Howdy,
Since the last update, the fov client command doesn't seem to be
working with sv_cheats enabled on CS:S servers, was this on purpose?
Thanks,
Jay
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Saul,
Thanks for on topic reply. It really answered me question. /sarcasm
- Jay
Quoting Saul Rennison :
> CBasePlayer.m_iFOV?
>
> I, and plugins, never used the *fov* command to modify the FOV of
players.
>
> Thanks,
> - Saul.
>
>
> 2009/9/14 Jay Croghan
>
and
>> > they got me banned from some servers. Can someone please send me
links
>> > to good ones?
>> >
>> > On Mon, Sep 14, 2009 at 6:01 PM, Saul Rennison
>> > wrote:
>> >> Seeing as you're referencing a command that's only available
w
Hey,
I would consider it a coding question as I'm writing code which used
to use it server side via the IServerPluginHelpers interface and it
stopped working after the last update with no console messages. I was
simply wondering if this was intentional or not :)
- Jay
Quoting ZuM :
> Well
intentional.
> B) Change the CBasePlayer::m_iFOV SendProp to change FOV
> Thanks,
> - Saul.
>
>
> 2009/9/15 Jay Croghan
>
>> Hey,
>>
>> I would consider it a coding question as I'm writing code which
used
>> to use it server side via the IServerPluginHel
Was writing an email really quicker than a google search?
http://www.google.com/search?q=Do+high+ping+players+cause+lag
They don't cause any lag or slow down for other players or the server
BUT if they have extremely large latency or spikes then they can have
a jumpy effect that makes it very
There's a fundamental difference between having high latency and
jumping around, jumpy players are spiking and usercmd's are all being
executed in jumps and makes them harder to hit etc etc... But a player
with a constant 400ms ping plays the same for himself and everyone
else with lag comp
What kind of a turd replies to a helping hand like that?
If you have nothing nice to say, dont say anything at all. This
applies to you in ways you can only ever imagine.
Next time you want help, go ask a damn egg if thats how you feel. Damn
slackjaw.
- Jason "c0ldfyr3" Croghan
Quoting Matt Jud
This has been brought up before and no explanation has even been offered.
- Jay
Quoting Mukkan Yhtiö <[EMAIL PROTECTED]>:
For some reason when I call UTIL_BloodStream; everything works fine but the
blood shows up as blocks of "unidentified" texture.
Any one know why this might be happening o
1/17/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
--
[ Picked text/plain from multipart/alternative ]
it's called materials missing that you need to extract from one of the
gcf's..
On 1/17/07, Jay Croghan <[EMAIL PROTECTED]> wrote:
>
> This has been brought up before
gore" );
and then for FX_BLOODSPRAY_CLOUD..
hMaterial = ParticleMgr()->GetPMaterial( "effects/blood_puff" );
On 1/17/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
g_sModelIndexBloodSpray = modelinfo->GetModelIndex
("sprites/bloodspray.vmt"); // initial blood
uh
You could try this version also...
http://forums.alliedmods.net/showpost.php?p=338003&postcount=17
It checks for the existence of the file before adding it to the dl table.
- Jay
Quoting LDuke <[EMAIL PROTECTED]>:
--
[ Picked text/plain from multipart/alternative ]
http://forums.alliedmods.n
This has been a bug since CS:S was released and they have verified
it's a bug. We were told over a year ago that it would take some major
engine updates and that it would be rolled out within a few months. As
usual though the time line was a little underestimated and we are
still sitting here usin
Evening folks,
Was messing with r_screenoverlay and noticed something strange.
With sv_cheats 1 I can r_screenoverlay anything I want using the
client console, but using a server command to execute this for a
client with sv_cheats set to 1 and cl_restrict_server_commands set to
0 on the client d
ls
folder
> on top in front of everything else, once disabled
> the texture will be bugged and showing through all other materials. If
> you try to use it for a none-existing texture, nothing will happen,
> including no error messages anywhere.
>
>
> On 2/19/07, Jay
exture to display at
your time out, becuase r_screenoverlay wont act very
nicely to haveing blank input
(cvar->FindVar("r_screenoverlay")->SetValue(""),
expecting it to clear the current screen overlay.
Adam
--- Jay Croghan <[EMAIL PROTECTED]> wrote:
Ok let m
TECTED]>
To:
Sent: Tuesday, February 20, 2007 4:30 PM
Subject: RE: [hlcoders] Downloadables Bug? VALVE?
I remember looking at something like this a while back. I'll take
another look for you guys and see what's up.
Yahn
-Original Message-
From: [EMAIL PROTECTED]
[mailto
Yahn,
It doesn't matter how the materials or sounds are downloaded, .res or
by adding it to the "downloadables" NetworkStringTable, the CS:S
(HL2?) client still requires a restart before the content is usable.
- Jay
Quoting Yahn Bernier <[EMAIL PROTECTED]>:
I need a little more info on this
Lately Valve have been of the opinion that their users are a heard of
sheep with absolutely no self-intuition.
As was said before and will be again, that attitude will be the death
of Valve and it's games.
- Jay
Quoting Spencer 'voogru' MacDonald <[EMAIL PROTECTED]>:
Intrusive? Make the font
"Survived" is a light way of putting it. The take off of CS:S could
just about be classified as a "survival" alright, while all the other
OMG's take over it's market share it's sitting around "surviving".
The first 6 years were full of expansion, until Source and all of it's
restrictions that is.
You know, 99.99% of other games have just such options. But Valve
believe they know what's best for us it would seem.
- Jay
Quoting Spencer 'voogru' MacDonald <[EMAIL PROTECTED]>:
Fat chance of this happening right?
http://www.voogru.com/images/inyourdreams.jpg
Nah, that's just too easy.
-
For a start why not try finding out where the Event_Killed is fired
from? Don't you think that would be a function that's called when
someone is killed?
Or how about Player_Killed the function?
- Jay
Quoting Mukkan Yhtio <[EMAIL PROTECTED]>:
Is there a function called when a player frags an
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