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RPM 0.79 Development


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#241 XILLAX

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Posted 24 December 2011 - 06:43 PM

I start sof2 then join a server and it's like the screenshot.

If I add 'seta cg_rpmhud "0"' to my sof2mp.cfg inside the MP folder then the bug no longer happens.

Here are my configs(not including the cg_rpmhud 0 in the MP config):
RPM -> http://www.upload.ee...sof2mp.cfg.html
MP -> http://www.upload.ee...sof2mp.cfg.html

Put them in your folders and I think the bug should happen
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#242 dvz

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Posted 24 December 2011 - 06:48 PM

This bug always happened back then when all used 0.7 version, but as long as you have that setting set in both cfg's it shouldn't happen ye

#243 max

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Posted 24 December 2011 - 08:43 PM

Very strange. Even if I used your sof2mp.cfg files, I still didn't experience the bug. Turns out, my SoF2 shortcut has +set fs_game RPM. I removed it, and now I understand why the bug occurs. When the mod is loaded, the HUD is initialized using cg_rpmClient 1 (the default value). Afterwards, sof2mp.cfg is loaded using cg_rpmClient 0, but the menu is never re-initialized. If you join a new server or type "reloadHud" your HUD is reloaded using cg_rpmClient 0.

#244 dvz

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Posted 24 December 2011 - 08:57 PM

What about the pause freezing?

#245 max

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Posted 24 December 2011 - 09:32 PM

What about the pause freezing?


That is still on my list, I may add it later. It's server side though, so a bit less important. For now, the most important thing is to finish the client mod. Also, your suggestion to enable ^ characters in names is not possible unfortunately.

#246 max

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Posted 24 December 2011 - 09:39 PM

New beta released, get it here:

http://www.2k3server...ent_beta_v1.zip

Updates:
  • Three smileys fixed, the | character is working correctly now
  • Crosshairsize is now adjustable for the new crosshair (cg_drawCrosshair 5). You can use the menu to easily resize it, or use cg_crosshairSize.
  • The default HUD was bugged after you just launched SoF2. This bug is fixed.
Please download and let me know if you find other bugs. Thanks!

#247 dvz

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Posted 24 December 2011 - 10:29 PM

This is pretty good altho I still think people would have probs to adjust their crosshairsize, I mean the bigger ones after 10 probably won't be used in any resolution, so maybe you could make instead of them the possibility between 5-10 and that could please everyone i believe. as i told u i found a solution for myself while using this but thats like "compromise" situation if u know what i mean. but anyway good job its awesome

Edited by DevaZ, 24 December 2011 - 10:30 PM.


#248 Foxdie

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Posted 24 December 2011 - 10:32 PM

would be nice if you had the option to disable the shotgun crosshair as well :S
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#249 dvz

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Posted 24 December 2011 - 10:37 PM

just change it with cg_drawshot / cg_shot, or you dont want a crosshair in shotgun at all :wacko:

btw max if its too much of work then fuck it dunno, but if you gonna make it more adjustable then you should even try from like 1-10, not everyone can have the highest resolutions and therefore their cross would look big even with size like 5 in the new cross lol

Edited by DevaZ, 24 December 2011 - 10:39 PM.


#250 Foxdie

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Posted 24 December 2011 - 10:45 PM

some demo players have binds to do the shotgun crosshair shit and the way it is on full is much slower and it pisses me off to see my crosshair change size slowly when i change weapons

*even with cg_drawshotguncrosshair 0 my my ak crosshair changes size too slow :S
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#251 dvz

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Posted 24 December 2011 - 10:48 PM

these binds are for people who doesn't use weapprev/next and that cg_drawshot/cg_shot is made for those who use weapprev/next and want the possibility of having this as far as i know. if your binds are made properly and equal to the cg_Shot/cg_Drawshot it indeed should show it faster, im using it and i got no prob.

Edited by DevaZ, 24 December 2011 - 10:50 PM.


#252 bing bang blaow

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Posted 24 December 2011 - 10:58 PM

yeah but many people dont use weapprev/next cause its not actually most accurate way to switch weapons


standard combo ive seen on many players: mwheelup/down shotgun(1 cross)/ak(2nd cross) + then binds for other weapons
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#253 dvz

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Posted 24 December 2011 - 11:05 PM

most people on 1.00 use weaprev/next and thats why max made such feature, if you havent used weaptoggle you cant really say the weapprev is slower.

the combo you mention is what many use idd but foxdie means that when he pulls ak his crosshair isnt changing as fast as it does on demo from draw3 to draw1, this is weird cause i never had such prob in gold/full/demo

i just tried foxdie's binds and its slightly faster in demo when he goes from shoty to ak lol, its like 0.5s when the cross in full stays draw3 than demo lol. same goes for gold btw, in gold its as same as demo, slightly faster lol, at least with foxdie's settings

Edited by DevaZ, 24 December 2011 - 11:17 PM.


#254 max

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Posted 24 December 2011 - 11:27 PM

This is pretty good altho I still think people would have probs to adjust their crosshairsize, I mean the bigger ones after 10 probably won't be used in any resolution, so maybe you could make instead of them the possibility between 5-10 and that could please everyone i believe. as i told u i found a solution for myself while using this but thats like "compromise" situation if u know what i mean. but anyway good job its awesome


Glad you like it. Indeed, probably only the first two sizes will be used by players. In fact, I used to think that only the first one was needed. Anyhow, I cannot add more sizes, since this crosshair is dimensioned by using exact pixels. This means you get a 2x2, 4x4, 6x6, ..., crosshair, and nothing in between. The number of pixels grows quadratically.

The crosshair is much brighter than the usual dot. Note that you can also add partial transparency by changing the alpha value in cg_crosshairRGBA.

If you don't like the shotgun crosshair, you can disable it by using the menu (choose a blank crosshair) or type cg_drawShotgunCrosshair 0. In this case, the normal crosshair will be used. Next, type cg_shotgunCrosshairSize 0 and you've successfully disabled the shotgun crosshair feature entirely.

Edited by max, 24 December 2011 - 11:31 PM.


#255 dvz

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Posted 24 December 2011 - 11:33 PM

alright

and what do u think about foxdie's complain? he's using weaptoggle draw1 ak draw3 shoty and while goin from shoty to ak the dot doesnt appear as fast as it is in gold/demo, i haven tried it without rpm but can the rpm slow it somehow?

#256 max

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Posted 24 December 2011 - 11:47 PM

alright

and what do u think about foxdie's complain? he's using weaptoggle draw1 ak draw3 shoty and while goin from shoty to ak the dot doesnt appear as fast as it is in gold/demo, i haven tried it without rpm but can the rpm slow it somehow?


I think foxdie meant that the RPM shotgun crosshair changes more slowly than the manual bind (which is true).

Of course you can still use the manual bind if you prefer. Make sure you use:

cg_drawShotgunCrosshair 0
cg_shotgunCrosshairSize 0

Then, for example, you can use:

bind mwheelup "cg_crosshairSize 30; weapPrev"; bind mwheeldown "cg_crosshairSize 15; weapNext"

Which changes your crosshair size instantly.

#257 dvz

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Posted 24 December 2011 - 11:52 PM

Foxdyfx Eurostomps bind MWHEELDOWN "cg_Crosshairsize 19;weaptoggle secondary secondary;cg_drawCrosshair 3" bind MWHEELUP "cg_crosshairsize 12;weaptoggle primary primary;cg_drawCrosshair 1

these are his settings, i tried them and when goin to ak hes right, the crosshair will change slightly faster in other versions or MIGHT as well without RPM :( not that I think its some major problem but its just weird

Edited by DevaZ, 24 December 2011 - 11:53 PM.


#258 max

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Posted 25 December 2011 - 12:00 AM

Using that bind, the crosshair size switch feels instant to me. Anyway, this isn't related to RPM and fairly irrelevant.

#259 dvz

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Posted 25 December 2011 - 12:02 AM

yeah it is instant, only since foxdie asked me about it in msn i noticed the lil diff lol, he was claiming rpm slows it, anyway nevermind

#260 /2eality

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Posted 25 December 2011 - 12:19 PM

max can you put the amount of health in percent next (or inside) your healthbar so people dont have to keep spamming what their hp is, the same about armor. and one more thing, can you try to fix something nice when u give someone a headshot like a short instrumental beat and his head "explodes" of his body with nice effects?
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