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[ANY] Ion Cannon Weapon (Version 1.2.1 Updated 03.05.2011)


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Black Haze
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Join Date: Sep 2008
Location: Hamsterdam
Old 03-18-2011 , 07:00   Re: [ANY] Ion Cannon Weapon (Version 1.2 Updated 17.03.2011)
Reply With Quote #41

Quote:
Originally Posted by Peace-Maker View Post
Both. Is there an tempent limit set by some cvar somehow? Does it crash on every map or just on city_advanced?
No limit, the way the server is now it's default, apart from metamod, sourcemod and Ion Cannon. I'll switch it to de_dust2 and see what it does.
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Black Haze
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Old 03-18-2011 , 07:13   Re: [ANY] Ion Cannon Weapon (Version 1.2 Updated 17.03.2011)
Reply With Quote #42

Curiously enough after testing it 15 times I never got a single crash. I did get the slowdown that's associated with the crash, but in the nick of time it reclaims itself.

It is the huge white wave though, tis the one that makes me crash when it overwelms my screen, it just seems too resource intensive or something. What should I remove from the script to test the plugin without the white wave?
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Peace-Maker
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Join Date: Aug 2008
Location: Germany
Old 03-18-2011 , 07:50   Re: [ANY] Ion Cannon Weapon (Version 1.2 Updated 17.03.2011)
Reply With Quote #43

Try commenting out lines 849 to 865
PHP Code:
fBeamHigh[2] += 80.0;
    
    for(new 
i=0;i<=300;i+=20)
    {
        
TE_SetupBeamRingPoint(fBeamHigh0.0fIonRadiusg_iLaserSpriteg_iHaloSprite03010.0100.05.0, {255255255200}, 300-i0);
        
TE_SendToAll();
    }
    
    
fBeamHigh[2] += 80.0;
    
    for(new 
i=0;i<=300;i+=30)
    {
        
TE_SetupBeamRingPoint(fBeamHigh0.0fIonRadiusg_iLaserSpriteg_iHaloSprite03010.0100.05.0, {200255255200}, 300-i0);
        
TE_SendToAll();
    }
    
    
fBeamHigh[2] -= 160.0
Don't know, why clients are crashing on your server with the same effects as on my..

If it's still not enough, comment out the first for loop in lines 843 either.
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Black Haze
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Old 03-18-2011 , 08:13   Re: [ANY] Ion Cannon Weapon (Version 1.2 Updated 17.03.2011)
Reply With Quote #44

This makes it work, even on texture city!
There's still a white wave visible, I assume there where two to start with or something? I did not touch 843, which I assume is that wave.

It's still very intensive, from 150 fps to 15 at it's low point, but that only happens when the white wave comes close, and pops right back up to 150 when it's gone

Brilliant work mate, gonna be awesome on server Thinking about awarding people an ion cannon upon a killstreak of 6 or something in deathmatch, hence the need for a smoke grenade to be tossed as beacon
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Elektramode
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Join Date: Mar 2010
Old 03-18-2011 , 15:02   Re: [ANY] Ion Cannon Weapon (Version 1.2 Updated 17.03.2011)
Reply With Quote #45

Amazing on my css server. And it also works on l4d2, just no sprites due to the game not being included with them, what are the lines that I must change to be able to transfer it in with a different sprite? I'v took a look at it myself, but theres quite alot of coding in there to easily pin point the required parts.

Well, actually I see quite alot, however which sprites are the prime ones - the laser its self and the explosion sprites.

Last edited by Elektramode; 03-18-2011 at 15:04.
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Black Haze
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Old 03-18-2011 , 15:05   Re: [ANY] Ion Cannon Weapon (Version 1.2 Updated 17.03.2011)
Reply With Quote #46

Quote:
Originally Posted by Elektramode View Post
Amazing on my css server. And it also works on l4d2, just no sprites due to the game not being included with them, what are the lines that I must change to be able to transfer it in with a different sprite? I'v took a look at it myself, but theres quite alot of coding in there to easily pin point the required parts.

Well, actually I see quite alot, however which sprites are the prime ones - the laser its self and the explosion sprites.
Not really taken a good look myself, but ctrl+f for ".vmt" in the code.
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Elektramode
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Join Date: Mar 2010
Old 03-18-2011 , 15:27   Re: [ANY] Ion Cannon Weapon (Version 1.2 Updated 17.03.2011)
Reply With Quote #47

Quote:
Originally Posted by Black Haze View Post
Not really taken a good look myself, but ctrl+f for ".vmt" in the code.
Thanks, I will take a look
Yep, thank you Haze, I changed the models and now it looks epic, what is the best way to remove that large fps drop ?

Last edited by Elektramode; 03-18-2011 at 15:53.
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Black Haze
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Old 03-18-2011 , 16:28   Re: [ANY] Ion Cannon Weapon (Version 1.2 Updated 17.03.2011)
Reply With Quote #48

Quote:
Originally Posted by Elektramode View Post
Thanks, I will take a look
Yep, thank you Haze, I changed the models and now it looks epic, what is the best way to remove that large fps drop ?
Take out lines 843 through 865. This will remove the white shockwave though.

Might be an idea to use a sphere model with a light translucent water texture and keep scaling that up to use as a shockwave Peace Maker?
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HSFighter
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Join Date: Aug 2007
Location: Flensburg - Germany
Old 03-19-2011 , 06:56   Re: [ANY] Ion Cannon Weapon (Version 1.2 Updated 17.03.2011)
Reply With Quote #49

Very nice Plugin, god JOB ;D

Suggestion:
You shuld use optional a marker to deploy the ion Cannon, like C&C ^^




The Attack Marker from Chanz is using this future:
http://forums.alliedmods.net/showthread.php?p=1355607
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Sorry for my very bad english
Greetings HSFighter

Last edited by HSFighter; 03-19-2011 at 06:59.
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DarthNinja
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Join Date: Mar 2009
Location: PreThinkHook()
Old 03-19-2011 , 18:45   Re: [ANY] Ion Cannon Weapon (Version 1.2 Updated 17.03.2011)
Reply With Quote #50

You could make a little red smoke flare or something
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