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The Reason Why Industrial As Well As Environmental Security Is Vital For Companies Today?

Posted by Lexie Ray on May 21, 2024 at 2:18am 0 Comments

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In today's business landscape, prioritizing industrial and also ecological safety and security is certainly not just a selection; it is actually an essential need. Your dedication to guaranteeing a safe place of work transcends simple observance - it affects your profit, your credibility and reputation, as well as most importantly, the welfare of your staff members. But why precisely is this commitment thus vital in the present day business globe? Let's check…

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Heidelberg achieves targets, closes FY 23-24 successfully

Posted by Packaging South asia on May 21, 2024 at 2:17am 0 Comments

Heidelbergsays it is well prepared for the upcoming drupa trade fair from 28 May to 7 June. This is shown by the preliminary figures for the past financial year 2023-2024, with which the company has achieved its own forecast. Despite challenging economic and geopolitical conditions as well as cost pressure on materials, energy and personnel, Heidelberg succeeded in keeping sales stable…

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CSPromod 1.09 changelog available.
With the much-anticipated 1.09 release well on its way, the CSPromod development team have disclosed the upcoming version's changelog.
New damage indicators, improved footstep sound culling and the adding of Counter-Strike 1.6-esque bullet hit view punches are among the juicy updates to come in the 1.09 release.
Moreover, the deathmatch game mode, which was open to the public for testing back in March, will finally be implemented and comes with a bunch of changes and new features.
One of the very interesting updates is the GoldSrc sound spatialisation. I had to make the CSPromod guys explain what sound spatialisation is and how it works to me like I was five years old, and I was able to put it into words in an earlier article:
"CSPromod runs on the Source engine, but the sound spatialisation has been based on how the GoldScr engine calculates sound volumes instead of how it works in the Counter-Strike: Source game.
This does, however, not mean the sound spatialisation has been exactly like that of Counter-Strike 1.6 and the GoldSrc engine. The CSPromod development team have now caught a break, though.
The developers have found a way to replicate the sound spatialisation used in the GoldSrc engine. Put simply, this means the sounds in CSPromod will behave just like in Counter-Strike 1.6.
And that is basically what sound spatialisation is. Essentially, it is the way that a player perceives a sound depending on where the sound has to travel from.
For example, if a player fires a gun, but the sound generated by the shot has to travel through two walls, it will sound different than if you have a clear sight of the gunshot."
This is not the final changelog, however. The developers are still hard at work. Having spoken with the team, HLTV.org can reveal that they hope to put out the 1.09 release by the end of this month if all goes as planned.
Below is the changelog in its full entirety. Have a look through it and tell us what changes or features you are most excited about in the comment section.
Chat system changes.
Team names are now translated in the join message.
Several chat messages are now coloured.
All chat messages are printed into the console (in colour)
Added “echo_chat” command to echo a message to chat (useful for scripts)
Added colour support in chat.
HTML-style colours in the format of or are now supported.
Note : this also works with the new “echo_chat” commands.
Named colours are now supported:
Added “hud_chat_color” ConVar to enable/disable coloured chat messages.
Renamed “hud_saytext_time” -> “hud_chat_time” (now also saves to config)
Renamed “hud_chatfilters” -> “hud_chat_filters” (now hidden)
Plugin support.
Added support for \x06 colour token in the SayText2 usermessage.
This will colourise the proceeding text with a team colour.
“clientIndex” should be set to the team index.
Named/hex colours (see above) are now supported via the SayText2 and ShowMenu usermessages.
Released a cspromod-sdk (see http://bitbucket.org/saul/cspromod-sdk)
The server can now execute “jpeg” and “screenshot” commands on the client.
Center print messages are now printed into the client console.
HUD hints are now printed into the client console.
Predicted attacks.
Can be disabled with “cl_predict_attacks 0”
This will greatly improve responsiveness for players with high latency, and make attacks seem instant for low latency players.
If you seem to be getting false positives (i.e. players dying, then springing back to life), set “cl_predict_deaths 0”
Player name changes.
Removed “setname” command.
Use “setinfo name ‘new name’” in your scripts instead.
Removed strict “setinfo” protections.
Added “sv_min_name_change_interval” to specific the minimum number of seconds between each name change (set to 0 to disable, default 5)
Network graph changes.
Added “sv_netgraph_allow_traffic” – allow clients to use net_graphs that show network traffic (0: restrict net_graph to 0 or 5)
Setting “sv_netgraph_allow_traffic” to 1 sets the “traffic-netgraph” tag in the server browser.
Add “net_graphlegend” (default to 0) to enable the colour legend to the left of the graph.
Intermission changes.
Map transition is now done at round end for intermission.
Radar and scoreboard are now locked on intermission.
Crosshair updates.
Added cl_crosshair_outline and cl_crosshair_outline_color ConVars.
Added cl_crosshair_color_waiting—the colour the crosshair will be when the weapon cannot be fired (e.g. when reloading, drawing, etc.)
New damage indicators have been included in this version.
Goldsrc sound spatialisation.
All sounds now utilise the Source engine’s “compatibility mode”, which is used in Half-Life: Source, to use Goldsrc sound spatialisation.
(spatialisation defines how sound is affected over distance, and through walls, etc.)
This makes all sounds in CSPromod sound even more like their Goldsrc equivalents.
Improved footstep sound culling (this fixes footsteps being heard between upper/lower Nuke)
Bots.
Improved “bot_sendcmd” functionality (bots can now use FCVAR_GAMEDLL commands)
Bots now autobuy on spawn.
Bots now check hiding spots.
Bots no longer think they’re stuck in freezetime.
Eye movement is now smoothed.
Added bot_nav_rebuild_path ConVar to rebuild all bot's navigation paths (useful when fixing nav mesh with stuck bots)
Added bot_roam ConVar to allow bots to roam the world.
Flagged bot_attack_force as FCVAR_CHEAT.
Removed FCVAR_CHEAT from bot_attack, defaulted to 1.
Added bot_difficulty ConVar.
Added bot_move_to ConCommand: Move all bots to a certain position. Syntax:
nav_generate now starts at player spawnpoints, reducing the need for nav_mark_walkable when generating navigation meshes.
Bots now have names (see cfg/bot_settings.cfg)
Added bot_quota - Ensure that the server always has this number of players (remainder is filled with bots)
Added bot_join_after_humans - Only fill server (using bot_quota) when human players are in game.
Greatly improved bot traversal when trying to move off a ledge.
Bot movement now more accurately reflects normal player movement.
Added “bot_impulse” ConVar.
New menu system.
It is now possible for players to use the new menu system that is used in the deathmatch gamemode.
Added “menu_show” ConCommand to display a message on a menu on screen.
Added “menu_open” ConCommand to open a menu file (see the cfg/menus/ folder)
Gamemodes.
Added a deathmatch gamemode. This can enabled by launching with “mp_gamemode dm” or including it in per-map config files.
Added “cl_dm_help” ConVar to disable “Press B to open buy menu” hints, amongst other tips.
New round reward algorithm that replicates the formulae used to calculate round rewards in 1.6.
Added mp_dm_freeforall: Enable free-for-all deathmatch (default: 1)
Added mp_dm_weapon_dissolve_delay: Dissolve dropped weapons after this many seconds (default: 5)
Added mp_dm_spawn_protection: Spawn protection time in seconds (note: firing a weapon disables spawn protection) (default: 2)
Added mp_dm_avoid_teammates: Disable collisions between teammates (default: 1)
Added mp_dm_spawn_protection_alpha: Alpha of players when they are spawn protected (default: 190)
Added mp_dm_spawn_armor: What armor coverage players should spawn with (0 = none, 1 = vest, 2 = vest + helmet) (default: 0)
Added mp_dm_spawn_grenade_he: Do players spawn with a HE grenade (default: 0)
Added mp_dm_spawn_grenade_flash: How many flash grenades to spawn with (default: 0)
Added mp_dm_spawn_grenade_smoke: Do players spawn with a smoke grenade (default: 0)
Added mp_dm_clip_regen_amount: How much reserve ammo to give players (occurs every mp_dm_clip_regen_interval seconds) (default: 1)
Added mp_dm_clip_regen_interval: Every # seconds, increment player's reserve clips (0 = disable, default: 0.2)
Added mp_dm_idle_lives: After this many lives idle (i.e. not moving), punish the player (default: 4)
Added mp_dm_idle_punish_mode: When a player has been idle for "mp_dm_idle_lives" lives, use this method of punishment (0: kick, 1: move to spectator, default: 0)
Added mp_dm_idle_pos_tol: If the player moved less than this many inches in a life, count it as an "idle" life (default: 12)
Added mp_dm_idle_ang_tol: If the player's view moved less than this many degrees (any direction) in a life, count it as an "idle" life" (default: 20)
Added mp_dm_kill_hpreward: How much HP an attacker is rewarded upon killing a player (default: 0)
Added mp_dm_kill_hpreward_hs: How much extra HP an attacker is rewarded upon headshotting another player (adds onto mp_dm_kill_hpreward, default: 0)
Added mp_dm_respawn_mintime: Minimum number of seconds that a player must wait before being able to respawn (default: 1)
Added mp_dm_respawn_maxtime: Maximum number of seconds that a player can wait before respawning (0 = allow infinite wait, default: 4)
Added cl_dm_auto_secondary: Automatically re-apply silencer/burst-fire mode on respawn (default: 1)
Added cl_dm_help: Enable help hints (default: 1)
Added cl_dm_kill_hpreward_color: Color of the kill reward screenflash. Use an alpha value of 0 to disable (default: 0 0 255 100)
Killstreaks HUD panel.
This HUD panel is shown in deathmatch gamemodes in the bottom-right of the screen.
Added hud_kill_streaks: Show kill streaks in deathmatch gamemodes (default: 1)
Added hud_kill_streaks_log: Enable console output for kill streaks (default: 0)
Fixed team-specific items (defuser/bomb) being carried over with a player when they were team balanced.
Radar now updates every half second for players outside of the PVS.
Fixed smoke not always emitting.
Flashbang grenades now stack correctly.
Fixed delayed animations (jump, crouch, flinches)
Headshots now cause a spark with helmet.
Fixed “100HP” being red on the HUD after round restart.
Primary and secondary weapons now reload on round restart.
Added 1.6 style bullet hit view punches.
Bomb plant now warns when the player tries to plant outside of the bomb zone.
“rcon” now features auto-completion in the game console.
Added C4 explosion decal.
sv_gravity now properly affects physics objects on change (map change is no longer required)
Reduced per-player network traffic (should reduce choke)
Enabling friendly fire now sets the “friendlyfire” tag in the server browser.
Fixed potential team change exploit.
Fixed “-dxlevel” not working in launch options.
Fixed delay with players transitioning from death animation to ragdoll on death.
The “Server cvar X changed to Y” message no longer truncates ConVar values over 16 characters long.
On the scoreboard, the ping of the listen server host is now shown as “HOST”
Buy time message no longer shows at a 6 decimal place float.
Improved grenade bounciness.
A step sound is no longer played when landing on players.
Improved bullet penetration.
Added new custom grenade particle effect.
“alias” can no longer alias over existing commands/variables.
Defuse is now aborted in case of reload or weapon switch.
Added new, smooth death camera.
Chatbox is now cleared on level change.
Added “steamid” ConCommand to display the current player’s Steam ID information.
Added “csp_developers” ConCommand to show the current CSP developers active on a server.
Fixed disconnect messages not showing for players you haven’t seen yet.
Added specific kick messages to chat.
Instead of “PlayerA left the game (Kicked by Console : reason here)”, the message is now “PlayerA was kicked”
Added csp_version command (client-side) and csp_sv_version (server-side) for verbose build information.
Fixed crosshair being in the incorrect position at some resolutions.
Fixed team colour in the top-right death notices changing for a player if they changed teams or disconnected.
Added particle based muzzleflashes.
Added muzzle smoke (disable with cl_barrel_smoke 0)
Fixed bomb beep frequency.
Increased maximum players limit to 64 (from 32)
Fixed the UpdateRadar usermessage overflowing when a lot of players were out of PVS.
The “toggleconsole” command can now be properly bound to any key.
Updated team balancing:
Added messages when players are team balanced.
Bots are more favoured to be transferred, and more recently connected players are favoured over older ones.
“PlayerA dropped the bomb” and “PlayerA picked up the bomb” are now shown at the center of the screen as a Terrorist when the bomb is dropped/picked up.
Fixed bullet penetration on Linux dedicated servers.
Changing your name when dead no longer causes instant name change on the scoreboard.
Closed several crash opportunities.

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