Disconnecting from STALKER RP

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Hm. Good to hear it actually works.

Well, if you ever have problems closing the MOTD try rp_closemotd in console. No guarantee it'll work but it should if TS2 hasn't changed drastically.
 
Steve said:
Hm. Good to hear it actually works.

Well, if you ever have problems closing the MOTD try rp_closemotd in console. No guarantee it'll work but it should if TS2 hasn't changed drastically.

never mind the stupidity of having to ask the server if you can close the MOTD...

Actually a way to get pass the character selection and the other panel WITHOUT actually clicking the buttons would be a bit of a lifesaver....

I don't know what I'll do later on when I HAVE to use my inventory fully but... who knows. :(. Thanks for the reply though
 
Is that really a dark green (like the 'stringtable' on your left?) If that's the case, something is wrong - stringtables shouldn't be updated THAT often.
 
Zaubermuffin said:
Is that really a dark green (like the 'stringtable' on your left?) If that's the case, something is wrong - stringtables shouldn't be updated THAT often.

No idea, mate. but yes, that seems to be stringtable
 
Well, the script is having regular changes, I would not be surprised if Thor is testing various things, or experimenting. I'm sure, in due time (as Thor has already done a great deal, take the original SRP script, it could not handle 64 players, thanks to thor it can now) even that will be optimised.
 
Cobrastrike said:
Well, the script is having regular changes, I would not be surprised if Thor is testing various things, or experimenting. I'm sure, in due time (as Thor has already done a great deal, take the original SRP script, it could not handle 64 players, thanks to thor it can now) even that will be optimised.

PLEASE GOD, LET IT BE TRUE! My birthday's on 25th maybe that could be like a present ^_^

...or in game stuff, I like I game stuff. (jk. :P)
 
It's just that he cannot control the string table in anyway. Except doing umsg.Pool, but even then:

The joke of having a stringtable is that you don't need to send "HELLO I AM A VERY LONG STRING PLEASE SEND ME" but instead a number to refer to that string. Instead of sending 100 bytes, you just send 8. This is at least used for playernames and is a tool to decrease traffic.

However, if the stringtable is updated that often, something seems to be really wrong.
 
Zaubermuffin said:
It's just that he cannot control the string table in anyway. Except doing umsg.Pool, but even then:

The joke of having a stringtable is that you don't need to send "HELLO I AM A VERY LONG STRING PLEASE SEND ME" but instead a number to refer to that string. Instead of sending 100 bytes, you just send 8. This is at least used for playernames and is a tool to decrease traffic.

However, if the stringtable is updated that often, something seems to be really wrong.

Am I the only one with the problem? I'm thinking, maybe people should do the graph thing in console and see how their stringtable is.
 
Chances are it'd be the same for all. But honestly, it may not be a good thing to have that much traffic on the stringtable, but considering the script is steadily getting more stable I'm willing to go with the stringtable being a bit too large.
 
The string table isn't "too large", it is updated way too often to be effective.
 
Snow said:
Actually a way to get pass the character selection and the other panel WITHOUT actually clicking the buttons would be a bit of a lifesaver....

I don't know what I'll do later on when I HAVE to use my inventory fully but... who knows. :(. Thanks for the reply though
Uh... I did.

You should be able to select characters without touching the GUI as well:

To create a new character:
eng_ccsetname "John Stalkerman"
eng_ccsetmodel "models/humans/group99/slenderman.mdl"
eng_createcharacter

To select an existing character:
eng_selectchar "John Stalkerman"
rp_closemotd
 
Steve said:
Uh... I did.

You should be able to select characters without touching the GUI as well:

To create a new character:
eng_ccsetname "John Stalkerman"
eng_ccsetmodel "models/humans/group99/slenderman.mdl"
eng_createcharacter

To select an existing character:
eng_selectchar "John Stalkerman"
rp_closemotd

HOLY SHIT YESSSS. Thanks a bunch, man!
 
Steve said:
eng_ccsetmodel "models/humans/group99/slenderman.mdl"

If I remember correctly (and I probably don't), attempting to exploit this either causes your character creation request to be ignored, or it instantly bans you. So, yeah. (Or it might just make you into the odessa model)
 
if( #args < 1 or args[1] == ""
or not table.HasValue( TS.SelectablePlayerModels, args[1] ) ) then

return;

end
If that hasn't changed you should be golden. It'll just completely ignore it, but as long as you get the model right you should be fine. And while it's a monstrous pain in the ass to go into sandbox, copy-paste a model path from the spawn menu, and rejoin SRP, you only have to do it once per character.

Besides, aren't all characters ski-masked and wearing anoraks, so you only have to get a model once? :P
 
TS2 has a favour for "script banning" you for anything it deems an exploit. It's very possible that creating a character without stats etc. is seen as an exploit.

Also, you're talking about a three year old copy of TS2.
 
-novid -textmode -noshaderapi -nosound -nopreload

not running the game on a calculator is also known to show good results
 
Raviool said:
-novid -textmode -noshaderapi -nosound -nopreload

not running the game on a calculator is also known to show good results

I feel slightly violated.
 
...well, good point.

See, I haven't had to deal with that stats bullshit for so long I actually forgot about it. So yeah, you're probably gonna have to suck it up and run at higher than 640x480 when you're doing character creation.
 
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