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[CS:GO] ckSurf (1.18f, 24.11.2015)


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michaelrw
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Join Date: Jul 2017
Old 10-13-2017 , 13:21   Re: [CS:GO] ckSurf (1.18f, 24.11.2015)
Reply With Quote #2711

Quote:
Originally Posted by mlov420 View Post
It's so nice that you're taking the time to update this and make quality changes....but why do unnecessary things like hard coding skillgroups with ridiculous names but still leaving the flatfile and adding things to existing database tables that make it difficult to merge existing DBs to this updated fork?

I know that this was designed for your community, and no one is required to use it, but if you're spending all this time to make changes and then releasing it to the public, why not make it as simple and customizable as possible, especially when it comes to already existing features that have no current issues, when there are SO MANY issues with ckSurf that actually could use the kinda effort you've put in.

Thank you for all your hard work. I'm sorry if this came off the wrong way, I'm not trying to be a dick, I'm just genuinely curious why you would put all this effort in to actually make certain things more difficult when they never had issues to begin with.
wish someone would do this who was using it for bhop and would take the time to add bhop styles.. oh to dream
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WarCat
New Member
Join Date: May 2017
Old 10-21-2017 , 23:40   Re: [CS:GO] ckSurf (1.18f, 24.11.2015)
Reply With Quote #2712

Hi guys my mate has (я∂ •) is his name. The server bot would save his name and time but nothing happens to local times. It's like he never completed the map or played on the server. Also I get this error:

[ckSurf.smx] [ckSurf] SQL Error (SQL_CheckCallback): Incorrect string value: '\xD1\x8F\xE2\x88\x82 ...' for column 'name' at row 1

In ck_playertimes his name box was empty. When I deleted the time and he changed his name to normal letters it appeared.

How do I fix it so people with weird symbols get times and appear in !top as well as in ck_playertimes?
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of_thunder
Junior Member
Join Date: Mar 2017
Old 11-13-2017 , 20:09   Re: [CS:GO] ckSurf (1.18f, 24.11.2015)
Reply With Quote #2713

does not work retry .
no bot ....
how to enable bot?
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of_thunder
Junior Member
Join Date: Mar 2017
Old 11-14-2017 , 01:06   Re: [CS:GO] ckSurf (1.18f, 24.11.2015)
Reply With Quote #2714

-nobots off and bot activited) np
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Zeddy_god
Senior Member
Join Date: May 2015
Location: Mumbai, India
Old 11-14-2017 , 18:04   Re: [CS:GO] ckSurf (1.18f, 24.11.2015)
Reply With Quote #2715

Quote:
Originally Posted by WarCat View Post
Hi guys my mate has (я∂ ) is his name. The server bot would save his name and time but nothing happens to local times. It's like he never completed the map or played on the server. Also I get this error:

[ckSurf.smx] [ckSurf] SQL Error (SQL_CheckCallback): Incorrect string value: '\xD1\x8F\xE2\x88\x82 ...' for column 'name' at row 1

In ck_playertimes his name box was empty. When I deleted the time and he changed his name to normal letters it appeared.

How do I fix it so people with weird symbols get times and appear in !top as well as in ck_playertimes?
+1, have the same issue.
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michaelrw
Member
Join Date: Jul 2017
Old 11-18-2017 , 01:01   Re: [CS:GO] ckSurf (1.18f, 24.11.2015)
Reply With Quote #2716

when you drop weapons and knife while using these players, they all turn into mannequin with arms straight out to side and their is no player animations when they move and jump. I have tried changing the default models to somethig different, but they all do it. Only showed proper animation when I used custom models applied by Store mod (using Deadpool model, for example)
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sneaK
SourceMod Moderator
Join Date: Feb 2015
Location: USA
Old 11-18-2017 , 04:07   Re: [CS:GO] ckSurf (1.18f, 24.11.2015)
Reply With Quote #2717

Quote:
Originally Posted by michaelrw View Post
when you drop weapons and knife while using these players, they all turn into mannequin with arms straight out to side and their is no player animations when they move and jump. I have tried changing the default models to somethig different, but they all do it. Only showed proper animation when I used custom models applied by Store mod (using Deadpool model, for example)
Those are the default disarmed animations. The custom models you're using are using the old skeleton which have different animations.
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