Epoch
2008-03-16 00:02:07
Epoch
2008-03-16 00:02:07
Keeper
2008-03-16 00:18:29
Jelly Fox
2008-03-16 00:30:22
[EYE] Valar
2008-03-16 03:21:35
at least for the initiative - well done!Keeper wrote: I've sent a bunch of code changes to VALVe in the hopes that headshots and hitsounds could make it to the orange box.
nade maeggs
2008-03-16 06:50:40
Anonymous
2008-03-16 18:02:18
Keeper
2008-03-16 18:06:01
Epoch
2008-03-16 19:19:42
Walking Target
2008-03-16 20:32:18
Yes please sir, no hack hitscan only is what many competitive players would like I think.Keeper wrote:Well, until the orange box, anybody interested in just a hitsounds plugin? The footprint would be very small and it would be enabled for hitscan weapons or all weapons. One CVAR, no hacks.
If there is interest, I'll try to get something up tomorrow.
Epoch
2008-03-16 20:46:34
Walking Target
2008-03-16 21:10:41
Epoch
2008-03-16 21:33:29
I would worry about these added calculations making the plugin more invasive and effecting more that it would already. I want something that does as little as possible for the highest gain, which right now seems like just implementing hit scan sounds. Besides when someone is hit with the xbow if they're bhoping usually the momentum of the bolt effects the players trajectory. So if they are in your line of sight, you'll see them stop, bounce into the air a little, or accelerate, letting you know you got a hit.Grape wrote:unless you can test for line-of-sight in the plugin. if you could test for line-of-sight, you could have hit sounds for all weps
Walking Target
2008-03-16 22:28:43
A hitscan only version has not yet been released for them to evaluate.Epoch wrote:So i mean hit sounds solve the hit reg problem...at least they improve it, but they aren't used in competition? I'm very curious about this, if anyone has any insight or knows the actuall reason please enlighten me. I'm guessing its because of people aversion to plugins, but if keeper has such a non invasive plugin that only effects gameplay for the better, whats the sense in not using it? I can't see how a plugin with such a small foot print could effect gameplay to such an extent that the gain provided by the hits sounds is out-weighed by performance loss.
Epoch
2008-03-16 22:35:29
Keeper
2008-03-16 23:46:10
Epoch
2008-03-17 00:02:24
Epoch
2008-03-17 01:32:58
Keeper
2008-03-17 17:27:17
Walking Target
2008-03-17 19:12:19
Keeper
2008-03-17 20:47:15
Walking Target
2008-03-17 21:07:37
Fearsome*
2008-03-17 21:24:48
Keeper
2008-03-17 21:43:48
What most argue is that it shows blood splatter, when there is in fact no hit. The hitsound was put in my plugin to allow an audio cue to ensure you acutally hit the person. If there were no blood splatter on hits then I think there would be no need for hitsounds.I believe that the risk of not knowing if you hit is a tactical part of the game
keefy
2008-03-17 22:34:54
Walking Target
2008-03-17 22:38:01
How do you tell if a server is plugin free? Is there some variable that disables all plugins, or something that reports it?1 How do we know that you have not modified a plugin? How do we know that is the only 1 your are running and that it is indeed the one we have approved.
Walking Target
2008-03-17 22:42:54
The problem with this is it wont work on sv_pure 2 servers. The advantage of Keepers sound is that it is already part of the game content and doesnt need to be downloaded. If that's not what you meant, then disregard this.keefy wrote:A clan mate made a modified hitsound which i find much more audible than the standard one, been using it for a few months now.
Extract to sounds folder
http://keefy.net/downloads/hl2/hit_sound.zip
Keeper
2008-03-17 23:15:06
If you have access to the console, then plugin_print works. Other than that, I can make any of my plugins invisible to the user. I could do stuff that would give the host server advantage ( 1/2 hit damage, increased weapon damage, better spam weapon accuracy ). None of it would be detectable in the startup of the server or any of the variables.Walking Target wrote:How do you tell if a server is plugin free? Is there some variable that disables all plugins, or something that reports it?
Paradox
2008-03-18 06:46:38
Might want to keep that particular set of codes under your hat. 0_oKeeper wrote:If you have access to the console, then plugin_print works. Other than that, I can make any of my plugins invisible to the user. I could do stuff that would give the host server advantage ( 1/2 hit damage, increased weapon damage, better spam weapon accuracy ). None of it would be detectable in the startup of the server or any of the variables.
Keeper
2008-03-18 15:14:48
Pernicious
2008-03-18 16:46:46
0nti
2008-03-18 17:05:15
Keeper
2008-03-18 18:52:47
Have you downloaded the Source SDK yet? In there you can create a mod. I would do the "Source Code Only" option. In there there is an example plugin that you can follow to get started.Grape wrote:ps) is there an api on how you can interact with source through c++?
ninojman
2008-03-18 20:32:56
Epoch
2008-03-19 05:11:55
Keeper
2008-03-20 16:01:45
snuffymckiller
2008-03-20 18:31:54
Epoch
2008-03-22 01:17:15
snipeIT
2008-03-27 19:29:32
Hahahah, Iam doing a robosumo project, the "NQC" code is sooo damn similar to C++, thats why they call it Not quite C.Keeper wrote:Have you downloaded the Source SDK yet? In there you can create a mod. I would do the "Source Code Only" option. In there there is an example plugin that you can follow to get started.Grape wrote:ps) is there an api on how you can interact with source through c++?
Here is my meaningless hitsounds plugin
Epoch
2008-03-27 19:41:47