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blindman
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Honestly I never understood european arrogance. Yes I am am saying that other mods never changed it, at least none that I've used on servers. Overbearing, seriously? My opnion it needed saying. Which maps, well venice comes to mind during the boat escort. I'll admit to running non standard maps a lot but thats sort of irrelevant to the issue. And Its hardly because Im trying to force a change, there are several mods that dont change this, namely all of them. Look I dont care if you dont change it, to me it was unnecessary and whimsical, do newcomers need their hand held when they join a server because they need help understanding a physics lesson? Jeez I dont even think etpro did this and that was the only mod before this that even made an attempt at realism. I respect what you're doing keeping interest up, but really. I've said my piece, and with that I'll not bother you again with it.
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Yeaa ok sure, and you are the only dev to 'fix' this issue, sorry but the arguement doesnt hold water pardon the pun. Again, all the nade fights I've been have all been underwater. And yea you did back up, because 'close enough' doesnt make sense if you're talking realism. Ever try throwing a rock underwater in real life? doesnt go far, so if your going to disable nades underwater, you need to slow down the arm motion too, because as far as I can see, theres no difference. I may be jaded here, but you know I've never considered nade tossing an 'exploit'. Maybe just remove nades altogether because some beginner can't see where the nade came from? Look its your mod and you do as you please, but changing something so that beginners understand it better just isnt a good reason to change it. The condescension in these forums is getting thick, I don't expect you to do anything with it, but you are the first mod dev to change something that wasn't broken.
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close enough? really? Sort of backing off that 'realistic' approach now eh? And for the record, I have been playing this game since its inception and rtcw before that, so I sort of resent the implication. This was never about throwing knives, it was about removing something that no one else ever saw a reason to remove, honestly how many times do you actually see someone throw a knife? I have had some intense underwater nade fights with skilled players over the years and I got to tell you it is fun. I've been called names and even booted from servers for nade tossing because some pissant admin got mad at getting owned . Nade tossing is a skill, just as useful as any other skill in this game. So apprently it isnt realism you're after is it? I respect what you've done, but at best removing water nades is a whim, and you're using physics as an excuse.
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With all due respect, bullshit. And since when does tossing nades constitute physics problems? No other mod has ever implemented this. No one I ever played or heard from ever has an issue with nade tossing, you're saying that slowing arm movement as well as body movement underwater causes physics problems? Im sorry but thats a bit farfetched. The problem I have with this arguement is its arrogant and self centered and does nothing but satisfy whims of mod devs. Et is a game, it was never in my opnion, meant to be realistic recreation of ww2 battles.
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Im sorry i wasnt referring to throwing knives just the normal up close stab fest that usually happens. My point was your arm while moving underwater will also be slowed significantly, so if you're looking for true realism, perhaps slow arm movement underwater as well. Somehow I dont think this will ever be implemented.
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May I ask why silent does not allow underwater nade tossing without blowing oneself to hell in the process? Is this controlled by a cvar someplace I may have overlooked? Reworked: Grenades can't be thrown underwater from now on. this looks like someone kept getting owned in water fights because they thought they would just stab people, nothing is more hilarious than blowing some poor slob up when hes holding a knife underwater, please dont say its a realism issue, because if that were true, your knife would not move nearly as fast underwater either.
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Well as it turns out, it doesnt like the legacy etded on that machine, although I should point out that it started fine on the original machine with that binary, runs great with the original 2.60b binary. Most of the files were direct copied. ET Legacy 2.70 linux-i386 Aug 13 2012
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recently I hd setup a silent server with no issues, but when I tried to set it up on another machine, the problem started--- It was just a move to another machine-- handle 1: etconsole.log ---------------------- 37056 files in pk3 files Sys_LoadDll(/home/crud//silent/qagame.mp.i386.so)... Sys_LoadDll(/home/crud//silent/qagame.mp.i386.so): succeeded ... Sys_LoadDll(qagame) found vmMain function at 0xf44870 ------- Game Initialization ------- gamename: silEnT gamedate: Jun 28 2012 396 cvars in use. -8<------- Crash Information ------->8- Please forward to silEnT mod team. --------------------------------------- Version: silEnT 0.5.2 Linux Map: Signal: Illegal instruction (4) Siginfo: 0xbfa7f72c Code: 2 Faulting Memory Ref/Instruction: 0x80938f9 DSO Information: 0x00b39000 (unknown) 0x00c13000 /lib/tls/i686/cmov/libdl.so.2 0x0076e000 /lib/tls/i686/cmov/libm.so.6 0x00d9d000 /lib/tls/i686/cmov/libpthread.so.0 0x00206000 /lib/tls/i686/cmov/librt.so.1 0x0020f000 /lib/tls/i686/cmov/libc.so.6 0x00728000 /lib/ld-linux.so.2 0x009ab000 /lib/tls/i686/cmov/libnss_compat.so.2 0x006cb000 /lib/tls/i686/cmov/libnsl.so.1 0x00ec8000 /lib/tls/i686/cmov/libnss_nis.so.2 0x00cfc000 /lib/tls/i686/cmov/libnss_files.so.2 0x00ed2000 /home/crud//silent/qagame.mp.i386.so 0x00110000 /usr/lib/libstdc++.so.6 0x00368000 /lib/libgcc_s.so.1 Stack frames: 8 entries Backtrace: (1) /home/crud() [0x80938f9] (2) /home/crud() [0x809434d] (3) /home/crud() [0x808da59] (4) /home/crud() [0x80917b2] (5) /home/crud() [0x809244b] (6) /home/crud() [0x8087762] (7) /home/crud() [0x806a0f1] (8) /home/crud//silent/qagame.mp.i386.so(+0xb089c) [0xf8289c] -8<--------------------------------->8-
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Much as I like Silent for its innovations, part of the reason its like that is to be different than jaymod, I wont sit here and blast jay for work that turned out surprisingly well.
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This is going to have no effect unless you actually run in campaign mode, and from wht i see very few servers do anymore, possibly because map voting is more popular? Secondly, you actually have to a real campaign for it to point to, I ran jaymod for years like that with no issues. Basically it tells the server which maps to reference at any time, so clients would not download, say resurrection unless it was being played, even though it has its own campaign file in it.
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cant say for silent yet, but nitmod runs ok on 64 bit linux.
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Very nice.
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M ost likely will happen again, isnt the first time I've had to do that.
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Hmm. seems if I change ports, all the idiots hammering my router go away, I know how this sounds, but I've had issues with ddos crap in the past. Wasn't enough to stop the servers it seems, I had to physically change ports on the firewall. So it seems the mod isn't at fault here, thanks for answering.
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There is some minor savings there, but it is small.