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blindman

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Posts posted by blindman

  1. I didn't know underwater fights were such a big deal in this game. Which maps are you spending that much time on in the water that you require the need to throw grenades underwater? Are you wanting to be able to prime a nade completely underwater, then throw it onto the land and expect there to not be any disruption in the flight of the grenade? This seems like a no brainer to me. Take a tennis ball, jump into a swimming pool and try and throw that ball out of the water. Good luck. And honestly, I think your tone here is a bit overbearing considering you're trying to get people to make a change that you want :/

     

    Also - are you saying that other mods allow you to do this and silEnT is the only one that doesn't?

     

    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.

  2. 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.

  3. For the stabbing hand movement, it is close enough to be realistical.

    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.

  4. 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.

  5. 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.

  6. 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.

  7. 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

  8. 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-

  9. 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.

  10. 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.
  11. delta compression...how is that done?

    I have done everything i caan think of that might cause it, nothing changes, Ive taken switches offline, changed cables etc, its actually worse with nitmod, but I cant even get to their forums, much less report on it.

  12. pb is normally disabled. What i am really getting at here is why, I used to run 3 three servers all the time, two jaymod and one nq as little as 6 months ago with no issues. I''m not criticising, just wondering if with all the new improvements something may have got overlooked.

    Now granted all my machines are not all new, but they should be fine for running et servers in linux.

     

    I should point out that even jaymod used with enhmod causes more or less the same result, increased lan traffic that seems pointless, I have changed nic cards, subnets and even swapped machines, if it's a lan issue on my end im not seeing what else could be generating it.

    Is the PunkBuster disabled or fully updated on the server and on the clients? One player has bandwidth usage that fluctuates between 2 and 8 KB/s both directions with server having 12 players. Averaging less then 5 kB/s. This was measured using netlimiter locally while on a normal streaming server and PunkBuster enabled.

     

    6 mbit/s is about 732 KB/s and that is not normal for 3 clients. Bot's do not have direct influence to the bandwidth because they are integrated to the server. They do increase the amount of game events that are sent to the 3 players. However, influence of 4 mbit/s, sounds unbelievable.

     

    EDIT:

    It is quite possible the usage is higher then in Jaymod. The silEnT mod has features that Jaymod does not have. Try disabling g_spreeOptions and see if that has an effect. At least multikills is a thing that is not distributed to all clients in the Jaymod.

     

    I'm thinking higher values maybe possible also because of the point where it is measured. The netlimiter, as far as I know, will display the actually used bandwidth for the data. When I would imagine, the router will be counting IP frames and more of the stuff that relates to the transmissions and not only the data.

    im having a hard time with that, why would there be so much variance between mods.

    If I understand netlimiter, it allows you to create rules for various programs running in the network, that doesnt seem to be my issue, the mod is just generating more traffic than it needs to.

  13. well there maybe three guys on at one point, i use a wnr4000 router loaded with dd wrt, theres a bandwidth graph as one of the additions, and I can say for sure that its way higher with silent, nit and nq.
  14. I have noticed with 0.33 that it generates a large amount of internal lan traffic, this is also true of nit and to som extent nq, so far jay is the only one I use that doesnt generate that much lan traffic.

     

    Roughly 6 Mbps without bots, roughly 10 to 11 Mbps with 16 bots.

    It would be a big improvement if it come down some on my network as I run servers from my home and have been for 6 years.

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