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Опубликовано:
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He gets the dvar through a menu file too, so its basically the same. :mrgreen:

 

Anyway, would be good to have access to a pre-opened menu file (like hud.menu in cod4), as i cant find a way to block the (invisible) menu to be closed by pressing TAB/Esc. I use some nasty work-around atm... ;)

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Опубликовано:
Nice progress. You should port the rest of the commands forced in promod live :3 Also make sure people aren't using r_drawdecals 0 because you can see through walls with it. Also, I think you should only display the dvar out of range, not all the dvars (in future when there's more of course ;P) Does this mean you can use getclientdvar? You could make dvars for the killfeed position client sided then ;D.

 

r_drawDecals 0 is cheat-protected in 4D1, just tested it. So no need to force that. ;)

No not with getclientdvar. As zxz0O0 said, i test the client dvars through a menu file.

Do not try r_drawdecals 0 it's just terrible.

396b4f3500cf2ff87dbb0fbe2d0d77eb.png?1341972656

Опубликовано:
Nice progress. You should port the rest of the commands forced in promod live :3 Also make sure people aren't using r_drawdecals 0 because you can see through walls with it. Also, I think you should only display the dvar out of range, not all the dvars (in future when there's more of course ;P) Does this mean you can use getclientdvar? You could make dvars for the killfeed position client sided then ;D.

 

r_drawDecals 0 is cheat-protected in 4D1, just tested it. So no need to force that. ;)

No not with getclientdvar. As zxz0O0 said, i test the client dvars through a menu file.

Do not try r_drawdecals 0 it's just terrible.

396b4f3500cf2ff87dbb0fbe2d0d77eb.png?1341972656

 

Someone didn't read this properly :).

Опубликовано:
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I think you should put back cg_fov 80 and cg_fovscale 1.125, like COD4 ... Now, in ADS, we see a bit less in cg_fovscale 1 than cg_fovscale 1.125... :S

 

 

Yes, I've also noticed that. Fov is back to 80 and fovScale 1.125. ;)

Опубликовано:
I think you should put back cg_fov 80 and cg_fovscale 1.125, like COD4 ... Now, in ADS, we see a bit less in cg_fovscale 1 than cg_fovscale 1.125... :S

 

 

Yes, I've also noticed that. Fov is back to 80 and fovScale 1.125. ;)

 

you should do 90 with fovscale 1 then people can't use cg_fov 90 binded to w etc..

Опубликовано:
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I think you should put back cg_fov 80 and cg_fovscale 1.125, like COD4 ... Now, in ADS, we see a bit less in cg_fovscale 1 than cg_fovscale 1.125... :S

 

 

Yes, I've also noticed that. Fov is back to 80 and fovScale 1.125. ;)

 

you should do 90 with fovscale 1 then people can't use cg_fov 90 binded to w etc..

 

I have restricted fov 90 now. Fov 80 + fovscale 1.125 seems nicer to me while in ADS, than fov 90 + fovscale 1...

 

BTW: I tried to restrict fov90 only when fovscale is 1.125 but it seems like you can't use the && Operator in some cases in the menu files... :roll:

 

I tried this:

 

visible when ( dvarint( com_maxfps ) > 250 || 
		dvarint( com_maxfps ) < 40 || 
		dvarint( cl_maxpackets ) < 100 || dvarint( rate)< 25000 || dvarint( cg_nopredict) != 0 || dvarint( r_zfeather ) != 0 || dvarint( developer ) != 0 || 
		(dvarint( cg_fov ) > 80 && dvarint(cg_fovscale )> 1) );

 

Wasn't working. I guess you cant use && in "visible when". :?:

 

EDIT: My fault. Should think before writing shit like that. fovscale is obviously float, so it has to be dvarfloat().

Опубликовано:
I think you should put back cg_fov 80 and cg_fovscale 1.125, like COD4 ... Now, in ADS, we see a bit less in cg_fovscale 1 than cg_fovscale 1.125... :S

 

 

Yes, I've also noticed that. Fov is back to 80 and fovScale 1.125. ;)

 

you should do 90 with fovscale 1 then people can't use cg_fov 90 binded to w etc..

 

I have restricted fov 90 now. Fov 80 + fovscale 1.125 seems nicer to me while in ADS, than fov 90 + fovscale 1...

 

BTW: I tried to restrict fov90 only when fovscale is 1.125 but it seems like you can't use the && Operator in some cases in the menu files... :roll:

 

I tried this:

 

visible when ( dvarint( com_maxfps ) > 250 || 
		dvarint( com_maxfps ) < 40 || 
		dvarint( cl_maxpackets ) < 100 || dvarint( rate)< 25000 || dvarint( cg_nopredict) != 0 || dvarint( r_zfeather ) != 0 || dvarint( developer ) != 0 || 
		(dvarint( cg_fov ) > 80 && dvarint(cg_fovscale )> 1) );

 

Wasn't working. I guess you cant use && in "visible when". :?:

I do not have experience with menu files but my brain tells me that dvarint() will cast the float dvar cg_fovscale to int (so it will always return 1) and that's why it doesn't work ;)

Опубликовано:
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I have restricted fov 90 now. Fov 80 + fovscale 1.125 seems nicer to me while in ADS, than fov 90 + fovscale 1...

 

BTW: I tried to restrict fov90 only when fovscale is 1.125 but it seems like you can't use the && Operator in some cases in the menu files... :roll:

 

I tried this:

 

visible when ( dvarint( com_maxfps ) > 250 || 
		dvarint( com_maxfps ) < 40 || 
		dvarint( cl_maxpackets ) < 100 || dvarint( rate)< 25000 || dvarint( cg_nopredict) != 0 || dvarint( r_zfeather ) != 0 || dvarint( developer ) != 0 || 
		(dvarint( cg_fov ) > 80 && dvarint(cg_fovscale )> 1) );

 

Wasn't working. I guess you cant use && in "visible when". :?:

I do not have experience with menu files but my brain tells me that dvarint() will cast the float dvar cg_fovscale to int (so it will always return 1) and that's why it doesn't work ;)

 

Oh, god i should sleep some more... Thanks for waking me up. ;)

It works with dvarfloat(cg_fovScale), of course.

Опубликовано:
Mathieu, well done and banz could you please add this?

 

I am already working on it with banz for a new release. But 90% of the mod needs a rewrite so it will take quite long.

 

and banz... please add your name that you created it since everyone calls it "Prodigy mod"

Опубликовано:

xD, everyone calls it that since I modified it like cod4, obviously credit goes to banz for making the base of the mod and I think iAegle or something like that made the menu. I just added bounces, more weaps and disabled a lot of stuff :).

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