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Semiclip plugins hide players' names when aim #732
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That happens with basic semiclips, not with some enhanced ones. Use a "better" semiclip module/plugin can solve this (as one dealing with PM_* functions). But it might also depends on the settings you use on your semiclip. |
https://github.com/rehlds/resemiclip |
That module only has 4 semiclip options and can't be customized. On plugins, you can customize your semiclip by adding other options rather than team. |
@RauliTop You can customize resemiclip (opensource project) |
a plugin is easier than a module. |
A module is more efficient & allow much more possibilities, as it relies with C++ code which is way more powerful than pawn. Seems you use schmurgel1983's semiclip plugin huh? |
No, I'm using my own semiclip plugin. Is so many difficult to understand not all people can use a module? |
But due to the problem you have, your own semiclip plugin might likely use similar method schmurgel is using, with solidity alteration, which is not much good in my opinion. But for your problem, if working on a module code is not possible for you for "your reasons", and, if you can not just use the other semiclip modules/plugins existing (or readapt them), I see at least two solutions: EDIT: |
Really thanks about that! It could be better is you post a pull request here adding a cvar to enable that feature. |
Certainly, but you can do it yourself at worst (if "emergency"), you have the files I modified here, I explained above how to do it and, if you want a CVar, just edit "game.<cpp|h>" files & add it around the fixed code in "player.cpp". Besides, if we PR, it is gonna be dormant for months as usual, & maybe even emits some annoying snore sounds! Hehehehehe! While you apparently wanted the fix "for yourself" at T instant. |
I'm talking about a cvar because not all people need this fix. So, it's irrelevant to have regame doing things not needed. Only enable when needed. Something like sv_rehlds_attachedentities_playeranimationspeed_fix cvar at rehlds |
Yeah, knowing this is likely "only for such semiclip plugins", this might worth after all. So set it to "0" by default in such case. I still think the CVar addition for this remains discutable, all depends on how many people use those kind of semiclip plugins. But from that I saw, most of them are not using such, but more the s1lentq's one or its Re* version linked by Vaqtincha. EDIT: If you want, I pushed on your version the "distance fix" (status bar not working when aimed on a player/hostage beyond 2048 units). So download the "v5.21.0.563-semiclip-fix" (or above), or, my own version I use on my servers (*-personnal_v1) with a few more fixes. |
Will be fine to have all this here as a pull request @StevenKal |
& let it emitting some "loud snore sounds"...! Hehehe! Besides, no offense, but I saw you before "take the side" of the other vaqDumb guy for this (here), while my PR was more intelligent about some fixes, so, forgive me if I do not feel to PR it, neither any other kind of PR here anymore... Also, I started at the begining of the year to work on my own enhanced ReGameDLL_CS, I did not work from some months on it, but I already did a good amount of things, & still have plans to continue to add the things I have in mind, which also includes this feature, so I will probably only focus on my own, not on this official one where PRs are too long to be merged, additionally to the fact approvers may not be in agreement with submitters's ideas & work, unfortunately. |
You said no offense but you are currently offended. LOL But, it doesn't mind... I'm only asking you to have the pull request here. |
O.K.! I personnaly use it in force without CVar, on my servers, I did not see any problem, but if you really care about a new CVar to control this (& make it off by default probably), and, know how to make PR, code to grab is there, just add a new CVar to control it (in "game.<cpp|h>" files for registration, then around the "UTIL_ManageClientsSolidity" functions used in "player.cpp"). |
Why are you getting the value from sv_zmax? |
Because "sv_zmax" is maximum visible distance, set it to 100 on your server & you will see that happens! And yes, this fixes this, at the same time. I do not think we need a CVar for such, no need to add a tons of CVars for "tiny" things that should just behave more logically naturally. |
Yes, I know it. Reviewing code again. Now I get it. Your pull is always using the units of sv_zmax. |
For me it makes sense to use zmax with this, because however, if you have like zmax 1500 & a player at 2500 units, you might see a name but not him visually, I am not really saying my method via zmax is better, just more logic, while a very high hardcoded limit can bypass this restriction for sure, but you might not see it, & feel it a bit weird to have players infos "of a player you can not see", like "what the fuck are those infos of a player I can not see? It this a bug?". |
OK, so. The correct way will be: Only on that situation. Other situations are wrong, because as I said before: |
Default values (hardcoded ones) for *_ID_RANGE are already large, I do not see much the problem to rely on CVar "sv_zmax", being even higher, this just ensure anyone can see names until map end visibility, this is logic. |
You are mixing ideas. The issue I'm talking here it's about only names because of semiclip plugins using solidtype. Can be done on different PR, because they aren't the same problem. |
This is because your "semiclip fix" touched the same part of code that affects aiming distance on player, so I took this opportunity to adjust this at the same time when I did the PR on my repository, for you. |
If you are breaking the behavior of gamedll with the plugin, it would be logical to fix it there, in the plugin. Specifically in this case. |
Solved by using the new hook added at ReHLDS: rehlds/ReHLDS#951
Yes, when you are using whatever semiclip plugin/module, and you are aiming at enemy or teammate that is not solid, you can't be able to read his name and hooking StatusValue won't work at plugins.
That is caused because of these lines checking traceline:
https://github.com/s1lentq/ReGameDLL_CS/blob/c002edd5b18a8408e299bc6cccfec2c7de56ba3d/regamedll/dlls/player.cpp#L7761-L7763
Well, possible solution?
I think about set solid all players before this check saving his solidtype in a var
and then, after the traceline check, set back his solidtype again
It will work and can create a cvar for enable this, for example: mp_fix_semiclip_statusvalue
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