Open nyronic opened 11 years ago
Here is a video showing this bug in action so you can see what is going on. http://www.youtube.com/watch?v=Y5DN4Id_36I
A new round has to start as well for color correction to turn back on I believe.
As long as a player connects with the first player index it'll turn back on, the round doesn't matter.
Hi,
Does this issue happen if you run the game with +mat_queue_mode 0? Make sure to run the game that way and not switch it at runtime.
Tried it with 0, -1, 2, and 1 even though that's not an option. None of them made a difference.
Did some testing with hlstriker and found out:
Hi! :hand: Could we get these color corrections to work for each player separately ? (Client side)
Now it's annoying when one player/activator is able to affecting it on all players in multiplayer.
And if possible, multiple color corrections could use one same file. Now only one color correction can use that one same file at time!
:cake:
@Plagman You're assigned to this. What's your progress on it?
Using the color_correction entity on a CS:S map is partially broken. The first player to join the server will be "linked" to the color_correction entity, everyone will see the color correction effects. However once the "linked" player disconnects, color correction will turn off for everyone. It will not turn back on until another player connects to the server, in which it will then be "linked" to them instead. A new round has to start as well for color correction to turn back on I believe.