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Is there already an option for what i am requesting? if so please tell me how to enable it.

 

Just type promod_mode strat in console (or rcon promod_mode strat on dedi).

 

EDIT: 12.09:

 

Rev. 129:

small update:

fixed m9 silencer glitch - thx to NTA

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Опубликовано:

Is there already an option for what i am requesting? if so please tell me how to enable it.

 

Just type promod_mode strat in console (or rcon promod_mode strat on dedi).

 

EDIT: 12.09:

 

Rev. 129:

small update:

fixed m9 silencer glitch - thx to NTA

 

M9 Silencer glitch ?

Опубликовано:

I thought of a better solution to the "no ammo bug" problem. No clue how this would be done but here's an outline. If you need to reconnect once fs_game is changed for each client, why not just make a database/query that automatically reconnects players as soon as they join, then the value is changed and they won't have to reconnect again as there will be no ammo bug then. Although this isn't as good as fixing the code it would work still. However there is no reconnect command so you'd have to do something like "connect gethostip()" and implement that into a .menu file. You could also set a temporary client dvar to query if someone has rejoined yet e.g if getclientdvar("promod_reconnect") != 1 then doshithere();

 

and yes this is not a very good explanation of what I mean >_>

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I thought of a better solution to the "no ammo bug" problem. No clue how this would be done but here's an outline. If you need to reconnect once fs_game is changed for each client, why not just make a database/query that automatically reconnects players as soon as they join, then the value is changed and they won't have to reconnect again as there will be no ammo bug then. Although this isn't as good as fixing the code it would work still. However there is no reconnect command so you'd have to do something like "connect gethostip()" and implement that into a .menu file. You could also set a temporary client dvar to query if someone has rejoined yet e.g if getclientdvar("promod_reconnect") != 1 then doshithere();

 

and yes this is not a very good explanation of what I mean >_>

 

The problem is : if i'd implement some "connect ip:port"- thingy in a custom .menu file to force the player to reconnect automatically, this specific file would have to load up properly on first connect, which it obviously won't...

 

Anyway, i think NTA could implement such a method and i already suggested that months ago: viewtopic.php?p=48604#p48604.

 

Seems like NTA doesn't want such a "dirty" workaround.

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dekart811":4czw7u4h]I don't know why, but if you execute the command killserver, while you're connected to a server, it'll reconnect you.

Try it out, it works for me.

 

Yep, that works thx. Still need a way to implement that into a menu file which gets loaded properly on first connect and executes the command automatically.

 

Anyway, i've added promodlive_v3.2b to the repository, which is meant for public servers as it doesn't need downloading.

Its named v3.2b to avoid confusion and as it's pretty much a newer version of promodv3.2a...but with more features. (all features promodlive_v3.3 has, besides the .menu - and weapon files)

The only weapon file it uses is frag_grenade_mp to remove nade cooking, as that one needs no downloading.

 

See Readme.txt in promodlive_v3.2b_compressed(pub) folder for details!

Опубликовано:
dekart811":1s60utr9]I don't know why, but if you execute the command killserver, while you're connected to a server, it'll reconnect you.

Try it out, it works for me.

 

Yep, that works thx. Still need a way to implement that into a menu file which gets loaded properly on first connect and executes the command automatically.

 

Anyway, i've added promodlive_v3.2b to the repository, which is meant for public servers as it doesn't need downloading.

Its named v3.2b to avoid confusion and as it's pretty much a newer version of promodv3.2a...but with more features. (all features promodlive_v3.3 has, besides the .menu - and weapon files)

The only weapon file it uses is frag_grenade_mp to remove nade cooking, as that one needs no downloading.

 

See Readme.txt in promodlive_v3.2b_compressed(pub) folder for details!

 

Just to let you know, not making clients download the no cook frag grenade can cause server crashes, I've tried it before.

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Just to let you know, not making clients download the no cook frag grenade can cause server crashes, I've tried it before.

 

Any error messages in console_mp.log?

This one?

ERROR: Exceeded MAX_SURFACE_TYPE_SOUND_LISTS (16)

 

EDIT:

 

Released rev. 134:

 

- sets clientdvars on connect

- new dvar enforcer look (shows which dvar is out of range and what it has to be set to)

- automatically executes "stoprecord" on every client before map is changed (to avoid damaged demos)

- removed "press 4 to drop the bomb" popup

 

8pkcP.jpg

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https://www.dropbox.com/s/jwnvyn3ktyncr94/frag_grenade_mp

frag grenade with out the smoke trail following it. bothers me :?

 

Thanks, i will probably include that later.

 

@beta-tester

i've added a test version to the svn repository.

Please try if the menu shows up now on first connect on a server and report back! (use the .iwd in the test version folder)

Thanks.

Опубликовано:

No, menu is still not showing at first connect (or at least in my server).

 

EDIT: Is there any possibility that you can disable the M1014? I think that a semi-automatic shotgun is too much. Or maybe change it from the default classes.

EDIT 2: scr_game_matchstarttime is not working on promodlive_v3.2b, whatever the value is it keeps starting at 8 seconds. Also auto balance, when its 1 is not balancing teams. Both when using custom_public.

Опубликовано:
No, menu is still not showing at first connect (or at least in my server).

 

EDIT: Is there any possibility that you can disable the M1014? I think that a semi-automatic shotgun is too much. Or maybe change it from the default classes.

EDIT 2: scr_game_matchstarttime is not working on promodlive_v3.2b, whatever the value is it keeps starting at 8 seconds. Also auto balance, when its 1 is not balancing teams. Both when using custom_public.

 

Yes, with very very basic coding knowledge.. Look in _menus gsc and take out m1014 and the string for m1014. Should be all good. If all else fails take it out of the valid weapons in _class.gsc

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EDIT 2: scr_game_matchstarttime is not working on promodlive_v3.2b, whatever the value is it keeps starting at 8 seconds. Also auto balance, when its 1 is not balancing teams. Both when using custom_public.

 

Edit setDvar( "scr_game_matchstarttime", 10 ); // [0->] (seconds) in custom_public.gsc in the z_custom_ruleset.iwd file

try adding the team-balance dvars there and load up custom_public mode.

Опубликовано:

Yes, with very very basic coding knowledge.. Look in _menus gsc and take out m1014 and the string for m1014. Should be all good. If all else fails take it out of the valid weapons in _class.gsc

Remember that It is compressed

 

[

Edit setDvar( "scr_game_matchstarttime", 10 ); // [0->] (seconds) in custom_public.gsc in the z_custom_ruleset.iwd file

try adding the team-balance dvars there and load up custom_public mode.

Already tried and it is not working

Опубликовано:

also are you able to add the map load screen for dvar popup? :o

Update: using the preview image from privatematch though im still looking for a loadscreen version :)

Update 2: works with defaultmaps not dlc maps though :cry:

67275101AC8E5C4F14179EA34D6EBA55E55F28DC

place in bg.inc

#ifdef DO_THE_PREVIEW_BACKGROUND
	itemDef
	{
		rect -107 0 854 480
		style 3
		border 0
		ownerdraw 0
		ownerdrawFlag 0
		borderSize 0
		foreColor 1 1 1 1
		backColor 0 0 0 0
		borderColor 0 0 0 0
		outlineColor 0 0 0 0
		origin 0 0
		exp material ( "preview_" + dvarstring(ui_mapname)  )
		decoration 
		type 0
		visible 1
	}

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Betaversion tested but not working. Menu isnВґt showing like in iBlacks case.

 

Yes, unluckily. Every mod with custom menu files still has the bug.

Anyway, you can do killserver in client's console to automatically reconnect to the server, to fix the menu bug. Or bind killserver to a button...

Опубликовано:

Yes, unluckily. Every mod with custom menu files still has the bug.

Anyway, you can do killserver in client's console to automatically reconnect to the server, to fix the menu bug. Or bind killserver to a button...

Yes I know. Can you bind via .gsc the command to a button? Or add this to the "Please reconnect, if you donВґt see the menu" message.

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Yes I know. Can you bind via .gsc the command to a button? Or add this to the "Please reconnect, if you donВґt see the menu" message.

 

Nope, not possible through the .gsc files. I could do it through the .menu files, but as the aren't loading properly on first connect it's senseless....

I will add the killserver command to the message, though.

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