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News / Early Betas (Updated: 2009/04/15)


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MeRcyLeZZ
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Join Date: Dec 2007
Old 01-28-2009 , 13:39   News / Early Betas (Updated: 2009/04/15)
Reply With Quote #1

Beta period is over. You can get ZP 4.3 final version at the main ZP thread.
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Last edited by MeRcyLeZZ; 03-09-2010 at 20:38. Reason: Beta period over since long ago....
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Fry!
Veteran Member
Join Date: Apr 2008
Location: Latvia
Old 01-28-2009 , 13:41   Re: Beta Updates (Latest: 4.1-beta1)
Reply With Quote #2

wow.... Thanks Mercylez!!! :] I will test it.
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Quote:
Originally Posted by wisam187
why all the great scriptors..... always.... leave and let their works go into oblivion ???
i miss your way in making outstanding plugins...
this forum needs lots of the likes of you..... and less of the idiots that spread right now.
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predator latvia
Member
Join Date: Apr 2008
Location: Latvia
Old 01-28-2009 , 14:08   Re: Beta Updates (Latest: 4.1-beta1)
Reply With Quote #3

ooo nice!
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Speed!
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Join Date: Jan 2009
Old 01-28-2009 , 14:09   Re: Beta Updates (Latest: 4.1-beta1)
Reply With Quote #4

will try to apply the svc_bad fix to my version

edit: i found what you did changed for reducing svc_bad, but im not sure its usefull :S
i mean, is the same thing just called in 2 different events :S

Ohh i think i got it know, it applies the delay also to sub plugins using zombie me isnt it? its for evicting svc_bad of extreeme model changing made by sub plugins not right coded

Last edited by Speed!; 01-28-2009 at 14:14.
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MeRcyLeZZ
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Join Date: Dec 2007
Old 01-28-2009 , 14:17   Re: Beta Updates (Latest: 4.1-beta1)
Reply With Quote #5

Quote:
Originally Posted by Speed! View Post
Ohh i think i got it know, it applies the delay also to sub plugins using zombie me isnt it? its for evicting svc_bad of extreeme model changing made by sub plugins not right coded
Yeah, that's right. The code is still not perfect, but prevents SVC_BAD a lot better than the old one in those cases.
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Speed!
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Join Date: Jan 2009
Old 01-28-2009 , 14:19   Re: Beta Updates (Latest: 4.1-beta1)
Reply With Quote #6

Quote:
Originally Posted by MeRcyLeZZ View Post
Yeah, that's right. The code is still not perfect, but prevents SVC_BAD a lot better than the old one in those cases.
that would have helped me some months ago when antidote bomb did that, so i was forced to fix it LOL

EDIT: mercylezz if you want i may post a new flashlight sistem for your next updatewich is lagless and looks pretty better

EDIT2: here it is, i may not explain step by step because you will understand in a pretty easy way

PHP Code:
RegisterHam(Ham_Player_PreThink"player""FwdPlayerPreThink"//the same than actual prethink but i like more hamsandwich :D

public FwdPlayerPreThink(id)
{
    if( 
g_flashlight[id] && is_user_alive(id) && !g_zombie[id] )
    {
        
Make_FlashLight(id)
    }
}

stock Float:Get_StarEndPos(idFloat:flStart[3], Float:flAim[3])
{
    
pev(idpev_originflStart)
    
pev(idpev_view_ofsflAim)
    
xs_vec_add(flStartflAimflStart)

    
pev(idpev_v_angleflAim)    
    
engfunc(EngFunc_MakeVectorsflAim)
    
global_get(glb_v_forwardflAim)
    
xs_vec_mul_scalar(flAim9999.0flAim)
    
xs_vec_add(flStartflAimflAim)
    
engfunc(EngFunc_TraceLineflStartflAim0id0)
    
get_tr2(0TR_vecEndPosflAim)
}

Make_FlashLight(id)
{
    static 
Float:nada[3], Float:origin[3], colors[12], r[4], g[4], b[4]

    
Get_StarEndPos(idnadaorigin)
    
    
parse(colorsr3g3b4)

    
message_begin(MSG_ONE_UNRELIABLESVC_TEMPENTITY_id)
    
write_byte(TE_DLIGHT)
    
engfunc(EngFunc_WriteCoordorigin[0])
    
engfunc(EngFunc_WriteCoordorigin[1])
    
engfunc(EngFunc_WriteCoordorigin[2])
    
write_byte(6)
    
write_byte(199)
    
write_byte(166)
    
write_byte(90)
    
write_byte(1)
    
write_byte(10)
    
message_end()

and comment so it would look like this

Quote:
// Finally call our custom flashlight task
remove_task(id+TASK_FLASH)
//set_task(0.1, "set_user_flashlight", id+TASK_FLASH, _, _, "b")
and above that, the same thing

Quote:
// Finally call our custom flashlight task
remove_task(id+TASK_FLASH)
//set_task(0.1, "set_user_flashlight", id+TASK_FLASH, _, _, "b")

Last edited by Speed!; 01-28-2009 at 14:32.
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MeRcyLeZZ
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Join Date: Dec 2007
Old 01-28-2009 , 14:34   Re: Beta Updates (Latest: 4.1-beta1)
Reply With Quote #7

Quote:
Originally Posted by Speed! View Post
EDIT: mercylezz if you want i may post a new flashlight sistem for your next updatewich is lagless and looks pretty better
I know it's possible to send the DLight messages more often, the drawback is it takes up too much additional bandwidth, especially with 32 man servers.
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Speed!
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Join Date: Jan 2009
Old 01-28-2009 , 14:38   Re: Beta Updates (Latest: 4.1-beta1)
Reply With Quote #8

Quote:
Originally Posted by MeRcyLeZZ View Post
I know it's possible to send the DLight messages more often, the drawback is it takes up too much additional bandwidth, especially with 32 man servers.
but the main difference is that it doesent show everybody the flashlight, it works like normal cs flashlight, thats why its lagless, and it uses less bandwith, and it seems better because of as you said, the delay
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Fry!
Veteran Member
Join Date: Apr 2008
Location: Latvia
Old 01-28-2009 , 14:38   Re: Beta Updates (Latest: 4.1-beta1)
Reply With Quote #9

Hey, Mercylezz when will be able to set random models on one zombie class. Like I have a Ghost zombie and I have set 3 different models on that class...
__________________
Quote:
Originally Posted by wisam187
why all the great scriptors..... always.... leave and let their works go into oblivion ???
i miss your way in making outstanding plugins...
this forum needs lots of the likes of you..... and less of the idiots that spread right now.
Fry! is offline
Speed!
BANNED
Join Date: Jan 2009
Old 01-28-2009 , 14:40   Re: Beta Updates (Latest: 4.1-beta1)
Reply With Quote #10

Quote:
Originally Posted by Fry! View Post
Hey, Mercylezz when will be able to set random models on one zombie class. Like I have a Ghost zombie and I have set 3 different models on that class...
you can set models from your own plugin, so you can do it withouth changing main plugin
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