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[CS] Player Models API 1.2


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Syturi0
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Join Date: Aug 2014
Location: Your mom house -Portugal
Old 03-14-2016 , 18:10   Re: [CS] Player Models API 1.2
Reply With Quote #41

Soooo, in the end wich one should i use?
The one from 'ConnorMcLeod' (https://forums.alliedmods.net/showthread.php?t=80847)
,
or the one from 'happy_2012' (https://forums.alliedmods.net/showpo...postcount=28)?)

Will it fix all the SVC_Bad kicks and problems?

Last edited by Syturi0; 03-14-2016 at 18:10.
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Kowalsky
Senior Member
Join Date: Mar 2015
Location: Poland
Old 03-16-2016 , 03:15   Re: [CS] Player Models API 1.2
Reply With Quote #42

Quote:
Originally Posted by Syturi0 View Post
Soooo, in the end wich one should i use?
The one from 'ConnorMcLeod' (https://forums.alliedmods.net/showthread.php?t=80847)
,
or the one from 'happy_2012' (https://forums.alliedmods.net/showpo...postcount=28)?)

Will it fix all the SVC_Bad kicks and problems?
I would suggest you using th FM way.
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Arkshine
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Join Date: Oct 2005
Old 03-16-2016 , 03:43   Re: [CS] Player Models API 1.2
Reply With Quote #43

@Kowalsky Both use fakemeta, which is kind of obvious since the purpose is to avoid the cstrike native. Really, if you don't know, please don't answer randomly.

@Syturi0, for 1.8.2, you have likely less chance of issues with the latter because it relies on some delay. If you're using reHLDS you don't need this and can use directly the cstrike native, the bug which was causing the overflow has been fixed. For 1.8.3-dev, you can use directly cstrike native, which has been modified to not trigger the engine bug. You can also use in complement NetBufExtender metamod module which increases some engine buffers and reduces significantly the chance to be kicked for overflow.
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Syturi0
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Join Date: Aug 2014
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Old 03-16-2016 , 15:10   Re: [CS] Player Models API 1.2
Reply With Quote #44

Quote:
Originally Posted by Arkshine View Post
@Syturi0, for 1.8.2, you have likely less chance of issues with the latter because it relies on some delay. If you're using reHLDS you don't need this and can use directly the cstrike native, the bug which was causing the overflow has been fixed. For 1.8.3-dev, you can use directly cstrike native, which has been modified to not trigger the engine bug. You can also use in complement NetBufExtender metamod module which increases some engine buffers and reduces significantly the chance to be kicked for overflow.
Thank you.
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happy_2012
Senior Member
Join Date: Aug 2012
Old 04-11-2016 , 16:40   Re: [CS] Player Models API 1.2
Reply With Quote #45

@Arkshine, you are right, after that edit I have posted earlier, I still encountered this bug SVC_Bad kicks, but a friend of did some edits again, he removed "fm_cs_get_user_team( id )" and replaced it with "cs_get_user_team( id )" and it reduced all SVC_Bad kicks.
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Depresie
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Join Date: Nov 2013
Old 04-11-2016 , 20:37   Re: [CS] Player Models API 1.2
Reply With Quote #46

Quote:
The problem was that the players are enforced to download bad model files that does not exist in the server
any other idea how something like this could be fixed?
i tried your api, still having the problem...

at map change sometimes all the players are required to download fictive model files that are not on the server
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Last edited by Depresie; 04-11-2016 at 20:59.
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happy_2012
Senior Member
Join Date: Aug 2012
Old 04-16-2016 , 03:50   Re: [CS] Player Models API 1.2
Reply With Quote #47

Quote:
Originally Posted by Depresie View Post
any other idea how something like this could be fixed?
i tried your api, still having the problem...

at map change sometimes all the players are required to download fictive model files that are not on the server
Yes, contact me on steam for the fix, I do not really have the fixed file at this moment
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ish12321
Veteran Member
Join Date: May 2016
Old 08-14-2016 , 14:37   Re: [CS] Player Models API 1.2
Reply With Quote #48

I don't completely understand how to do

Do I have to include all stocks and all forwards

Or simply use your 2 natives and others will be done by your module ?
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ish12321
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Join Date: May 2016
Old 08-14-2016 , 15:01   Re: [CS] Player Models API 1.2
Reply With Quote #49

Quote:
Originally Posted by Arkshine View Post
@Kowalsky Both use fakemeta, which is kind of obvious since the purpose is to avoid the cstrike native. Really, if you don't know, please don't answer randomly.

@Syturi0, for 1.8.2, you have likely less chance of issues with the latter because it relies on some delay. If you're using reHLDS you don't need this and can use directly the cstrike native, the bug which was causing the overflow has been fixed. For 1.8.3-dev, you can use directly cstrike native, which has been modified to not trigger the engine bug. You can also use in complement NetBufExtender metamod module which increases some engine buffers and reduces significantly the chance to be kicked for overflow.
Whats reHLDS?
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addons_zz
Veteran Member
Join Date: Aug 2015
Location: Dreams, zz
Old 08-14-2016 , 16:09   Re: [CS] Player Models API 1.2
Reply With Quote #50

Quote:
Originally Posted by ish12321 View Post
Whats reHLDS?
Let me introduce you the google. It works like this, you go there and search things before ask. ReHLDS, Reverse-engineered HLDS - AlliedModders
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