Search found 129 matches

by D3CEPTION
Fri Oct 21, 2016 3:48 am
Forum: Plugin Development Support
Topic: EmitSound
Replies: 4
Views: 3900

Re: EmitSound

satoon101 wrote:*Edit: though, in the future, we might consider adding Entity.emit to emit sounds from an entity/player, as well as Player.play to play a sound directly to a user.

+1
by D3CEPTION
Thu Oct 20, 2016 2:52 am
Forum: Plugin Requests
Topic: [HL2:DM] Headshot Help
Replies: 63
Views: 275784

Re: [HL2:DM] Headshot Help

so is there anything specific, that isnt working for you?
by D3CEPTION
Sat Oct 08, 2016 2:51 pm
Forum: General Discussion
Topic: New CS:GO Update broke plugin(s)?
Replies: 16
Views: 13937

Re: New CS:GO Update broke plugin(s)?

the new server decalclass is "cfe_player_decal" -> using 1 edict per decal the client decalclass "CTEPlayerDecal" is also expanded. my assumption: its used while players are in their spray menu ( before the decal is placed on the server) after its placed, the client requests a si...
by D3CEPTION
Fri Oct 07, 2016 11:24 pm
Forum: General Discussion
Topic: New CS:GO Update broke plugin(s)?
Replies: 16
Views: 13937

Re: New CS:GO Update broke plugin(s)?

I guess there are client-side decals and server-side decals. what do you mean by that? have you found a reference that shows they are using graffiti on both sides? looking at the changes you posted, the first thing i see is that they apply graffiti per entity within the materialsystem. so theres no...
by D3CEPTION
Fri Oct 07, 2016 10:14 pm
Forum: General Discussion
Topic: New CS:GO Update broke plugin(s)?
Replies: 16
Views: 13937

Re: New CS:GO Update broke plugin(s)?

im kinda wondering, how the graffiti decals are handled though. is their a wholly clientside handler for them, which never wipes them on the client until round restart etc. but then, how do other players, who join later get those decals redrawed then on their client? or don't they? but if the server...
by D3CEPTION
Fri Oct 07, 2016 3:46 pm
Forum: General Discussion
Topic: New CS:GO Update broke plugin(s)?
Replies: 16
Views: 13937

Re: New CS:GO Update broke plugin(s)?

I'd also be interested in which plugins are crashing..
by D3CEPTION
Tue Oct 04, 2016 7:46 pm
Forum: Plugin Development Support
Topic: Pickle Save Dict
Replies: 9
Views: 6868

Re: Pickle Save Dict

Ayuto, could you also add a "normalized" - method to mathlibs Vector module? right now, im always changing it locally, but always have to update it myself. would help if its added to sp too. the math is just : copy the vector and divide it by the native Vector.normalize(). thanks
by D3CEPTION
Thu Sep 29, 2016 5:53 am
Forum: General Discussion
Topic: Using CS:S Model Size in CS:GO
Replies: 24
Views: 18201

Re: Using CS:S Model Size in CS:GO

@iplayer: you must have tested that in css? in csgo bones and their physics are not effected by changing modelscale. btw if you want to use a bounding box, as L'In20Cible suggested, you have to first change the collision engine for the playermodel from vpyhsics to bounding box. L'In20Cible bounding ...
by D3CEPTION
Thu Sep 29, 2016 5:05 am
Forum: General Discussion
Topic: Using CS:S Model Size in CS:GO
Replies: 24
Views: 18201

Re: Using CS:S Model Size in CS:GO

i didnt expect you to copy this much stuff from others. i thought you had a choice of 450 maps or were making your own maps. in your case you dont even seem to have a choice .. so what about my first reaction: "why do you think css models arent working?" if you just want to copy the models...
by D3CEPTION
Wed Sep 28, 2016 6:39 pm
Forum: General Discussion
Topic: Using CS:S Model Size in CS:GO
Replies: 24
Views: 18201

Re: Using CS:S Model Size in CS:GO

@decompile, i could fix your maps , instead of just porting them, wouldnt even take me long, but ok.. else i could still fix your model to adjust it to csgo, if thats really what you want.

@L'In20Cible, why are you qoting me on top of your monologue
by D3CEPTION
Wed Sep 28, 2016 1:15 pm
Forum: General Discussion
Topic: Using CS:S Model Size in CS:GO
Replies: 24
Views: 18201

Re: Using CS:S Model Size in CS:GO

@L'In20Cible im not talking about the whole package, you know this ;)
@decompile how about adjusting the map to the player model instead? how many maps do you plan converting to csgo? because gameplay-wise i would probably prefer that over changing the players geometry.
by D3CEPTION
Wed Sep 28, 2016 10:20 am
Forum: General Discussion
Topic: Using CS:S Model Size in CS:GO
Replies: 24
Views: 18201

Re: Using CS:S Model Size in CS:GO

well exposing stuff, that wont be used, can make things a bit messy and harder to find stuff. just wanted to state my opinion, really didnt mean to sound rude there, sorry ;) btw i suggested to recompile the hitbox set, if he has a different one, i DIDNT suggest to recompile with a different bbox. :P
by D3CEPTION
Wed Sep 28, 2016 4:30 am
Forum: General Discussion
Topic: Using CS:S Model Size in CS:GO
Replies: 24
Views: 18201

Re: Using CS:S Model Size in CS:GO

adjusting css models to csgo -> fixing SOME stuff, doing some work. its not like changing 1 value will fix/port it all for you. @L'In20Cible why did you add it? noone will need it.. the function is used in gametrace etc, e.g. as hit register in raytracing on studimdl instance @decompile first try lo...
by D3CEPTION
Tue Sep 27, 2016 4:14 pm
Forum: General Discussion
Topic: Using CS:S Model Size in CS:GO
Replies: 24
Views: 18201

Re: Using CS:S Model Size in CS:GO

@L'In20Cible, lol, didnt notice. i only read mins,maxs and copied his post m_Collision.m_vecMins, m_Collision.m_vecMaxs -> bounding box for movement calcs in vphysics, not the hitbox m_vecSpecifiedSurroundingMins,m_vecSpecifiedSurroundingMax -> bounding box for hit registrations, not the hitbox (it ...
by D3CEPTION
Tue Sep 27, 2016 3:16 pm
Forum: General Discussion
Topic: Using CS:S Model Size in CS:GO
Replies: 24
Views: 18201

Re: Using CS:S Model Size in CS:GO

for the data you posted: m_vecSpecifiedSurroundingMins,m_vecSpecifiedSurroundingMax -> bounding box for movement calcs in vphysics, not the hitbox m_flStepSize -> climbing dimension for stairstructures m_flModelScale -> scales vertex positions in the studiomdl , NOT the skeleton position if you stil...
by D3CEPTION
Tue Sep 27, 2016 3:10 pm
Forum: General Discussion
Topic: Using CS:S Model Size in CS:GO
Replies: 24
Views: 18201

Re: Using CS:S Model Size in CS:GO

what hitbox? just use css-models and you should be fine?
by D3CEPTION
Tue Sep 27, 2016 1:19 pm
Forum: General Discussion
Topic: Using CS:S Model Size in CS:GO
Replies: 24
Views: 18201

Re: Using CS:S Model Size in CS:GO

why do you think css models arent working?
by D3CEPTION
Sun Sep 18, 2016 8:09 pm
Forum: Plugin Development Support
Topic: [CS:S] How is this thing called?.. How to disable it?
Replies: 5
Views: 4393

Re: [CS:S] How is this thing called?.. How to disable it?

why do you think freezecam is calling motd refresh?
by D3CEPTION
Fri Sep 16, 2016 5:16 pm
Forum: Plugin Development Support
Topic: Making client re-download resource
Replies: 1
Views: 2137

Re: Making client re-download resource

i dont think there is a native way, but i have wondered about this before too. ill post a few ideas, although my biggest hope lies within method 2. ( that there might be an addional download-creating-able sidemodule that isnt used by the map, but can be used by the server - map unrelated downloads) ...
by D3CEPTION
Thu Sep 01, 2016 10:33 pm
Forum: Plugin Development Support
Topic: Edit Bot Object?
Replies: 15
Views: 9202

Re: Edit Bot Object?

Try bot_stop 1. That should disable almost everything in CCSBot::Update(), which does a lot of the logic. any sourcecode where you found that? i know that bot_chatter 0 will also, additionally disable the radio commands. im just afraid that those built-in console commands will only disable executio...

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