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[Resource] race_nos, the way it was supposed to be
 
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Harum
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Posted: 04 Nov 2009, 11:49    Post subject: [Resource] race_nos, the way it was supposed to be

This is an adaptation of the original race_nos resource, created essentially to fix the NOS charge duration which depended on the client's frame rate.

The main symptom of this behavior was that a NOS charge wouldn't last for 20 seconds as expected, but a few seconds less. On servers with a higher fps limit, your NOS could last as little as 11 seconds or less.

In addition to this, the old race_nos had to remove the vehicle's nitrous upgrade in order to be able to shut it down on command, which meant that your NOS recharges were gone!


So here's what this modification does:

* The NOS consumption routine now takes into account the client's average frame rate, and calculates how much NOS must be deducted in order for it to last a constant time span.

* An admin console command to set the total NOS charge duration. The default value is 20 seconds.

* NOS recharges are back again, also with an admin command to set its delay. A timer will start after you exhaust your NOS, and refills it. The default value is 40 seconds.

* Automatic handling of spawnpoint nitrous upgrades.

* An admin command to set whether clients may or may not keep their NOS upgrades when they die or change vehicle.

* A new control style that toggles NOS on key press, instead of hold-release. Clients are able to set their preferred style with a console command. SKC's /nos syntax has been added to accommodate your needs.

* Clients may define what happens when they pickup a nitro when a previous NOS charge is on. The default behavior is to keep NOS on.

* Removed the key bind for the client gauge repositioning, and added the /move_nosgauge command instead.


Download location .

ETA: fixed link.
Last edited by Harum on 24 Nov 2009, 00:41, edited 2 times in total.
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TD Mystic
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Posted: 04 Nov 2009, 12:37    Post subject:

looks great mate! :D
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Whiskey
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Posted: 07 Nov 2009, 16:59    Post subject: Re: [Resource] race_nos, the way it was supposed to be




"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music."
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Harum
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Posted: 07 Nov 2009, 17:48    Post subject: Re: [Resource] race_nos, the way it was supposed to be

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Harum
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Posted: 10 Nov 2009, 20:21    Post subject:

Uploaded new version, with a few changes that may improve performance on clients.

Redowload: http://mta-sa.chewbakkas.net/deathmatch ... ce_nos.zip
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Plodders
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Posted: 11 Nov 2009, 21:36    Post subject:

Everything is great about this addon, expect hybrid mode.
I find it dissatisfying and unpredictable - Sometimes it takes two presses to start the nos, other times it takes one.
Even if it is was working correctly, I still think it's a dubious choice for the default setting, (which I reckon should be a noob friendly normal/no sustain).

Yeah, and that's my opinion right?
RIGHT?
Good.
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Harum
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Posted: 11 Nov 2009, 22:21    Post subject:

Then you should get on the server more often, since that was fixed in this new version, including the default to nfs NOS :)
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Plodders
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Posted: 12 Nov 2009, 11:17    Post subject:

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Sputs|uk
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Posted: 12 Nov 2009, 13:50    Post subject:

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Harum
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Posted: 12 Nov 2009, 14:03    Post subject:

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Plodders
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Posted: 13 Nov 2009, 22:13    Post subject:

It doesn't reset between maps, which messes with the toptimes somewhat.
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Harum
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Posted: 14 Nov 2009, 11:58    Post subject:

I'm still trying to figure out what's causing it; if you could check for anything unusual in the server logs or on the debug output, that would surely help.

In the meantime, you can simply restart the race_nos, and it will behave as normal.

In the event that I can't fix it, it ultimately means that I'll have to do the same as the original resource, that is, to reset NOS each time the screen fades in. In other words, you'd peremptorily lose your NOS each time you died.
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Plodders
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Posted: 14 Nov 2009, 13:33    Post subject:

What about resetting every thing in 'onClientMapStopping'
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Harum
2nd place in Race championship March 20093rd place in Race championship October 2009Winner of Race championship November 20092nd place in Race championship December 20093rd place in Race championship January 20102nd place in Race championship May 2010

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Posted: 14 Nov 2009, 17:57    Post subject:

That's already being done, the problem is that somehow the events stop running.

ETA: I've updated the resource, which should now display event messages on the debug window. This should help track the cause of this problem.
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Harum
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Posted: 24 Nov 2009, 00:46    Post subject:

I've merged Plodders' code into the resource, and made a few cosmetic changes.

From now on, the NOS gauge will only be shown if you actually have NOS to spend, otherwise it will be hidden in order to reduce screen clutter. An additional advantage of this behavior is that the visual cue for the NOS recharge becomes more noticeable.

And finally, the nitros upgrades defined in the map's spawnpoints will be applied and be ready to use on race start – or to be more precise, when the player is ready. I mean, for real this time! ;)
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Harum
2nd place in Race championship March 20093rd place in Race championship October 2009Winner of Race championship November 20092nd place in Race championship December 20093rd place in Race championship January 20102nd place in Race championship May 2010

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Posted: 04 Jan 2010, 20:19    Post subject:

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