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GoreMod 3.2.5 (27 Aug 06) [CS:S & DOD:S]


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Dark_Templar
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Join Date: May 2005
Old 12-30-2005 , 19:35  
Reply With Quote #311

Yes,just checked it again
(if you want to -> 193.192.58.55:27300 )

Stay some rounds,it looks wild ;)
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Hellraiser
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Join Date: Feb 2005
Old 12-30-2005 , 19:47  
Reply With Quote #312

Quote:
Originally Posted by c0ldfyr3
Quote:
Originally Posted by Dark_Templar
Blood decals stay in the the level the whole time - only a mapchange is removing them again.... Not helping the performance
Even with gore_bleed_decals 0 ?
yea i have the same thing all blood stays.
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sslice
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Join Date: Feb 2005
Location: Texas, USA
Old 12-31-2005 , 02:45  
Reply With Quote #313

Quote:
Originally Posted by Hellraiser
Quote:
Originally Posted by c0ldfyr3
Quote:
Originally Posted by Dark_Templar
Blood decals stay in the the level the whole time - only a mapchange is removing them again.... Not helping the performance
Even with gore_bleed_decals 0 ?
yea i have the same thing all blood stays.
Hehe, I bet the map looks pretty bloody after a while.
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Hellraiser
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Join Date: Feb 2005
Old 12-31-2005 , 02:49  
Reply With Quote #314

Quote:
Originally Posted by sslice
Quote:
Originally Posted by Hellraiser
Quote:
Originally Posted by c0ldfyr3
Quote:
Originally Posted by Dark_Templar
Blood decals stay in the the level the whole time - only a mapchange is removing them again.... Not helping the performance
Even with gore_bleed_decals 0 ?
yea i have the same thing all blood stays.
Hehe, I bet the map looks pretty bloody after a while.
yes it dose
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trydis
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Join Date: Jan 2005
Location: Norway
Old 12-31-2005 , 11:37  
Reply With Quote #315

i think the blood staying is great.

Also i wish the skulls, bones etc could stay.....
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Dark_Templar
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Join Date: May 2005
Old 12-31-2005 , 12:04  
Reply With Quote #316

A option for that would be nice,yes.

But there must be a way to turn it off...
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tron73
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Join Date: Apr 2004
Location: Schulzendorf / germany
Old 12-31-2005 , 15:18  
Reply With Quote #317

Would it be possible to make a very very strong version of goremod through using the cvars?

I like it, when it is very very extremly bloody
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c0ldfyr3
AlliedModders Donor
Join Date: Aug 2005
Location: Ireland
Old 12-31-2005 , 17:54  
Reply With Quote #318

Quote:
Originally Posted by Dark_Templar
A option for that would be nice,yes.
But there must be a way to turn it off...
The cvar gore_bleed_effects was suppost to be the on/off for the bleeding, but in the last update I changed how that was executed (now everyone's bleed timer is seperate instead of all players bleeding simulaneously) and forgot to add the cvar check. My PC is in another county right now so Monday is the earliest oppurtunity I will have to fix that.
Sory for any inconvenience caused.

Quote:
Originally Posted by tron73
Would it be possible to make a very very strong version of goremod through using the cvars?
Ok, a little explanation that I left out of the Docs.
While we're on the subject, if someone with some proper English techniques would like to help me on the Docs then please email me, im terrible at wording things so the help would be appreciated.
Smoking pot for a couple of years is the best method known to man to remove your communciational skills. (Yet coding is a dream )

gore_*_amount, changing these values changes the amount of blood per blood squirt on each shot, the count of blood squirts is defined below. This value will not add any network overhead whatsoever.
The server is sending one packet per squirt, and the 'amount' value is sent in each packet.

gore_*_loop, this value is how many squirts occur per blood event (shot, explosion, bleeding etc). This value in theory adds network overhead, but not a very big amount. A value of 10 on a 32 player server should in theory be sound, but if you want to experiment then pleaese let me know the results. I used an extremly conservative amount.
This controls how may blood squirt packets are sent. So 10 is 10 packets per player_damage event.

gore_spray cvars control the blood on each shot taken.

gore_hs cvars control the hs squirting blood upwards.

gore_bleed cvars control the amount of blood during intermitent bleeding effects.

Quote:
Originally Posted by trydis
i think the blood staying is great.
Also i wish the skulls, bones etc could stay.....
Ill see if I can work this, but I dont think so. But ill look into it.


A quesion for you all...
Would it be nice to be able to control the gibs direction/speed ?
At the moment, the head is straight up, with alot of acceleration, and the rest are all randomly generated.
I could add some form of system to control the randomness. Just a suggestion.
This could also be applied to blood velocity and direction.

Remember, I dont even play CS anymore because of the amount of sounds and downloading involved, ontop of my BF2 addiction, so all suggestions, guidelines and comments are encouraged !
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FlyingMongoose
Veteran Member
Join Date: Mar 2004
Old 12-31-2005 , 21:59  
Reply With Quote #319

Realistic blood effects would be nice.

Example: Shot in face, blood from back of head.
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ryker
Member
Join Date: Mar 2005
Old 01-01-2006 , 02:58  
Reply With Quote #320

Quote:
Originally Posted by c0ldfyr3
A quesion for you all...
Would it be nice to be able to control the gibs direction/speed ?
At the moment, the head is straight up, with alot of acceleration, and the rest are all randomly generated.
I could add some form of system to control the randomness. Just a suggestion.
This could also be applied to blood velocity and direction.
I wouldn't even waste my time on that. I think the head shooting straight up is cool. I would hate for you to add so much detailed control on little stuff like that, that the plugin starts to use too much overhead.
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