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Deathrun Manager by xPaw v3.0.3 [13/02/2010]


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Greentryst
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Join Date: Mar 2004
Location: ? MAYBE SYRUP+TREES?
Old 12-27-2008 , 19:10   Re: Deathrun Manager v1.2a [25/12/2008]
Reply With Quote #91

CHALLENGE TIME! mazafaka, you have 24 hours from this post to show us proof of a bug, or you are banned for a week and I'm dumping all your posts in this thread.

(You should have been more tactful.)

UPDATE: Challenge failed.

Last edited by Greentryst; 12-29-2008 at 00:07. Reason: updated
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SkiesOFF
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Join Date: Mar 2008
Old 12-28-2008 , 11:20   Re: Deathrun Manager v1.2a [25/12/2008]
Reply With Quote #92

First of all, i'm using your semiclip with de [player2] fixed, the one that bmann posted.

[EN] I got the same problem of mazafaka.

I will try to explain, sorry for my english:

This happens when someone dead starts to spectate you.
While someone is spectating you, you can't move and if you press CTRL, you got stuck in the air.

If you use a plugin called "SpecList", that shows who is spectation, you can see this.

I don't have logs of errors.


[BP for Danielkza] Opa Daniel, blz?

Em português fica mais fácil explicar hehe.

Eu descobri o erro (tenho quase certeza). O semiclip funciona muito bem, o que acontece é que quando alguem morre e começa a te olhar no jogo, o seu personagem simplesmente trava, e se você apertar ctrl ele voa.

Eu não sei te dizer em que tipo de visão ele te vê pra bugar, acredito que seja primeira pessoa. O HLDS nem meu console do CS apresenta logs de erros.

Como eu acho que é por causa disso?

Eu uso um plugin chamado speclist, que informa quais players estão te vendo jogar. Quando estava 1x1 no meu server de deathrun, não bugou, mas quando entrou mais pessoas e apareceu que um tal de "Alexandre" estava me observando no speclist, meu personagem simplesmente travou e sabe onde aparece o nome da pessoa que estamos mirando? estava aparecendo o nick desse "Alexandre" (estranho pq ele estava morto...)

Fora isso, quando esse "Alexandre" parou de me observar, meu personagem voltou ao normal.

PS: "Alexandre" foi só um exemplo, acontece com qualquer player.

Last edited by SkiesOFF; 12-28-2008 at 11:29.
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xPaw
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Old 12-28-2008 , 12:26   Re: Deathrun Manager v1.2a [25/12/2008]
Reply With Quote #93

aha now i get the problem of semiclip i think, i will take a look, thanks for explain skiesoff
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Old 12-29-2008 , 10:30   Re: Deathrun Manager v1.3 [29/12/2008]
Reply With Quote #94

upd. semiclip should be fixed, because i tested it with 7players and worked perfect.
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SkiesOFF
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Old 12-29-2008 , 10:50   Re: Deathrun Manager v1.3 [29/12/2008]
Reply With Quote #95

ok, thanks for the update. i will test it.

i will edit the post with the results.

EDIT:

tested 20 minutes with 10 players and no bugs =D
niceee!

* The Brazilian Portuguese language isn't good, is like google translator lol. This is better:

[bp]
MSG_NOW_TERR = %s eh o terrorista.
MSG_STARTING = Comecando em 10 segundos...
MSG_PREPARE = Prepare-se para o Deathrun!
MSG_NO_DETECT = Nenhum terrorista detectado, recomecando o round agora.

Last edited by SkiesOFF; 12-29-2008 at 11:22.
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xPaw
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Old 12-29-2008 , 12:06   Re: Deathrun Manager v1.3 [29/12/2008]
Reply With Quote #96

thanks updated.

EDIT: if someone i will add cvar: give usp for cts or no?
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Last edited by xPaw; 12-29-2008 at 12:45.
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DruGzOG
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Old 12-29-2008 , 12:57   Re: Deathrun Manager v1.3 [29/12/2008]
Reply With Quote #97

yeah, most maps need them.
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bmann_420
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Old 12-29-2008 , 13:26   Re: Deathrun Manager v1.3 [29/12/2008]
Reply With Quote #98

Nice

Now its just up to the team changing at the beginning of the round mishap?
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DruGzOG
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Old 12-29-2008 , 13:28   Re: Deathrun Manager v1.3 [29/12/2008]
Reply With Quote #99

I think that has to do with autoteambalance
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xPaw
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Old 12-29-2008 , 13:30   Re: Deathrun Manager v1.3 [29/12/2008]
Reply With Quote #100

the new terr selecting is working i think for 96% good, in other situations its can bugg and such, anyway i reccomend use autoteam management by exolent, the link in first post.
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