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Everything posted by TheSilencerPL
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Qubenet Gaming Clan
TheSilencerPL replied to Patriotqube's topic in Clans / Guilds and Gaming Communities
We are soon to release 0.4.0. It's a matter of days, so it would be better for you to not join the beta testing. Players would get angry if they would have to download the mod 2 times in few days. -
For those of you who have problems with or are not aware of the new UI that 0.4.0rc1 version of the silEnT mod introduced here is the description of what to do or not to do First of all, there are 2 files in the ui folder (the folder which contains the .menu files): menudef.h menumacros.h These files have to be exactly the same as they are in the silEnT release. Do not modify or replace them, otherwise the new UI might not work as it should. I write this, because sometimes the server admins provide their own menus along with these files.
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It's been fixed in 0.4.0 already. It was the bug we introduced in 0.4.0rc1. Thanks for reporting.
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I would discuss with this. Anyway, as gaoesa stated, we do not go back in this regard. We can think of some improvement to what we have now, however.
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Some explanation to those who joined the forum not long ago. The initial post was posted when the G+ account was invite only.
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As for me the tripmines can play the role of the detector we are speaking of. When you plant it right in the right place you get notified when someone crosses it by the sound or the kill notification.
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The only thing I could think of right now as the implementation of your proposal is to have something similar to the tripmine. Something with wire that would alarm if someone crosses it. It could be disarmed (no alarm then) or shot, destroyed (alarm would start). I don't think there were motion detectors in WW2 times that's why I proposed something with the wire.
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I don't know fireFTP, but it's rather an FTP client. You should find SVN client, like TortoiseSVN for Windows for instance. In linux I use subversive plugin for eclipse, but you can use it in windows too if you have that system installed. I would generally recommend eclipse CDT as the development IDE, so you can use it along with subversive plugin. It is multi platform and really a great tool to work with.
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Not a Bug [feature request, implemented] XPsave without PBguid
TheSilencerPL replied to wajdzik's topic in Bug Reports
Don't worry. We are working on something. 0.4.0 public will cure that. -
HI and welcome. Don't hesitate to ask in case of any problems. We will be pleased to help.
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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
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Here is the answer. It's designed to be like this. http://mygamingtalk.com/forums/tracker/issue-100-tripmines/
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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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Implemented Stripmines: beam
TheSilencerPL replied to flanipuche's topic in Added / Completed Features
It's already done in 0.4.0rc1 which is now beta tested. -
Looks like the right dll ((qagame.mp.i386.so)) is not loaded, becasue it doesn't recognize the token from the script Maybe 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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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.