Cgaz hud (bis)

I fixed the cgaz hud inaccuracies that were found in the previous update. Again feedback is welcome.

I updated clientside prediction so it accounts for disabled jumppads and teleporters in TM and FC. This fix requires both the server and client to be updated.

Have fun.

Download link: http://q3defrag.org/files/defrag/defrag_1.91.19.zip

Changelog:
- fixed cgazhud inaccuracies from 1.91.18
- fixed client prediction when jumppads and teleporters are off

Comments

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autosprite

could u remove the following warning?

if ( tess.numIndexes != ( tess.numVertexes >> 2 ) * 6 ) {
ri.Printf( PRINT_WARNING, "Autosprite shader %s had odd index count", tess.shader->name );
}

because if i make a model that used more than 1 autospriteshader, it will flood the console 10x times a second.

Autosprite shader %s had odd index count
Autosprite shader %s had odd index count
Autosprite shader %s had odd index count
Autosprite shader %s had odd index count
Autosprite shader %s had odd index count
Autosprite shader %s had odd index count
Autosprite shader %s had odd index count.....

although the wished effect is working without problems.

That's the engine speaking -

That's the engine speaking - nothing I could do from within defrag. You could use con_filters if you're using the dfengine.

mhh

wouldn´t it be better if u make a hardcoded con_filter for just that warning ?... otherwise everybody needs 2 add it.

Sure. Mind to send me a pk3

Sure. Mind to send me a pk3 so I can check it out shio?
cyril.gantin
google mail

yeah i will, thx for that man

yeah i will, thx for that man D

-

votes

umm, I'm sure someone has mentioned it already and you've probably addressed it but...

1. How about we have players yes/no vote be visible to others...

2. Fix the thing where we cant see votes while everyone is in spec?

Not so fond of 1. I know

Not so fond of 1.

I know there are many bugs in the vote code. I simply left them aside because that code has been entirely rewritten in 1.92 which was supposed to replace 1.91 shortly.

Accel

Is accel about the derivative of speed in ups as I would expect ?
If so it seems buggy sometimes, it display some really huge values, like 347958 etc
And when I spec someone, that's even more the case, always strange values.

As far as I know accel in

As far as I know accel in defrag is the difference in speed between two samples about everywhere in the code. Simple subtraction :)
Something along the lines of a = (v1 - v0) / msec
You're referring to the chs info ?

I'm refering to info

I'm refering to info 141.
Well derivative is assimilated to deltaV/deltaT when deltaT is small, so we're talking of the same thing :)
Anyway that values are wrong obviously.
Especially when it's negative and people are increasing speed.
Or that the values are like gigantic :-/
I'm a newbie in defrag and I would like this to work so I can spec and see the right values amongst others.

I'll give that piece of code

I'll give that piece of code a review :)
Ozone-Junkie wrote the CHS

nothing urgent, but just

nothing urgent, but just wanted to report.
And thank you for your awesome work on defrag since all those years

Downloading

Would be nice if there would be a direct link for downloading the lastest defrag or a download area instead of links in news posts. In competitions and online servers there is still 1.91 used and NOT 1.92.

I agree. I've been generally

I agree. I've been generally lazy as far as publicizing. I have the idea that whoever comes here mostly is a hardcore player and can make things out out of a simple changelog. That frees up time for me to code instead of worrying about being user-friendly and promoting new versions but I agree - I'll try to make an effort in that regard.

Along those lines, the documentation needs some efforts badly as well.

nice fixs) when i set

nice fixs)

when i set df_hud_cgaz 9 and press "defrag setup" then df_hud_cgaz switch back to 3

ps. and plz can you remove overwriting demos and ghosts when you set the same time :)

"ps. and plz can you remove

"ps. and plz can you remove overwriting demos and ghosts when you set the same time :)"

Its not a bug its a feature :)

really sux feature when i set

really sux feature
when i set df_ghosts_automode 7 and start play mp demo, then ghost fuked up in game (couz ping and etc)
or when df_ghosts_automode 4 and you set same time then ghost overwriting but chekpoints stay old
if i want overwrite ghost i just can delete files in ghosts directore
btw i dont need overwrite my demos again and again (if map is small). Can df just check demos on presence?

ps. sry for my eng

jjj

I was always annoyed to see my old ghost when I used a new route to make the same time.

btw. who is so morron to browse his DF folder every time he wants to do such a simple thing as overwriting a file? I wouldnt do that.

or just make demos with

or just make demos with adding (2) (3) and etc.

and I guess I'll be fixing it

and I guess I'll be fixing it real soon.

I'd think a cvar is fine -

I'd think a cvar is fine - after all this is user preference.

I just fixed the menu clamping df_hud_cgaz value to 3.
Thanks for reporting it.

Would it be possible to make

Would it be possible to make it so respawnpoint sets don't get cleared away with map_restart's?

.

Fantastic idea !

It's done :) It also resets

It's done :)
It also resets when you change team, now.
I'll issue a patch this weekend with a few fixes.

 

Next: Projectile prediction :-D

Q&N1

Quick and nice one ^^

Woot ;D Glad to see the

Woot ;D Glad to see the client prediction stuff for jumppads is fixed hehe

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