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[ANY] Neon Beams (1.14) [04-Dec-2021]


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almil36
Member
Join Date: Mar 2019
Old 10-04-2021 , 19:35   Re: [ANY] Neon Beams (1.13) [30-Jun-2021]
Reply With Quote #51

Hi, nice plugin!

I am having some troubles seing the custom particles in CS:GO. The beams seems to work just fine but the particles don't seem to load and be displayed on my end.

Thanks in advance.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 10-05-2021 , 06:29   Re: [ANY] Neon Beams (1.13) [30-Jun-2021]
Reply With Quote #52

Quote:
Originally Posted by dahyun4220 View Post
I made my own preset, but if I do it, nothing comes out
Have you verified it's saved to the preset folder/config you specified?

Quote:
Originally Posted by almil36 View Post
Hi, nice plugin!

I am having some troubles seing the custom particles in CS:GO. The beams seems to work just fine but the particles don't seem to load and be displayed on my end.

Thanks in advance.
Have you followed the installation instructions and have the files sending to clients?
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rory98
Junior Member
Join Date: Oct 2021
Old 11-07-2021 , 15:44   Re: [ANY] Neon Beams (1.13) [30-Jun-2021]
Reply With Quote #53

very cool!!
tested on l4d1 server
i was able to draw and use the test preset
but the presets from post#2, and arrow_checkpoints didnt works
they appear in the neon menu and i can see the name (arrows...) but nothing happen when i select them
same for alphabets and numbers from post 32
only the test preset is working for me and its cool !
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 11-07-2021 , 16:00   Re: [ANY] Neon Beams (1.13) [30-Jun-2021]
Reply With Quote #54

They use particles. Unless you have them installed, you have to change the configs to use beams instead. Changing for example "2 " to "255 ".

e.g.
"" "8 -0.023986 -7.592773 7.852569 -0.000122 0.198730 32.232513"
to

"" "255 -0.023986 -7.592773 7.852569 -0.000122 0.198730 32.232513"

255 being red, and other colors are other values you can find out by saving beams and taking those color values.

Or install the custom particles.

Edit: was thinking of making a command to convert whole configs from particles to beams. Or from L4D2 particles to the custom particles (since I stupidly didn't keep them using the same numbers, was supposed to so I don't know how I overlooked that before release). Maybe one day.
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Last edited by Silvers; 11-07-2021 at 21:56.
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Tonblader
Senior Member
Join Date: Jul 2011
Location: Peru
Old 12-12-2021 , 15:41   Re: [ANY] Neon Beams (1.14) [04-Dec-2021]
Reply With Quote #55

Is it possible that the output files (data\neon\maps) where the entity data (properties) is placed can be more easily transferred to source: stripper?

I would like to use your plugin because of how easy it is to use it within the game, which source: stripper does not.
But the source: stripper has no problem to visualize the creation of lines as neon plugin yes has it.

Last edited by Tonblader; 12-12-2021 at 15:43.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 12-15-2021 , 09:54   Re: [ANY] Neon Beams (1.14) [04-Dec-2021]
Reply With Quote #56

Would be best to create a separate plugin to convert the format, but this is not something I'll do. The plugin respawns some particles on round restart because certain types are deleted, where Stripper would not do this therefore breaking those particles if used. Also where the plugin supports late loading clients and temp beams. The plugin also destroys the info_particle entity because it's not needed after the particles are created where in Stripper you would have to fire an output to delete each particle after creation. I don't see the reason why you would use Stripper over the plugin.
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Tonblader
Senior Member
Join Date: Jul 2011
Location: Peru
Old 12-15-2021 , 15:37   Re: [ANY] Neon Beams (1.14) [04-Dec-2021]
Reply With Quote #57

Quote:
Originally Posted by Silvers View Post
Would be best to create a separate plugin to convert the format, but this is not something I'll do. The plugin respawns some particles on round restart because certain types are deleted, where Stripper would not do this therefore breaking those particles if used. Also where the plugin supports late loading clients and temp beams. The plugin also destroys the info_particle entity because it's not needed after the particles are created where in Stripper you would have to fire an output to delete each particle after creation. I don't see the reason why you would use Stripper over the plugin.
I'm still using your plugin instead of source:stripper for all these features, however there are still issues with some players not being able to see the lines, especially if a player joins late on the server.
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CaRmilla
Junior Member
Join Date: Jan 2021
Old 12-21-2021 , 18:13   Re: [ANY] Neon Beams (1.14) [04-Dec-2021]
Reply With Quote #58

Is there a way to save a preset with beams using paint ? I recompiled as you said to have paint directly save to the map, but is there also a way for it to save as a preset?
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 12-22-2021 , 06:19   Re: [ANY] Neon Beams (1.14) [04-Dec-2021]
Reply With Quote #59

No. Copy paste between configs.
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CaRmilla
Junior Member
Join Date: Jan 2021
Old 12-22-2021 , 10:06   Re: [ANY] Neon Beams (1.14) [04-Dec-2021]
Reply With Quote #60

Ok thanks
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