" for reporting.
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Tonblader
Senior Member
Join Date: Jul 2011
Location: Peru
Old 04-03-2021 , 11:03   Re: [ANY] Neon Beams (1.11) [02-Apr-2021]
Reply With Quote #42

Quote:
Originally Posted by Silvers View Post
Thanks, fixed.

Code:
1.11 (02-Apr-2021)
    - Fixed presets using temporary beams not displaying to other players. Thanks to "Tonblader" for reporting.
Thanks now it works fine.

What I noticed about the command sm_neon_preset_eye 50 and sm_neon_preset_eye 300 (examples), is that it is not perfectly centered, there is a small margin of error the greater the distance you put it in diagonally above all.
Maybe you did not consider this because the decimal value is too long to place, or this is a variable value, I don't know.

Last edited by Tonblader; 04-03-2021 at 11:04.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 04-03-2021 , 11:22   Re: [ANY] Neon Beams (1.11) [02-Apr-2021]
Reply With Quote #43

Quote:
Originally Posted by Tonblader View Post
Thanks now it works fine.

What I noticed about the command sm_neon_preset_eye 50 and sm_neon_preset_eye 300 (examples), is that it is not perfectly centered, there is a small margin of error the greater the distance you put it in diagonally above all.
Maybe you did not consider this because the decimal value is too long to place, or this is a variable value, I don't know.
Don't know what you mean. I tested with 500 and they all line up perfectly in line with the players eyes.
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Tonblader
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Join Date: Jul 2011
Location: Peru
Old 04-03-2021 , 11:55   Re: [ANY] Neon Beams (1.11) [02-Apr-2021]
Reply With Quote #44

Quote:
Originally Posted by Silvers View Post
Don't know what you mean. I tested with 500 and they all line up perfectly in line with the players eyes.
Hmm, testing it again, I can say they are well centered, but the other time I tried it it was not centered and it showed.
I think the problem is that some positions, when you look at your cl_showpos 1, for some reason is constantly changing, even if you are looking at a fixed place.
Although this constant change is small, it would be the reason why it does not look "centered" some times the preset.
It seems to me that it is an engine problem and not the neon plugin.
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Tonblader
Senior Member
Join Date: Jul 2011
Location: Peru
Old 06-24-2021 , 14:34   Re: [ANY] Neon Beams (1.12) [10-Apr-2021]
Reply With Quote #45

The plugin still has problems with their loading (save lines), some people can see the lines, but other people cannot.
and if the players join the game later, they will not see the lines.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 06-30-2021 , 11:32   Re: [ANY] Neon Beams (1.13) [30-Jun-2021]
Reply With Quote #46

Quote:
Originally Posted by Tonblader View Post
The plugin still has problems with their loading (save lines), some people can see the lines, but other people cannot.
and if the players join the game later, they will not see the lines.
Thanks, fixed.

Code:
1.13 (30-Jun-2021)
    - Fixed late loading particles counting toward total spawned and blocking them. Thanks to "Tonblader" for reporting.
    - Fixed plugin not waiting for all clients to load before spawning after server start or a new map.
    - Hopefully loading beams and late loading beams to clients still works for all games.
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Tonblader
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Join Date: Jul 2011
Location: Peru
Old 07-07-2021 , 08:48   Re: [ANY] Neon Beams (1.13) [30-Jun-2021]
Reply With Quote #47

Quote:
Originally Posted by Silvers View Post
Thanks, fixed.

Code:
1.13 (30-Jun-2021)
    - Fixed late loading particles counting toward total spawned and blocking them. Thanks to "Tonblader" for reporting.
    - Fixed plugin not waiting for all clients to load before spawning after server start or a new map.
    - Hopefully loading beams and late loading beams to clients still works for all games.
Sadly I have to report that this problem that some people do not see the lines, continues to happen, it has even happened to me.
The only way I have to ensure that the lines are seen by all players is to reload the plugin (manually) once all players are connected.

Spoiler


Edit:
Spoiler


Edit2:
Spoiler

Last edited by Tonblader; 08-11-2021 at 21:25.
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dahyun4220
Member
Join Date: Sep 2021
Old 09-28-2021 , 02:48   Re: [ANY] Neon Beams (1.13) [30-Jun-2021]
Reply With Quote #48

How do I save painting? And how can I make Presets? ㅠ.ㅠ

Last edited by dahyun4220; 09-28-2021 at 02:50.
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 09-28-2021 , 16:56   Re: [ANY] Neon Beams (1.13) [30-Jun-2021]
Reply With Quote #49

Quote:
Originally Posted by dahyun4220 View Post
How do I save painting? And how can I make Presets? ㅠ.ㅠ
Code:
For Testing: Uncomment to save painting data to map config
Search that in the code and comment out the line with // and recompile. This will save all painting to the map. I won't add the feature for save/temp painting.

PHP Code:
sm_neon_preset      // Create or edit a preset with Beams: sm_neon_preset <config file/preset name>. 
sm_neon_preset "file_name/preset_name"
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dahyun4220
Member
Join Date: Sep 2021
Old 09-28-2021 , 23:25   Re: [ANY] Neon Beams (1.13) [30-Jun-2021]
Reply With Quote #50

Quote:
Originally Posted by Silvers View Post
Code:
For Testing: Uncomment to save painting data to map config
Search that in the code and comment out the line with // and recompile. This will save all painting to the map. I won't add the feature for save/temp painting.

PHP Code:
sm_neon_preset      // Create or edit a preset with Beams: sm_neon_preset <config file/preset name>. 
sm_neon_preset "file_name/preset_name"
I made my own preset, but if I do it, nothing comes out

Last edited by dahyun4220; 09-29-2021 at 07:13.
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