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Posts posted by TheSilencerPL
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Here is the answer. It's designed to be like this.
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Connect to it with SVN client, it will download.
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This is how it looks at my linux. The same map, 8 bots:
jaymod etded.x86:
mem: VIRT 161m RES 96m 3.3%
CPU: avg 10%
silEnT etded.x86:
mem: VIRT 171m RES 113m 3.8%
CPU: avg 11%
But I must say that I used default jaymod settings and customized silEnT so it might have influenced the results.
EDIT1:
Besides we have the new UI now, so it surely impacts mem usage slightly.
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Hey, check this out. A guy is wining about being banned on steam:
http://i.imgur.com/XRLGp.jpg
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It's already done in 0.4.0rc1 which is now beta tested.
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Looks like the right dll ((qagame.mp.i386.so)) is not loaded, becasue it doesn't recognize the token from the script
ERROR: BG_IndexForString: unknown token 'PPSH': (animations/scripts/human_base.script, line 22)" - and then the server shuts itself downMaybe you still have some other (not silEnT one) on the server?
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Sorry, my fault, I copied the wrong snippet. You should copy and paste all above this in wm_quickmessageAlt.menu and the rest of the quick message menus:
QM_MENU_START( "wm_quickmessageAlt" )
For wm_ftquickmessage.menu it's this:
QM_MENU_START( "wm_ftquickmessage" )
For wm_ftquickmessageAlt.menu:
QM_MENU_START( "wm_ftquickmessageAlt" )
For wm_quickmessage.menu:
QM_MENU_START( "wm_quickmessage" )
Once again, I am sorry for my fault, please forgive me. It's good to know that you got it finally working
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Do you have xfire?
Nope, I am a linux user. For international communication I have the MSN or google talk accout. You can find me by silencer4321@gmail.com on both of them.
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It's on top of the menu file, so the change is quick and simple, you can just copy and paste that part.
The easiest this is to copy and paste all above first occurrence of this:
#define QM_MENU_END } #define QM_MENU_ITEM(
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Here is the snippet from the wm_quickmessageAlt.menu - the original one:
itemDef { \ name "window" \ rect 0 19 204 136 \ origin ORIGIN_QUICKMESSAGE \ style WINDOW_STYLE_FILLED \ backcolor 0 0 0 .75 \ border WINDOW_BORDER_FULL \ bordercolor .5 .5 .5 .5 \ visible 1 \ decoration \ } \ \ itemDef { \ name "windowtitle" \ rect $evalfloat((0)+2) $evalfloat((19)+2) $evalfloat((204)-4) 12 \ origin ORIGIN_QUICKMESSAGE \ text "MESSAGE" \ textfont UI_FONT_ARIBLK_16 \ textscale .19 \ textalignx 3 \ textaligny 10 \ style WINDOW_STYLE_FILLED \ backcolor .16 .2 .17 .8 \ forecolor .6 .6 .6 1 \ visible 1 \ decoration \ } #define QM_MENU_END } #define QM_MENU_ITEM( WINDOWTEXT, ACTION, KEY, POS ) \ itemDef { \ name "menuitem"##WINDOWTEXT \ rect 6 $evalfloat( 35 + ( 12 * POS )) 128 10 \ origin ORIGIN_QUICKMESSAGE \ type ITEM_TYPE_TEXT \ text WINDOWTEXT \ textfont UI_FONT_COURBD_21 \ textstyle ITEM_TEXTSTYLE_SHADOWED \ textscale .2 \ textaligny 8 \ forecolor .6 .6 .6 1 \ visible 1 \ decoration \ } \ execKey KEY { ACTION }
In this item the style has been changed:
itemDef { \ name "window" \ rect 0 19 204 136 \ origin ORIGIN_QUICKMESSAGE \ style WINDOW_STYLE_FILLED \ backcolor 0 0 0 .75 \ border WINDOW_BORDER_FULL \ bordercolor .5 .5 .5 .5 \ visible 1 \ decoration \ }
to:
style SUBWINDOW_STYLE_SIL_TITLE_BLACK
itemDef named "windowtitle" has been removed completely.
Also Y coordinate in all rectangles has been changed like this:
From:
rect 6 $evalfloat( 35 + ( 12 * POS )) 128 10
To:
rect 6 $evalfloat( 40 + ( 12 * POS )) 128 10
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Hellreturn, I don't quite understand. If it was response to me, then we released all that should be released.
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All works fine, you've forgotten only one thing Change: menudef.h and menumacros.h files to the ones from our pk3. They have changed.
We changed the UI, many things are different now, however we did it in the way that 99.9% of menu files can remain unchanged to properly work with our themed UI.
But you need to have those modified files (menudef.h and menumacros.h) placed in the ui folder in your pk3. They contain definitions of styles and other things for the new UI. This is also compiled into the code, so without it it won't work.
EDIT:
Regarding mentioned 99.9%. Actually 100% of menus will work but some need some change to be themed. This concerns for example the quick chat menus.
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I will take a look at it, just post the file.
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Convincing results from pricing experiments on Steam say that just might be the case.
Games may be too expensive.
That is the message Valve Software President Gabe Newell gave the assembled developers at the annual DICE Summit on Wednesday. While the topic of his keynote was the game industry's transition from retail industry to service industry, he revealed sales data from Steam that suggests games are too expensive.
The reason why few have arrived at this conclusion is because you cannot easily experiment with pricing at retail, says Newell. But you can with Steam, Valve's burgeoning digital distribution platform.
On the PC-only Steam service, a wide range of prices are attached to games, and attractive weekend deals throw more pricing variability into the mix. Although Valve was initially afraid that volatility or variability in pricing would confuse or anger its customers--or even cannibalize retail sales--Newell says that was not all the case.
In fact, it dramatically increased sales. Illustrating his point, Newell showed the results of a Left 4 Dead promotion Valve ran last weekend, which cut the price of the game in half to $25. The discount (and promise of new content for the game) rocketed sales of the game on Steam by 3,000 percent.
"We sold more in revenue this last weekend than we did when we launched the product," says Newell. "We were driving a huge uptick in revenue and attracting new customers." And while people believe that we're "screwing" retail, Newell showed that brick-and-mortar sales were unaffected by the online discount.
This phenomenon is not limited to Valve games. Over the holidays, Steam discounted third-party titles. Sales increased 300 percent and units-sold increased by 600 percent.
Still skeptical? Newell said that a weekend sale of one third-party title drove that game's sales up by 18,000 percent and units-sold increased 36,000 percent. It energized the user base, says Newell. When the sale ended, baseline sales were double what they were prior to the weekend discount.
Discounting games does not only increase unit sales--it increases actual revenues. During the 16-day sale window over the holidays, third-parties were given a choice as to how severely they would discount their games. Those that discounted their games by 10 percent saw a 35% uptick in sales--that's dollars, not units. A 25 percent discount meant a 245 percent increase in sales. Dropping the price by 50 percent meant a sales increase of 320 percent. And a 75 percent decrease in the price point generated a 1,470 percent increase in sales.
The conclusion: The games industry is not pricing its products correctly. It's only through the experimentation that such services as Steam allows will the industry be able to find the golden ratio of price and sales. As Academy of Interactive Arts and Sciences President Joseph Olin concluded Wednesday night, this is going to generate a lot of controversy about pricing.
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Fixed in 0.4.0
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Yes, gaoesa is right, it's the player character. I didn't think of that.
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This is a nice idea. I would also propose to add some special treatment to women at all in the mod There are not so many of them playing the game. So whenever some lady is on the server (she would specify that through the client config cvar) some additional things would happen, like greetings, some courteous statements, greetings maybe. Don't know yet in particular what special things but it could be a nice addition to the mod so that women would get some special treatment. What do you say?
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Yes, indeed they differ a bit for thompson and mp40 - after the second look at it
EDIT:
I had to watch it without sound.
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Thanks, I can only see the difference in FG42 In thompson and mp40 fast reload is the same or almost the same, but the differences are so small that I can't notice them. I will watch it again few times, maybe then I will notice something important.
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What do you mean by "finish in th middle"? You can PM me to describe it better in polish
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When they are taken in 16:9 ratio and game is in fullscreen?
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Sure, that's the idea. Stay tuned.
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Huh, 90's - love this song. My high school times
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The game itself was created for 4:3 aspect ratio. When it comes to other aspect ratios, like in the modern monitors (16:9 for instance), there are distortions in the HUD elements (the most significant: compass). Besides when some things are drawn in fullscreen things get stretched and also don't look nice (for example: loading panel). This is briefly what it is about
Wepon Ids ?
in General Discussion
Posted
Hi
Will it fix the problem for omni-bot if we change the ID to 1001 in g_etbot_interface.cpp for PPSH? The other mods will have plenty of place then
If we add more weapons, if any, we will continue the sequence, so it would be 1002, 1003 and so on.
Regards