Raised This Month: $32 Target: $400
 8% 

[OB (No TF2)] Player Trails (v3.0.2)


Post New Thread Reply   
 
Thread Tools Display Modes
thetwistedpanda
Good Little Panda
Join Date: Sep 2008
Old 02-02-2011 , 14:46   Re: [OB] Player Trails
Reply With Quote #21

The white trail can be seen through walls; it's just a bad texture being used and can easily be resolved by chaging white.vmt back to physbeam.vmt. As far as the menu not appearing, as I've said before, that's a flag issue. You likely don't have the flag that the script is looking for, be it because you have "z" and no others or something to that extent.

You did, however, find a bug for me with the sm_trails_default 0! Apparently I forgot to add that flag to when flags are enabled;disabled. I suppose I can give a cvar change the height of the trail as well.
__________________
thetwistedpanda is offline
thetwistedpanda
Good Little Panda
Join Date: Sep 2008
Old 02-02-2011 , 15:08   Re: [OB] Player Trails
Reply With Quote #22

Version 1.1.6 Released!
- Adds support for deleting trails when the plugin is unloaded (oops!)
- Fixes an issue where trails could not be enabled if sm_trails_default was set to 0.
- Fixed a wee bit of coding concerning loading flags, it shouldn't have caused any issues but it's cleaner.
- Added a cvar to control the z position of the trail.
- Uploaded a new .ini file which replaces the white texture with a proper texture that can't be seen through walls, as well as fixes a few colors that were improperly configured.
__________________
thetwistedpanda is offline
namine
SourceMod Donor
Join Date: Jul 2010
Old 02-02-2011 , 15:18   Re: [OB] Player Trails
Reply With Quote #23

Lol Speed Racer would be jealous how fast you are
namine is offline
namine
SourceMod Donor
Join Date: Jul 2010
Old 02-02-2011 , 16:51   Re: [OB] Player Trails
Reply With Quote #24

Also, maybe add a client-side menu so people can disable seeing the trails for gameplay reasons.
namine is offline
thetwistedpanda
Good Little Panda
Join Date: Sep 2008
Old 02-02-2011 , 16:55   Re: [OB] Player Trails
Reply With Quote #25

Hmm, I can't do that I'm afraid. This plugin doesn't use TempEnts, but rather, it creates a map entity env_spritetrail. If it used TEs, I could control who views the trails, but not with the current method. This method is used due to performance reasons and smoother trails.
__________________
thetwistedpanda is offline
namine
SourceMod Donor
Join Date: Jul 2010
Old 02-02-2011 , 17:13   Re: [OB] Player Trails
Reply With Quote #26

How much of an impact does this plugin have on performance. I used to use the old ES plugin, and that was in trails rather than a completely solid trail. Is this one less intensive?
namine is offline
thetwistedpanda
Good Little Panda
Join Date: Sep 2008
Old 02-02-2011 , 17:50   Re: [OB] Player Trails
Reply With Quote #27

The ES plugin was far more resource intensive than this one; it checked trail data every 0.02 seconds by default >.<. This one uses the engine to render it automatically via the env_spritetrail entity. Not sure how much it helps, but it's certainly better than throwing it in OnGameFrame.
__________________
thetwistedpanda is offline
waHt?
Member
Join Date: May 2010
Location: Perth
Old 02-02-2011 , 18:24   Re: [OB] Player Trails
Reply With Quote #28

got it working ;D just hooked it up onto the z flag. thanks for this panda!! its great
__________________
waHt? is offline
Drixevel
AlliedModders Donor
Join Date: Sep 2009
Location: Somewhere headbangin'
Old 02-03-2011 , 00:37   Re: [OB] Player Trails
Reply With Quote #29

From a TF2 Standpoint, the black texture works just fine although looks like pure evil but still works and the only vmt i got working is the healbeam BUT it's so small that you can barely see it and i set the size high but it doesn't scale for some reason or i'm just crazy. Had to remove white because the vmt wasn't in the specified folder either ALTHO there might be a texture in there that works but eh.
Drixevel is offline
thetwistedpanda
Good Little Panda
Join Date: Sep 2008
Old 02-03-2011 , 00:43   Re: [OB] Player Trails
Reply With Quote #30

Silvers has been working on providing a method that'll work for Particles in TF2/L4D 1/2, I just haven't had the time to implement it.
__________________
thetwistedpanda is offline
Reply



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 04:18.


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