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TheSilencerPL got a reaction from hellreturn in silEnT mod
I can only speak for myself, but it's probably pretty relevant for the rest of the team.
We are taking a break from development at the moment - but we are still supporting the last released version.
I have been focused on my private life for the past year, mod development costs some time and I've had trouble finding it.
Regards
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TheSilencerPL reacted to Smith-K in Hello from Smith
I am glad to join the community and share my knowledge with the members of the forum.
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TheSilencerPL got a reaction from Purplesbackbaby in Mac users banned
The idents in bans are shorter by 4, so it looks like there is something going on in the middle.
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TheSilencerPL reacted to sageone in [customvote]
see: http://mygamingtalk.com/wiki/Silent_Creating_Custom_Commands example:
[command]command = drawboxONexec = g_debughitboxes 1desc = show hitboxessyntax =levels = 7 8 9 [command]command = drawboxOFFexec = g_debughitboxes 0desc = show hitboxessyntax =levels = 7 8 9 -
TheSilencerPL reacted to Kynval in [customvote]
hello
how to initiate !command in customvote?
when i use some g_changes then: set g_smth 1
but how to use: !command
anser: just command without !, like:
exec = knifewar on
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TheSilencerPL reacted to Dragonji in Jaymod source code released
Jaybird decided to release Jaymod 2.2.0 source code to the public.
You can grab it here: https://github.com/budjb/jaymod
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TheSilencerPL got a reaction from Night Hunter in silEnT mod release 0.9.0
silEnT mod version 0.9.0 is out!
Important
We have found recently that there is a bug in the censoring which disables the functionality completely.
We have fixed it and updated the package. Everyone who downloaded the 0.9.0 package before 22.11.2015 is advised to download the updated package and update his/her server binaries.
Download
Change log:
Version 0.9.0
Added: Server customizable menu that is opened in addition to the silEnT mod menu.
Added: Possibility for admins to modify the loading screen of their server. As opposed to modifying the loading screen of every server.
Added: New client command mem_report. This command prints diagnostics of the client memory pooling.
Added: New client cvars: cg_numPopups, cg_popupStayTime and cg_popupFadeTime for controlling popup behaviour.
Added: Server checks the setup and refuses to start if problems are found. This includes checks that official menus are not modified.
Added: New option g_forceLimboHealth 2, which matches the ETPro gib damage (125).The option 1 remains as the original ETPub gib health (150).
Added: Rate setting is incresed automatically step by step if fragmented snapshots are received from the server. This improves the playability and removes the need to force this setting to players.
Added: Server extension modules. With this technology, server functionality can be expanded to various tasks without bloating the qagame library or forcing every admin to use same extension.
Added: Statistics module. This module collects various game play data into a relational database. Current choices are SQLit3 and PostgreSQL.
Added: Censor module. This module can be configured to censor names and chat with real regular expressions.
Added: new fun wars: !knifewar, !stenwar, !riflenadewar, !rifleshootwar, !pistolwar (added g_headshot bitmask value 4 to control instagib of headshot for pistolwar).
Added: New server cvar: g_incognitoCountryFlag to control the country flag displayed for the incognito admin.
Added: If g_dmg is set server side, body hitsounds have different volumes depending of the damage. This can be disabled by the players.
Added: Forcing some cvars is now restricted. These include the client side hitsound selection and theme.
Added: Player screenshots. Now admins can take player screenshots which works same as PB screenshots. 2.6b clients supported. Screenshot will have Server name, IP, Player Name, silEnT GUID, PB GUID and Player IP in it.
Fixed: G_QueryClientCvar/et_CvarValue can no longer be used to query rcon password.
Fixed: In silEnT AC a part of the Anti-Cheat was not compiled into the mod in version 0.8.2. This resulted some previously known cheats to not getting detected.
Fixed: The arm hit detection was not working correctly from the side shots. Fixed by adding additional temporary box for the torso.
Fixed: !rename admin command doesn't allow adding backslashes to names anymore.
Fixed: sv_cvar OUT handling.
Fixed: Objective carry icon counting spectators too.
Fixed: Crashes related to UI_Alloc running out of memory. It does not run out of memory.
Fixed: Ties on highest fragger are solved by comparing kill/death difference. I.e. less deaths will win.
Fixed: When g_realbody was set to 1. With certain crouch animations the middle box was not high enough to cover shoulders.
Fixed: Ties on the most headshots are solved by comparing the amount of shots fired to reach the amount. The player with less shots fired will win.
Fixed: et_UpgradeSkill Lua hook was passing invalid client numbers to scripts.
Fixed: Allied hand grenades erroneously recorded kills as axis hand grenades. This change should be noted by all log parsers that parse MOD_ values from kills.
Fixed: g_headshot bitmask value 2. It used to apply the g_instagibDamage to every hit. Fixed to apply the damage to only headshots.
Fixed: tripmine palcement bug leading to exploit (thanks to Beck for the report).
Fixed: theme bug regarding small titled windows.
Fixed: report bug official menu had bad background definition (with widescreen).
Fixed: The g_weapons flag 32768 was treated as always enabled if any of the g_weapons flags was set.
Fixed: Missing ETPro icon from the SD credits menu.
Fixed: Non-literal characters not allowed in names anymore.
Fixed: Omni-bot + tripmine crash when the map script is missing "script_multiplayer".
Removed: ui_autoredirect client cvar. This is used to hack player games. Redirecting still works, but players are presented a choice in a popup.
Improved: rifle war nade shooting is not influenced by the charge bar anymore.
Improved: Menus cleaned. All options can be found under the Options button.
Changed: silEnT mod uses now LUA 5.3.
Download
Enjoy!
silEnT mod team
Click here to view the article -
TheSilencerPL got a reaction from Ray in g_dbMaxAliases
The file where the aliases are stored is corrupted.
The fastest and the only way to fix it is to delete the file and let the server create a new one from scratch.
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TheSilencerPL got a reaction from SadNesS in silEnT mod release 0.9.0
silEnT mod version 0.9.0 is out!
Important
We have found recently that there is a bug in the censoring which disables the functionality completely.
We have fixed it and updated the package. Everyone who downloaded the 0.9.0 package before 22.11.2015 is advised to download the updated package and update his/her server binaries.
Download
Change log:
Version 0.9.0
Added: Server customizable menu that is opened in addition to the silEnT mod menu.
Added: Possibility for admins to modify the loading screen of their server. As opposed to modifying the loading screen of every server.
Added: New client command mem_report. This command prints diagnostics of the client memory pooling.
Added: New client cvars: cg_numPopups, cg_popupStayTime and cg_popupFadeTime for controlling popup behaviour.
Added: Server checks the setup and refuses to start if problems are found. This includes checks that official menus are not modified.
Added: New option g_forceLimboHealth 2, which matches the ETPro gib damage (125).The option 1 remains as the original ETPub gib health (150).
Added: Rate setting is incresed automatically step by step if fragmented snapshots are received from the server. This improves the playability and removes the need to force this setting to players.
Added: Server extension modules. With this technology, server functionality can be expanded to various tasks without bloating the qagame library or forcing every admin to use same extension.
Added: Statistics module. This module collects various game play data into a relational database. Current choices are SQLit3 and PostgreSQL.
Added: Censor module. This module can be configured to censor names and chat with real regular expressions.
Added: new fun wars: !knifewar, !stenwar, !riflenadewar, !rifleshootwar, !pistolwar (added g_headshot bitmask value 4 to control instagib of headshot for pistolwar).
Added: New server cvar: g_incognitoCountryFlag to control the country flag displayed for the incognito admin.
Added: If g_dmg is set server side, body hitsounds have different volumes depending of the damage. This can be disabled by the players.
Added: Forcing some cvars is now restricted. These include the client side hitsound selection and theme.
Added: Player screenshots. Now admins can take player screenshots which works same as PB screenshots. 2.6b clients supported. Screenshot will have Server name, IP, Player Name, silEnT GUID, PB GUID and Player IP in it.
Fixed: G_QueryClientCvar/et_CvarValue can no longer be used to query rcon password.
Fixed: In silEnT AC a part of the Anti-Cheat was not compiled into the mod in version 0.8.2. This resulted some previously known cheats to not getting detected.
Fixed: The arm hit detection was not working correctly from the side shots. Fixed by adding additional temporary box for the torso.
Fixed: !rename admin command doesn't allow adding backslashes to names anymore.
Fixed: sv_cvar OUT handling.
Fixed: Objective carry icon counting spectators too.
Fixed: Crashes related to UI_Alloc running out of memory. It does not run out of memory.
Fixed: Ties on highest fragger are solved by comparing kill/death difference. I.e. less deaths will win.
Fixed: When g_realbody was set to 1. With certain crouch animations the middle box was not high enough to cover shoulders.
Fixed: Ties on the most headshots are solved by comparing the amount of shots fired to reach the amount. The player with less shots fired will win.
Fixed: et_UpgradeSkill Lua hook was passing invalid client numbers to scripts.
Fixed: Allied hand grenades erroneously recorded kills as axis hand grenades. This change should be noted by all log parsers that parse MOD_ values from kills.
Fixed: g_headshot bitmask value 2. It used to apply the g_instagibDamage to every hit. Fixed to apply the damage to only headshots.
Fixed: tripmine palcement bug leading to exploit (thanks to Beck for the report).
Fixed: theme bug regarding small titled windows.
Fixed: report bug official menu had bad background definition (with widescreen).
Fixed: The g_weapons flag 32768 was treated as always enabled if any of the g_weapons flags was set.
Fixed: Missing ETPro icon from the SD credits menu.
Fixed: Non-literal characters not allowed in names anymore.
Fixed: Omni-bot + tripmine crash when the map script is missing "script_multiplayer".
Removed: ui_autoredirect client cvar. This is used to hack player games. Redirecting still works, but players are presented a choice in a popup.
Improved: rifle war nade shooting is not influenced by the charge bar anymore.
Improved: Menus cleaned. All options can be found under the Options button.
Changed: silEnT mod uses now LUA 5.3.
Download
Enjoy!
silEnT mod team
Click here to view the article -
TheSilencerPL got a reaction from BECK in unban players
LOL, this sounds like: "we don't allow cheaters, but our cheating friends are OK"
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TheSilencerPL got a reaction from alex in unban players
LOL, this sounds like: "we don't allow cheaters, but our cheating friends are OK"
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TheSilencerPL got a reaction from Tweek in silent 0.90
We are just about to release. Expect it maybe even tonight
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TheSilencerPL got a reaction from alex in Doors - 0.9.0
I have said it's fixed too early. We are still trying to figure out what the problem is.
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TheSilencerPL got a reaction from Tardis in Doors - 0.9.0
It is fixed. The updated build will be available soon.
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TheSilencerPL got a reaction from alex in Doors - 0.9.0
It is fixed. The updated build will be available soon.
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TheSilencerPL reacted to Purple in New Weapons for (Better Game)!!!
Let me fix that for you.
"make silent mod close to NQ as possible since it was a """"""""Great"""""""" mod."
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TheSilencerPL got a reaction from Flyingdutchman in Male/Female Variable Setting
What if it was done differently? What if all of the female related chat messages, notifications were preceded with the pink "|" (pipe) and the male ones with the blue one?
|Flyingdutchman sat on his own grenade"
|Flyingdutchman sat on his own grenade"
so the messages would stay the same, only the pipe would be added in the color reflecting the sex the user set in his config.
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TheSilencerPL reacted to Dragonji in Male/Female Variable Setting
But in the original game there are only male characters and the messages are related to the played character not player gender as far as I know.
What is more, your suggestion will not help in distinction as everybody would be free to choose whatever gender he/she likes so I guess that mostly some weird dudes will choose female gender.
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TheSilencerPL got a reaction from Purple in more skill levels like NQ
That's only your opinion. We consider each feature based on the discussion and opinions of other players too Cheers.
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TheSilencerPL got a reaction from alex in Change country flag for incognito lvl
Implemented in the next version.
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TheSilencerPL got a reaction from twt_thunder in code related to player attach to veichle
Is this what you mean (the comments)?
if( entity->client && entity->s.eFlags & EF_MOUNTEDTANK ) { // zinx - moved tank hack to here // bani - fix tank bb // zinx - figured out real values, only tag_player is applied, // so there are two left: // mg42upper attaches to tag_mg42nest[mg42base] at: // 0.03125, -1.171875, 27.984375 // player attaches to tag_playerpo[mg42upper] at: // 3.265625, -1.359375, 2.96875 // this is a hack, by the way. entity->r.currentOrigin[0] += 0.03125 + 3.265625; entity->r.currentOrigin[1] += -1.171875 + -1.359375; entity->r.currentOrigin[2] += 27.984375 + 2.96875; } -
TheSilencerPL got a reaction from alex in Change country flag for incognito lvl
That's exactly what I thought
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TheSilencerPL got a reaction from hellreturn in balance.lua + sound
Fixed version. I've fixed it for Pixelowy on his request, but I will share it here, so that everyone can have some use of it.
modname = "balance" version = "0.2" function et_InitGame(levelTime,randomSeed,restart) et.RegisterModname(modname .. " " .. version) end unevenDiff = 2 max_unevenTime = 15 max_unevenDiff = 4 axisPlayers = {} alliedPlayers = {} unevenTime = 15 immuneLvl = 12 function putTeam(clientNum, team) if clientNum == -1 then return end local teamStr if ( team == "AXIS" ) then teamStr = " r" else teamStr = " b" end et.trap_SendConsoleCommand( et.EXEC_APPEND, "putteam " .. clientNum .. teamStr ) et.trap_SendConsoleCommand( et.EXEC_APPEND, "playsound playermove.wav\n" ) et.trap_SendServerCommand(-1, "chat \"balancing teams... " .. et.gentity_get( clientNum, "pers.netname" ) .. "^7 moved to ^1" .. team .. "\"" ) end function longEnough(levelTime) return (tonumber(levelTime) - unevenTime >= max_unevenTime * 1000) end -- check if the level can be moved function goodLevel(clientNum) return ( et.G_shrubbot_level(clientNum) < immuneLvl) end -- pick player from the team specified by the parameter -- pick only players with lower than immuneLvl level -- return -1 if not found function pickPlayer(team) if team == "AXIS" then for clientNum = #axisPlayers,1,-1 do if goodLevel(axisPlayers[clientNum]) then return axisPlayers[clientNum] end end else for clientNum = #alliedPlayers,1,-1 do if goodLevel(alliedPlayers[clientNum]) then return alliedPlayers[clientNum] end end end -- not found -- all higher admins? return -1 end function pickFromAndMove(from, to) local clientNum = pickPlayer(from) putTeam(clientNum, to) end function et_RunFrame( levelTime ) local numAlliedPlayers = table.getn( alliedPlayers ) local numAxisPlayers = table.getn( axisPlayers ) if numAlliedPlayers >= numAxisPlayers + max_unevenDiff then pickFromAndMove("ALLIES", "AXIS") elseif numAxisPlayers >= numAlliedPlayers + max_unevenDiff then pickFromAndMove("AXIS", "ALLIES") elseif numAlliedPlayers >= numAxisPlayers + unevenDiff then if unevenTime > 0 then if longEnough(levelTime) then pickFromAndMove("ALLIES", "AXIS") end else unevenTime = tonumber( levelTime ) end elseif numAxisPlayers >= numAlliedPlayers + unevenDiff then if unevenTime > 0 then if longEnough(levelTime) then pickFromAndMove("AXIS", "ALLIES") end else unevenTime = tonumber( levelTime ) end else unevenTime = -1 end end function et_ClientSpawn( clientNum, revived, teamChange, restoreHealth ) if teamChange ~= 0 then local team = tonumber( et.gentity_get( clientNum, "sess.sessionTeam" ) ) -- these were the teamnumbers prior to the move local numAlliedPlayers = table.getn( alliedPlayers ) local numAxisPlayers = table.getn( axisPlayers ) if team == 1 then for i, num in ipairs( alliedPlayers ) do if num == clientNum then table.remove( alliedPlayers, i ) break end end -- this should not happen but still check for it to avoid doubles for i, num in ipairs( axisPlayers ) do if num == clientNum then return end end -- make sure a player who (got) moved when teams were uneven doesn't get moved right back if numAlliedPlayers >= numAxisPlayers + unevenDiff then table.insert( axisPlayers, 1, clientNum ) else table.insert( axisPlayers, clientNum ) end elseif team == 2 then for i, num in ipairs( axisPlayers ) do if num == clientNum then table.remove( axisPlayers, i ) break end end for i, num in ipairs( alliedPlayers ) do if num == clientNum then return end end if numAxisPlayers >= numAlliedPlayers + unevenDiff then table.insert( alliedPlayers, 1, clientNum ) else table.insert( alliedPlayers, clientNum ) end else for i, num in ipairs( alliedPlayers ) do if num == clientNum then table.remove( alliedPlayers, i ) return end end for i, num in ipairs( axisPlayers ) do if num == clientNum then table.remove( axisPlayers, i ) return end end end end end function et_ClientDisconnect( clientNum ) for i, num in ipairs( alliedPlayers ) do if num == clientNum then table.remove( alliedPlayers, i ) return end end for i, num in ipairs( axisPlayers ) do if num == clientNum then table.remove( axisPlayers, i ) return end end end