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immunity flag model. + fix lag in nightmare mode and armageddon mode


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yokomo
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Join Date: May 2010
Old 10-27-2015 , 12:26   Re: immunity flag model. + fix lag in nightmare mode and armageddon mode
Reply With Quote #11

My advise:
1. Upgrade PC, GPU.
2. Remove glowing render. (doesn't matter it was from fun or fm stock both are lagging)
3. Use low poly model on Survivor and Nemesis.
4. Remove dropped weapons.
5. Optimize unlimited clip code.
6. Donate me USD300, i'm sure no lagging anymore.
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Chihuahuax
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Join Date: Oct 2014
Location: Malaysia
Old 10-27-2015 , 12:40   Re: immunity flag model. + fix lag in nightmare mode and armageddon mode
Reply With Quote #12

Quote:
Originally Posted by bakir123 View Post
it's compiled, but where is model for owner? access flag A ???
i didn't get any model for access Flag "a"
!!!
- I wrote ADMIN_IMMUNITY for the owner model (Your flag A should be = immunity)
- Write ADMIN OWNER under ADMIN HUMAN in zombieplague.ini. example:
Code:
[Player Models] (randomly chosen if more than one)
HUMAN = gsg9, leet, guerilla, sas
NEMESIS = rev_nemesis
SURVIVOR = rev_survivor
ADMIN ZOMBIE = rev_horror
ADMIN OWNER = z_out_admin
ADMIN HUMAN = rev_scream
SNIPER = arctic
ASSASSIN = rev_assassin

Last edited by Chihuahuax; 10-27-2015 at 12:47.
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bakir123
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Join Date: Jan 2015
Location: Palestine, Hebron
Old 10-27-2015 , 13:20   Re: immunity flag model. + fix lag in nightmare mode and armageddon mode
Reply With Quote #13

yokomo
lol, you want 300 USD >>??? LOL, what do you Think me, i from palestine and you want from me donate for you because fixing it for me ? ahha

4. Remove dropped weapons.
5. Optimize unlimited clip code.

what do you mean of 5. Optimize unlimited clip code. ???

4. Remove dropped weapons., so this will helping for remove lag ?
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bakir123
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Old 10-27-2015 , 13:23   Re: immunity flag model. + fix lag in nightmare mode and armageddon mode
Reply With Quote #14

Chihuahuax

Thanks you , s working as it should

but you have any idea about fix lag in arma mode?
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Chihuahuax
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Join Date: Oct 2014
Location: Malaysia
Old 10-27-2015 , 13:35   Re: immunity flag model. + fix lag in nightmare mode and armageddon mode
Reply With Quote #15

PHP Code:
// Restore rendering
    
if (g_handle_models_on_separate_ent)
    {
        
// Nemesis, Assassin, Survivor or Sniper glow / remove glow on player model entity
        
if (g_nemesis[id] && get_pcvar_num(cvar_nemglow))
            
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell25000kRenderNormal25)
        else if (
g_nemesis[id] && !(get_pcvar_num(cvar_nemglow)))
            
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell000kRenderNormal25)
            
        else if (
g_assassin[id] && get_pcvar_num(cvar_assassinglow))
            
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell25000kRenderNormal25)
        else if (
g_assassin[id] && !(get_pcvar_num(cvar_assassinglow)))
            
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell000kRenderNormal25)    
        
        else if (
g_survivor[id] && get_pcvar_num(cvar_survglow))
            
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell0250250kRenderNormal25)
        else if (
g_survivor[id] && !(get_pcvar_num(cvar_survglow)))
            
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell000kRenderNormal25)
        
        else if (
g_sniper[id] && get_pcvar_num(cvar_sniperglow))
            
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShellget_pcvar_num(cvar_snipercolor[0]), get_pcvar_num(cvar_snipercolor[1]), get_pcvar_num(cvar_snipercolor[2]), kRenderNormal25)
        else if (
g_sniper[id] && !(get_pcvar_num(cvar_sniperglow)))
            
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell000kRenderNormal25)
        
        else
            
fm_set_rendering(g_ent_playermodel[id]) 
Find these stuff and replace them with the original version's(zp4.3) code
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yokomo
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Old 10-27-2015 , 14:21   Re: immunity flag model. + fix lag in nightmare mode and armageddon mode
Reply With Quote #16

Quote:
Originally Posted by Chihuahuax View Post
PHP Code:
// Restore rendering
    
if (g_handle_models_on_separate_ent)
    {
        
// Nemesis, Assassin, Survivor or Sniper glow / remove glow on player model entity
        
if (g_nemesis[id] && get_pcvar_num(cvar_nemglow))
            
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell25000kRenderNormal25)
        else if (
g_nemesis[id] && !(get_pcvar_num(cvar_nemglow)))
            
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell000kRenderNormal25)
            
        else if (
g_assassin[id] && get_pcvar_num(cvar_assassinglow))
            
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell25000kRenderNormal25)
        else if (
g_assassin[id] && !(get_pcvar_num(cvar_assassinglow)))
            
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell000kRenderNormal25)    
        
        else if (
g_survivor[id] && get_pcvar_num(cvar_survglow))
            
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell0250250kRenderNormal25)
        else if (
g_survivor[id] && !(get_pcvar_num(cvar_survglow)))
            
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell000kRenderNormal25)
        
        else if (
g_sniper[id] && get_pcvar_num(cvar_sniperglow))
            
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShellget_pcvar_num(cvar_snipercolor[0]), get_pcvar_num(cvar_snipercolor[1]), get_pcvar_num(cvar_snipercolor[2]), kRenderNormal25)
        else if (
g_sniper[id] && !(get_pcvar_num(cvar_sniperglow)))
            
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell000kRenderNormal25)
        
        else
            
fm_set_rendering(g_ent_playermodel[id]) 
Find these stuff and replace them with the original version's(zp4.3) code
This code only use when server owner decide to set player model using entity.. i bet no server owner is using this. So it's not relevant to change.
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bakir123
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Join Date: Jan 2015
Location: Palestine, Hebron
Old 10-27-2015 , 14:42   Re: immunity flag model. + fix lag in nightmare mode and armageddon mode
Reply With Quote #17

yokomo
can you help me for free to fix laging ?

Last edited by bakir123; 10-27-2015 at 14:51.
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bakir123
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Old 10-27-2015 , 15:02   Re: immunity flag model. + fix lag in nightmare mode and armageddon mode
Reply With Quote #18

Chihuahuax

Can you change admin owner = w flag?

because if it for Access A
you should remove your model admin, so i want to change it from mode A to W
can I ?
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Depresie
Veteran Member
Join Date: Nov 2013
Old 10-27-2015 , 20:52   Re: immunity flag model. + fix lag in nightmare mode and armageddon mode
Reply With Quote #19

you cannot get rid of the lag on armageddon if you are using glow...
yokomo, what do you mean by optimizing unlimited clip code?
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yokomo
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Join Date: May 2010
Old 10-28-2015 , 02:53   Re: immunity flag model. + fix lag in nightmare mode and armageddon mode
Reply With Quote #20

Quote:
Originally Posted by Depresie View Post
you cannot get rid of the lag on armageddon if you are using glow...
yokomo, what do you mean by optimizing unlimited clip code?
Mercylezz says:
Quote:
I get a somewhat higher bandwidth usage with this mod, why's that?
Features like custom nightvision, custom flashlight, Nemesis aura, napalm's fire, and zombie bleeding need additional data to be sent to players. Unlimited clip ammo can also be a factor, especially when lots of shooting is going on. To save bandwidth, you can disable some (or all) of them by editing their CVARs.

Is there any other way to reduce bandwidth usage, without having to disable those features?
You can always try lowering your server's update rate (sv_maxupdaterate). This won't have such a noticeable impact on gameplay (like it would in CS), since Zombie-Mods don't need extremely precise shot registration, etc.
For even less bandwidth usage you can also lower tickrate (sys_ticrate). Keep in mind though: the lower the value, the less responsive the game is going to feel.
unlimited clip code on zp43:
PHP Code:
// Current Weapon info
public message_cur_weapon(msg_idmsg_destmsg_entity)
{
    
// Not alive or zombie
    
if (!g_isalive[msg_entity] || g_zombie[msg_entity])
        return;
    
    
// Not an active weapon
    
if (get_msg_arg_int(1) != 1)
        return;
    
    
// Unlimited clip disabled for class
    
if (g_survivor[msg_entity] ? get_pcvar_num(cvar_survinfammo) <= get_pcvar_num(cvar_infammo) <= 1)
        return;
    
    
// Get weapon's id
    
static weapon
    weapon 
get_msg_arg_int(2)
    
    
// Unlimited Clip Ammo for this weapon?
    
if (MAXBPAMMO[weapon] > 2)
    {
        
// Max out clip ammo
        
static weapon_ent
        weapon_ent 
fm_cs_get_current_weapon_ent(msg_entity)
        if (
pev_valid(weapon_ent)) cs_set_weapon_ammo(weapon_entMAXCLIP[weapon])
        
        
// HUD should show full clip all the time
        
set_msg_arg_int(3get_msg_argtype(3), MAXCLIP[weapon])
    }

It use CurWeapon message. Last time on my zp server, i completely delete this code and manually give unlimited clip too survivor.

My method:
In humanme function, go to:
PHP Code:
    // Set human attributes based on the mode
    
if (survivor)
    {
        
// Survivor
        
g_survivor[id] = true
        
        
// Set Health [0 = auto]
        
if (get_pcvar_num(cvar_survhp) == 0)
        {
            if (
get_pcvar_num(cvar_survbasehp) == 0)
                
fm_set_user_health(idget_pcvar_num(cvar_humanhp) * fnGetAlive())
            else
                
fm_set_user_health(idget_pcvar_num(cvar_survbasehp) * fnGetAlive())
        }
        else
            
fm_set_user_health(idget_pcvar_num(cvar_survhp))
        
        
// Set gravity, if frozen set the restore gravity value instead
        
if (!g_frozen[id]) set_pev(idpev_gravityget_pcvar_float(cvar_survgravity))
        else 
g_frozen_gravity[id] = get_pcvar_float(cvar_survgravity)
        
        
// Set survivor maxspeed
        
ExecuteHamB(Ham_Player_ResetMaxSpeedid)
        
        
// Give survivor his own weapon
        
static survweapon[32]
        
get_pcvar_string(cvar_survweaponsurvweaponcharsmax(survweapon))
        
//fm_give_item(id, survweapon)
        //ExecuteHamB(Ham_GiveAmmo, id, MAXBPAMMO[cs_weapon_name_to_id(survweapon)], AMMOTYPE[cs_weapon_name_to_id(survweapon)], MAXBPAMMO[cs_weapon_name_to_id(survweapon)])
        
new wpn give_item(idsurvweapon)
        if(
wpn != -1)
        {
            
cs_set_weapon_ammo(wpn32767//32767 is enough, speedhacker also can't spam too much.
            
cs_set_user_bpammo(idcs_weapon_name_to_id(survweapon), 0//prevent reload.
        
}
        
        
// Turn off his flashlight
        
turn_off_flashlight(id)
        
        
// Give the survivor a bright light
        
if (get_pcvar_num(cvar_survaura)) set_pev(idpev_effectspev(idpev_effects) | EF_BRIGHTLIGHT)
        
        
// Survivor bots will also need nightvision to see in the dark
        
if (g_isbot[id])
        {
            
g_nvision[id] = true
            cs_set_user_nvg
(id1)
        }
    } 
On round end you need to strip weapon from survivor. You need to ignore current clip ammo in hud, it can't show more than 128 clip, so it will -- and ++ and cap at 128.
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Last edited by yokomo; 10-28-2015 at 02:56.
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