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Posts posted by TheSilencerPL
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Btw, I recently found a bug in the time played in each team values in etpub (mapAxisTime / mapAlliesTime). It is not computed when players are in limbo, so the more a player spend in limbo, the less accurate these values are. Consequently, the PRW can't be accurate either. Chances are that this bug is still present in latest silent.
On second thought, I think this is the way it should be as it takes under consideration only the real play time. Otherwise, if the player was not helping his team (by staying in limbo or spec) the PRW would not be reflecting the real situation.
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Chances are that this bug is still present in latest silent.
It's still present. Thanks for the info, we will think this over and fix it if needed.
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We didn't change anything that could cause lags. Most probably it's related to the network, not the mod itself. We've been playing on our server on 0.8.1 for a long time now and we haven't noticed any change in that regard.
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@clan DIABOLIK, don't mislead people, please. That thread is not related to this topic. If some admin enables "g_mode 8" and people start complaining then it's admin's fault. The same could be said about sten for medics (no recoil, steady aim).
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Not necessarily: http://www.youtube.com/watch?feature=player_detailpage&v=V2OjPsg7ydY#t=102
They could fire still even if the weapon was already in flames.
Regarding sten, the silenced sten had big troubles with overheating, that's why it's like that in game:
Regarding to this
The silenced STENs were extremely effective and while they could not be fired in fully automatic beyond short bursts, if fire was kept to single or two round bursts then the weapon avoided serious overheating and fatigue.We try to stick to how the weapons really behaved, but we are leveraging the gameplay by not giving the PPSh-41 to medics.
PPSh-41 is mainly used by Engineer class and we consider it mainly as the self defense weapon for him while facing shootout before, during and after constructing.
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Could you share the pk3 file somehow?
But first check if you have this cvar enabled:
http://mygamingtalk.com/wiki/index.php/Silent_Mod_Server_Cvar#g_spreeOptions
However both should work:
/play sound/announces/spree30.wav /play /sound/announces/spree30.wav
that's why I asked about the pk3 file:
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I would rather ask 3.00 guys
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So it looks like it is a bug. Thx.
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ET over customization allowance it's good but sometimes bad as we can see.
Good to hear you guys figured it out.
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the sound of PPSH is bugged
What do you mean by that?
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Something I've written ad-hoc to handle your case:
LVL1 = 3 LVL2 = 4 LVL3 = 5 LVL4 = 6 function et_ClientSpawn(clientNum, revived, teamChange, restoreHealth) local valXP = getXP(clientNum) local level = et.G_shrubbot_level( clientNum ); if level == LVL1 then if valXP >= lvl2xp and valXP < lvl3xp then setlevel(clientNum,2,lvl2xp) end elseif level == LVL2 then if valXP >= lvl3xp and valXP < lvl4xp then setlevel(clientNum,3,lvl3xp) end elseif level == LVL3 then if valXP >= lvl4xp and valXP < lvl5xp then setlevel(clientNum,4,lvl4xp) end end end
LVL1 .. LVL4 are levels you want to handle, only for those levels xp check will be done.
The code inside
if level == LVL1 then
is up to you, here is the behavior I would want, which is: check if the xp is of the higher level and if it is, give the higher level.
Not tested.
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It's in the lua file you need to download and install on the server. To specify your own XP levels you have to edit that file.
Click here to download the file. Then install it on the server, suit your needs by editing it and it's done.
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ok now it works perfectly but 1 more thing by default i see all clients are /cg_hitsoundtype 1 so they still listening silent mod hitsounds how can i make they listen only to my custom hitsounds?
You could ask them But seriously, why would you want to do that? Let them listen to the sounds they wanna listen to. Different people have different hit sound preferences. If they like your hand made sounds they will switch to it for sure. Just let them know that they can choose it by changing the cg_hitsoundtype cvar, either through the menu or in the console. You could do that by the banner for example. Many people don't know of that possibility to change the hit sounds in silEnT.
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Hehe, @gaoesa, nice one
EDIT1:
I guess nobody wants to use it
Besides the more popular system the more users to spy.
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The NSA has asked Linus Torvalds to inject covert backdoors into the free and open operating system GNU/Linux. This was revealed in this week’s hearing on mass surveillance in the European Parliament. Chalk another one up of the United States NSA trying to make information technology less secure for everyone.
The father of Linus Torvalds, Nils Torvalds, is a Member of the European Parliament for Finland. This week, Nils Torvalds took part in the European Parliament’s hearing on the ongoing mass surveillance, and brought a revelation:
The United States security service NSA has contacted Linus Torvalds with a request to add backdoors into the free and open operating system GNU/Linux.
The entire inquiry is available here:
Nils Torvalds’ revelation was presented in an episode which started (at 3:06:58) by me pointing out to the Microsoft representative in the panel, that in a system like GNU/Linux, built on open source, you can examine the source code to see that there aren’t any back doors. In Microsoft’s systems, this possibility is absent, since the source code is secret to outsiders.
Here Linus answers the question:
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You are welcome Good to hear that.
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silEnT mod version 0.8.1 is out!
Change log:
Version 0.8.1
Added: Flag 32 to g_disableComplaints to disable complaints completely.
Added: ETPro style g_proneDelay.
Added: Custom, admin defined, votes.
Added: 3rd UI theme that resembles the original ET look.
Added: MorphOS support.
Improved: engineer work progress bar (construct/arm/disarm) and covert ops progress bar (mines spotting, uniform stealing) - added background to display the amount of work to do.
Fixed: Some text bugs related to g_recognition cvar.
Fixed: ETTV clients were kicked for not having silEnT GUIDs.
Fixed: Admin log was missing some data with g_logOption 16384. Also, new format with admin log when using this option.
Fixed: Client exploit affecting various mods which caused the server to stall until the engine watchdog triggered.
Fixed: The shrubbot.cfg configuration file is cleaned automatically from expired bans and warnings on each map start. Instead of waiting for it to be written as a result of an admin command.
Fixed: Memory leak with subnet bans.
Fixed: Axis covertop couldn't select pistols through weapon banks.
Fixed: UI; tooltip text color theming.
Fixed: Improvised Demolition not showing up in final map stats.
Fixed: mines spotting progress bar not always displayed.
Enjoy!
silEnT mod team
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Replacing the et.exe with the AC binary is a bad idea in my opinion. First of all it breaks the et scene by adding another binary, 2nd it does not allow you to use features of et:legacy improvements if someone wanted to use what they have added to the et.
I thought they would do it in a way AVs are done as an external app, but this way of implementing it is a step in the wrong direction in my opinion.
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I'm running silent 0.72 with the updated qagame file installed for the anticheat.
Are you saying that you have 0.8.0 qagame and 0.7.2 client pk3?
If so, such configuration is not supported.
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nope and the shrubbot.cfg has to be here right ? /silent/database
yes
Improvised Explosives for Engineer
in Feature Request
Posted
We have to think this over, because we implemented it with soldier only in mind. We wanted to give this class something special so that this class would be used more often. Engie already has other tools, like mines, tmines and dyna. Giving this weapon to engie would be a step back as all would use engie only for improvised demolition since then. The class diversity would be lowered again. That said it's hardly possible to make that happen, but we don't say no until we have a discussion about that.