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Re: Something about msecval
NO:) If mp_freezetime = 0.0 all is normal.
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Re: Something about msecval
Check what is the bot's max speed DURING the freeze time and AFTER it... that might be the problem, somehow.
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Re: Something about msecval
max speed DURING the freeze time: cs1.5 = 1, cs1.6 = 320, AFTER it: cs1.5 = 250, cs1.6 = 320
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Re: Something about msecval
Okay guys, we have an issue here. 320 is NOT a valid client speed in Counter-Strike. In Half-Life, it is.
Counter-Strike 1.6 does NOT send their max speeds to clients anymore. It's useless for us to hook pfnSetClientMaxSpeed() anymore. We have to fix the bot's max speed OURSELVES. I suggest having a look in eLiTe's TeamBot code. It's REALLY old stuff, but there is interesting stuff. Because that's how the early bots were setting their max speeds before the pfnSetClientMaxSpeed() was discovered. Code:
// This function is redundant, but the switch statement could be useful in future... |
Re: Something about msecval
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Re: Something about msecval
I use pfnSetClientMaxSpeed() for my bot in CS 1.5 and pev->maxspeed in CS 1.6. They are working well for me :)
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Re: Something about msecval
I just get freaking nuts of CS 1.6 guys! Or should i say, get sick of this STEAM? Argh.
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Re: Something about msecval
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There are still a lot of things that could be removed from the network code. The CS netcode isn't one of the most clever ones around. Maybe TurtleRocker could tell us more about it. |
Re: Something about msecval
OK, I agree PMB, it is good idea to optimize the netcode and they probably did remove it on purpose. However I still don't understand why sv_maxspeed was being initialized incorrectly.
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Re: Something about msecval
i don't get it either, but if pEdict->v.maxspeed works i have said nothing ;)
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