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TheSilencerPL

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Posts posted by TheSilencerPL

  1. I don't know if it was supposed to work like this but you are being kicked from the server if you click on Axis or Allies team in limbo menu if you didn't set flags 16 and 32 to g_classWeapons so players are able to join only by class selector or they own scripts.

     

     

    I confirm. Do you get disconnected with the following error?

     

    ERROR: Class weapon 0 disabled
  2. silEnT mod version 0.6.3 is out!

     

     

    Download

     

    Change log:

     

    Version 0.6.3

     

    Fixed: Incompatibility with ET Legacy binaries introduced in 0.6.2.

     

     

    Version 0.6.2

     

    Added: !subnetban command can now cut the IP inside the octet with 'x'. For example, "!subnetban 12x" will ban IP adresses 12x.xxx.xxx.xxx.

    Added: IP address is logged when player is blocked by a subnetban.

    Added: Lua callback et_ClientBinary( client, checksum ) which passes the checksums of client binaries to the Lua script.

    Added: Functionality to query client cvars with Lua. API function et.G_QueryClientCvar and callback et_CvarValue.

    Added: New server cvar g_includedMaps. Maps set in this cvar string, will be always included in the map voting list. Regardless of any other restrictions.

    Added: 2 new flags to g_classWeapons (16,32) to enable/disable MP40 and Thompson for soldiers.

    Added: admin chat messsage window.

    Added: more ET Legacy binaries added to the list of known client binaries.

    Added: fast shooting. Use g_weapons flag 16384 to enable it.

    Added: !crazygravity and !crazyspeed commands.

    Reworked: When g_clientBinaries flag 4 is set, and the binary is a already known cheat binary, it is clearly reported instead of the usual unknown client binary.

    Reworked: match_warmupDamage, if set to 2 it is effective also when FF is disabled.

    Fixed: Sometimes, the information of the person who muted was not displayed.

    Fixed: Unique silEnT GUIDs required between connected players. This caused little confusion when banning.

    Fixed: g_antiwarp from the ETPub repository.

    Fixed: g_dyno chaining blast radious fix from crapshoot.

    Fixed: userxdb.db was slowly filling with records that were not used or needed.

    Fixed: Lua API function et.G_EntitiesFree.

    Fixed: Full mod URL shown in the serverinfo menu.

    Fixed: Some alignment issues with the smaller score board.

    Fixed: Revive icons are shown again.

    Fixed: With forcecvar and sv_cvar, the existing limits are checked and updated if the cvar already exists in the limits. Instead of just adding the same cvar at the end of the config strings.

    Fixed: Clients protected against overflowing sv_cvar and forcecvar config strings.

    Fixed: Custom commands can now have quotes. This is usefull if the command is then forwarded to a new tokenizer. For example, Lua scripts can access arguments correctly.

    Fixed: Rcon can now call custom commands as well. Before, the command line was truncated when doing shortcut replacement for the console.

    Fixed: Class stealing no longer kicks old players out from their classes if the class is full. The stealing is prevented.

    Fixed: Server crash when player was muted through rcon.

    Fixed: !finger command output is now easier to read if the entity who muted a player is player himself even if the player would have named himself as silEnT or Console.

    Fixed: weapon pickup bugs

    Fixed: knife bug when throwing knives are disabled by g_throwableKnives cvar.

    Fixed: no progress indicator during disarming dyna after class steal (http://mygamingtalk....ing-to-an-engy/)

     

     

    Download

     

    Enjoy!

     

    silEnT mod team

     

    Click here to view the article

  3. What do you mean by this? Should we assume all unknown client binaries are safe until we see evidence proving otherwise?

    Not at all. But it's very likely that it is a manually compiled ET client. You should be suspicious however.

     

     

    Or are there legitimate reasons why a players would be using an unknown client binary?

    1 good reason that comes to my mind is that the code is compiled for your processor thus it is better optimized for your hardware. That might be the reason to compile it on your own. Other reasons? Hm, library dependencies on linux for instance, if the official version is compiled on different OS version it's sometimes tough to install satisfying dependencies and it's easier to just compile.

  4. There is no such setting at the moment.

    However what comes to my mind is something like this:

     

    • we could make a cvar to enable time interval between certain type of sounds
    • we could create/add the keyword to mark sounds with it in the .voice or .sounds files, e.g. nonparallel or something easier to spell :)
    • if sound marked like this would be played it would be played only if the defined interval was ended.

     

    This would require admins to modify the sound files again, but would allow them to have this restriction only for certain type of sounds, for example music.

     

     

    Or we could use already existing keywords. Usually new sounds added in the soundpacks by admins don't have any keywords attached to the sound definition, while original voice chat messages have them, for example: "voice" keyword.

    So we could apply the interval restriction only to the sounds that do not have the "voice" keyword defined.

  5. If any of you encounters sound problems (no sound in particular) in Enemy Territory on linux this tiny article might help you.

     

    The problem exists because Enemy Territory and quake alike games were designed for OSS sound system and there is a problem on the most recent distributions because OSS support might have been removed (example).

     

    The easiest way to fix this is to use et-sdl-sound which can be found here: http://nullkey.kapsi.fi/et-sdl-sound/

    Just follow the instructions and enjoy sound in game again.

     

    Cheers

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