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Zr 3.0-dev


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Diablo3
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Join Date: Feb 2010
Old 03-27-2010 , 15:58   Re: Zr 3.0-dev
Reply With Quote #21

Quote:
Originally Posted by Kyle12 View Post
The new speed code is awesome, everything is great on Dev besides the memory leaks and cookies not saving for some components.
why new speed code is better than old ??
I use old, and everything is good...

what is the difference ?
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Greyscale
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Old 03-27-2010 , 17:27   Re: Zr 3.0-dev
Reply With Quote #22

The fall speed is increased with speed in the old method.
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Diablo3
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Old 03-27-2010 , 17:43   Re: Zr 3.0-dev
Reply With Quote #23

Quote:
Originally Posted by Greyscale View Post
The fall speed is increased with speed in the old method.
what is the old method ? What's wrong now with fall speed ??
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rhelgeby
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Old 03-27-2010 , 18:44   Re: Zr 3.0-dev
Reply With Quote #24

When it modified player speed in the old method it also modified jump/fall speed. So speedy players had shorter jumps, kinda.
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NukeMan
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Old 04-02-2010 , 17:09   Re: Zr 3.0-dev
Reply With Quote #25

Hi, I using last revision of zr_dev and get these errors in game:
Code:
L 04/02/2010 - 23:47:17: [SM] Plugin encountered error 15: Array index is out of bounds
L 04/02/2010 - 23:47:17: [SM] Displaying call stack trace for plugin "zombiereloaded.smx":
L 04/02/2010 - 23:47:17: [SM]   [0]  Line 503, src\zr/weapons/ammomanager.inc::AmmoManagerGetClip()
L 04/02/2010 - 23:47:17: [SM]   [1]  Line 554, src\zr/weapons/ammomanager.inc::AmmoManagerFire()
L 04/02/2010 - 23:47:17: [SM]   [2]  Line 70, src\zr/weapons/ammoevents.inc::AmmoOnWeaponFire()
L 04/02/2010 - 23:47:17: [SM]   [3]  Line 522, src\zr/baseadapter.inc::BaseAdapter_WeaponFire()
repeats continuous until round end but not every round (depends of round and map)

Code:
DataTable warning: player: Out-of-range value (3483.318115) in SendPropFloat 'm_vecVelocity[1]', clamping.
Do not write in error log, different random values in parentheses, appears as player stuck in air, slowly floating up or down, can only look around and fire. Happens on first spawn for several random players, sometimes it can be repeated few rounds in a row
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rhelgeby
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Old 04-02-2010 , 18:47   Re: Zr 3.0-dev
Reply With Quote #26

Ignore those errors, it's incomplete. There are known issues with zspawn too in the dev branch.

Use the stable branch unless you can live with these issues.
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NukeMan
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Old 04-02-2010 , 19:35   Re: Zr 3.0-dev
Reply With Quote #27

This unstable solved issue with custom human models not_precached, but stucks players in air, it's so sad

Last edited by NukeMan; 04-02-2010 at 20:00.
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NukeMan
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Old 04-22-2010 , 15:57   Re: Zr 3.0-dev
Reply With Quote #28

Btw, it's still problem with zspawn and respawn, but only when player spawns as human. Model spawns out of surface, usually a foot or about and can only turn, but not move, when it have shots, it starts slowly float upside and do not stop until round end.

Code:
DataTable warning: player: Out-of-range value (3483.318115) in SendPropFloat 'm_vecVelocity[1]', clamping.
DataTable warning: (class player): Out-of-range value (-99346880.000000) in SendPropFloat 'm_vecVelocity[1]', clamping.
This error isn't stored in any log file...

When player spawns as zombie, it's allright, no stick, no float ...

Last edited by NukeMan; 04-23-2010 at 20:20.
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rhelgeby
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Old 04-22-2010 , 18:18   Re: Zr 3.0-dev
Reply With Quote #29

What version? I did a fix in the dev branch where players were stuck with spawn protection (floating in air).

That m_vecVelocity is the player's speed. Out of range means it's probably too high speed (too much knock back usually), or too low (negative speed).
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Last edited by rhelgeby; 04-22-2010 at 18:20.
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NukeMan
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Old 04-23-2010 , 05:06   Re: Zr 3.0-dev
Reply With Quote #30

Quote:
Originally Posted by rhelgeby View Post
What version? I did a fix in the dev branch where players were stuck with spawn protection (floating in air).

That m_vecVelocity is the player's speed. Out of range means it's probably too high speed (too much knock back usually), or too low (negative speed).
I allways look for the last version on your source site. Due to unknown reason the stable beta2 do not start on my windows server and I use smx compiled from
'zr-dev-7255ef41b9f9' release, cause it's the most stable, but randomly draws ammo errors and velocity errors as described in my posts above in this thread.
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