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[CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)


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h3bus
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Join Date: Nov 2013
Old 01-13-2016 , 02:26   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.7, 09/01/2016)
Reply With Quote #1921

It should work, last time I checked (a week ago) it worked.

I'll do a test tonight.

Do you mean that you loose your skin when switching team?
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h3bus
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Join Date: Nov 2013
Old 01-13-2016 , 13:50   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.7, 09/01/2016)
Reply With Quote #1922

Works fin on my server, which game mode/type are you running? Might be related to that.

Do you run the Econ ext? (https://forums.alliedmods.net/showthread.php?t=236199)
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Ejziponken
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Join Date: Apr 2008
Old 01-13-2016 , 21:40   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.7, 09/01/2016)
Reply With Quote #1923

Quote:
Originally Posted by h3bus View Post
Works fin on my server, which game mode/type are you running? Might be related to that.

Do you run the Econ ext? (https://forums.alliedmods.net/showthread.php?t=236199)
Hi! Some players started to complain about spawns again.. Not sure if something is off with dhooks or something?

================================
Spawns stats for current Map:
Player Spawned: 141901
Player Spawned in other player LOS: 375 (0.264268%)
Average LOS traced per spawn: 22.264768
Average spawn position tested for LOS per spawn: 4.163430
Average LOS traced per 'LOS not clear' spawn position: 1.655277
================================
TOTAL spawns stats:
Player Spawned: 141907
Player Spawned in other player LOS: 375 (0.264257%)
Average LOS traced per spawn: 22.263870
Average spawn position tested for LOS per spawn: 4.163297
Average LOS traced per 'LOS not clear' spawn position: 1.655277
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h3bus
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Join Date: Nov 2013
Old 01-14-2016 , 02:49   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.7, 09/01/2016)
Reply With Quote #1924

Dhooks seems OK, I just checked and gamedata offset haven't change recently.

Regarding your stats, you can see that sometimes plugin struggle to fine a "LOS clear" spawn point and 375 times a player has been spawned is LOS of other players.
This can happen if no spawn point is free of LOS, when that happen, plugin choose the spawn point matching the targeted distance.

Also as LOS has high priority for spawn point choice, a crowded server might result in spawning player very close to each others (but not in each other LOS)
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Ejziponken
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Join Date: Apr 2008
Old 01-14-2016 , 04:54   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.7, 09/01/2016)
Reply With Quote #1925

Quote:
Originally Posted by h3bus View Post
Dhooks seems OK, I just checked and gamedata offset haven't change recently.

Regarding your stats, you can see that sometimes plugin struggle to fine a "LOS clear" spawn point and 375 times a player has been spawned is LOS of other players.
This can happen if no spawn point is free of LOS, when that happen, plugin choose the spawn point matching the targeted distance.

Also as LOS has high priority for spawn point choice, a crowded server might result in spawning player very close to each others (but not in each other LOS)
Hm ok. I updated sourcemod etc today, maybe it helps.

I have another question about HS only. Is it possible to get the slowdowns when u get hit on your body with HS only enabled? Like, players are running around in normal speed even if they get hit all over their bodies without any slowdowns that would accoure without HS only mod.
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h3bus
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Join Date: Nov 2013
Old 01-14-2016 , 05:58   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.7, 09/01/2016)
Reply With Quote #1926

Quote:
Originally Posted by Ejziponken View Post
Is it possible to get the slowdowns when u get hit on your body with HS only enabled? Like, players are running around in normal speed even if they get hit all over their bodies without any slowdowns that would accoure without HS only mod.
With current onlyHS design, this is not possible.
And I don't know how I could have tagging without damage. Maybe OnTakeDamage_Alive, need to check on that.
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Ejziponken
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Join Date: Apr 2008
Old 01-14-2016 , 06:19   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.7, 09/01/2016)
Reply With Quote #1927

Quote:
Originally Posted by h3bus View Post
With current onlyHS design, this is not possible.
And I don't know how I could have tagging without damage. Maybe OnTakeDamage_Alive, need to check on that.
Ok cool, would be a nice option to have.
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L33TGaming
Senior Member
Join Date: Jun 2014
Old 01-15-2016 , 22:34   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.7, 09/01/2016)
Reply With Quote #1928

Quote:
Originally Posted by h3bus View Post
Works fin on my server, which game mode/type are you running? Might be related to that.

Do you run the Econ ext? (https://forums.alliedmods.net/showthread.php?t=236199)
My servers are on competitive mode and we currently don't run that ext. I'll paste here what the player said as I might have gotten it confused.

Quote:
Some skins weren't showing on both sides for me. as in ak-74 was the default skin on ct side. Don't know if you've fixed it or not
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h3bus
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Join Date: Nov 2013
Old 01-16-2016 , 03:25   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.7, 09/01/2016)
Reply With Quote #1929

A temporary connectivity issue with steam servers can cause this.

My last update fixed the USP/P2000 weapon that always matched player's loadout. With this fix I completely reworked how weapon is given. It worked perfectly on my test servers but they all run in deathmatch mode.

Please confirm if it works or not on your server, as you might not be the only one affected.
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taRik
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Join Date: Apr 2010
Old 01-16-2016 , 15:13   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.7, 09/01/2016)
Reply With Quote #1930

Anyone having issues with high choke / bad server performance?
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