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TheSilencerPL

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  1. Like
    TheSilencerPL reacted to Wanted.Infernal320 in Analysis: Sony PS4: One year on, has the PlayStation 4 lived up to the hype?   
    Ive never been much of a PS gamer, not much of a console gamer at all really. I have to say though, I do love the classics. Playstation 1 and 2 are my favorite
  2. Like
    TheSilencerPL got a reaction from clan DIABOLIK in Health regeneration for non-medics   
    Have you had nitmod maybe? I know they have something like that: g_medics cvar.
     
  3. Like
    TheSilencerPL reacted to BECK in compulsive or user-owned fireteams   
    Fireteams are extremely useful in silEnT.    They provide health, location and class information for your team.    For any objective-oriented players, like myself, this information is helpful for coordinating a good attack/defense.  
     
    Now - the feature request - can we add another type of firetream - a user fireteam?   what I mean is - nothing annoys me more than when I send a request to join, the person rejects the request.   Some say they don't like the extra stuff in their hud.   Okay, fine.   But now my goal of keeping in touch with my team is now diminished because this person stubbornly refuses to join.   I don't care about using it for chat, I just like the information it provides.  I'm willing to sacrifice a small portion of my screen to providing information useful to me to play good objective-oriented and coordinated team work.
     
    I know the FT system is probably built into the core game, but is there a way we can re-use the information that the fireteam hud item provides, so that I can add whomever I want to my own list of players without them even having to be involved in it?   I suppose maybe its different than the fireteam, but could utilize some of the same framework?
     
    Does this make sense?  I hope you understand what I'm asking for.
     
    I guess this is what it boils down to:
     
    I want to use the powerful features of the fireteam to automatically add anyone on my team to it without their knowledge or consent.  And if fireteam isn't the right mechanism to do it, can we have something new that takes its place?
     
    Thanks for your consideration.
  4. Like
    TheSilencerPL got a reaction from Buckwild in z_spreesounds.pk3 - Enemy Territory Soundpack   
    File Name: z_spreesounds.pk3
    File Submitter: TheSilencerPL
    File Submitted: 22 Apr 2014
    File Category: Soundack
     


    Spree sounds pk3 ready for use with silent mod.
     


    Click here to download this file
  5. Like
    TheSilencerPL got a reaction from hellreturn in /cg_damagekick   
    TRUE, we just based our work on etpub version, but it has never been our intention to become the next version of etpub or successor of it. Please stop naming our mod as the etpub continuation or so, it has never been meant to be so.
  6. Like
    TheSilencerPL got a reaction from Jhonny/Shinobi in silEnT mod release 0.8.2   
    silEnT mod version 0.8.2 is out!

    Download

    Change log:

    Version 0.8.2

    Added: g_goatSound server cvar to enable/disable goat sounds on knife kills.
    Added: enemy team objective carry indicator (http://mygamingtalk....reen-indicator/). Use g_misc flag 1024 to enable it on the server and cg_objcarry client cvar to enable it in the HUD.
    Fixed: Players carrying objectives are now shown correctly.
    Fixed: !useredit was not able to set level higher than 99 when executed as rcon. !setlevel was working correctly.
    Fixed: The name of the disguised covert op was not drawn to spectators.
    Fixed: The class icon in the crosshair player name to be the current class instead of the latched class.
    Fixed: wm_sayPlayerClass now announces the latched class correctly, even when using class swithcer.
    Fixed: If map voting was enabled but g_mapVoteFlags 4 was not enabled. It was possible to issue multiple votes by hand using /mapvote command.
    Fixed: debriefing screen buttons didn't handle highlight theme parameter properly.
    Fixed: The output of finger command didn't show warnings if there were more than 2 in total.
    Fixed: UI crash in menu (http://mygamingtalk....rashes-in-menu/)
    Fixed: Minor bug with g_maxPanzerSuicides introduced in 0.8.0. If panzer suicides were disallowed completely, the player was not informed about it.
    Fixed: g_muteRename allowed to change the name when player used /reconnect (http://mygamingtalk....g-g-muterename/)
    Fixed: When unmuting/muting during intermission/warmup, the mute wasn't saved.
    Fixed: cg_effectDistance was affecting the played sounds.
    Fixed: g_classWeapons not working for class command (http://mygamingtalk....-fully-working/)
    Fixed: class command not handling secondary weapon parameter properly, it didn't influence the limbo menu, e.g. /class s 3 2 wouldn't select akimbo pistols or SMG as secondary in limbo.
    Fixed: switching problem with double SMG (http://mygamingtalk....aving-two-smgs/)
    Improved: If player is completely dead in the game, the scoreboard shows the player's latched class to other team members.
    Improved: UI tabbing to edit field makes it focused.
    Improved: limbo weapons menu for soldier class.
    Improved: sort order of the map vote menu map list.


    Download

    Enjoy!

    silEnT mod team

    Click here to view the article
  7. Like
    TheSilencerPL reacted to Purple in =DRi=Elite Noobs [Jaymod/Silent]   
    Updated to silent 0.8.2!
  8. Like
    TheSilencerPL reacted to Dragonji in Side effects of "forcecvar" ?   
    Also, keep in mind forcecvars are saved in configstrings so it's better to keep the number of forced cvars as low as possible.
  9. Like
    TheSilencerPL got a reaction from Dragonji in Assign bots flags   
    No. We won't do that. We don't want to mislead players about who is playing on the server actually.
  10. Like
    TheSilencerPL got a reaction from Dragonji in silEnT mod release 0.8.2   
    silEnT mod version 0.8.2 is out!

    Download

    Change log:

    Version 0.8.2

    Added: g_goatSound server cvar to enable/disable goat sounds on knife kills.
    Added: enemy team objective carry indicator (http://mygamingtalk....reen-indicator/). Use g_misc flag 1024 to enable it on the server and cg_objcarry client cvar to enable it in the HUD.
    Fixed: Players carrying objectives are now shown correctly.
    Fixed: !useredit was not able to set level higher than 99 when executed as rcon. !setlevel was working correctly.
    Fixed: The name of the disguised covert op was not drawn to spectators.
    Fixed: The class icon in the crosshair player name to be the current class instead of the latched class.
    Fixed: wm_sayPlayerClass now announces the latched class correctly, even when using class swithcer.
    Fixed: If map voting was enabled but g_mapVoteFlags 4 was not enabled. It was possible to issue multiple votes by hand using /mapvote command.
    Fixed: debriefing screen buttons didn't handle highlight theme parameter properly.
    Fixed: The output of finger command didn't show warnings if there were more than 2 in total.
    Fixed: UI crash in menu (http://mygamingtalk....rashes-in-menu/)
    Fixed: Minor bug with g_maxPanzerSuicides introduced in 0.8.0. If panzer suicides were disallowed completely, the player was not informed about it.
    Fixed: g_muteRename allowed to change the name when player used /reconnect (http://mygamingtalk....g-g-muterename/)
    Fixed: When unmuting/muting during intermission/warmup, the mute wasn't saved.
    Fixed: cg_effectDistance was affecting the played sounds.
    Fixed: g_classWeapons not working for class command (http://mygamingtalk....-fully-working/)
    Fixed: class command not handling secondary weapon parameter properly, it didn't influence the limbo menu, e.g. /class s 3 2 wouldn't select akimbo pistols or SMG as secondary in limbo.
    Fixed: switching problem with double SMG (http://mygamingtalk....aving-two-smgs/)
    Improved: If player is completely dead in the game, the scoreboard shows the player's latched class to other team members.
    Improved: UI tabbing to edit field makes it focused.
    Improved: limbo weapons menu for soldier class.
    Improved: sort order of the map vote menu map list.


    Download

    Enjoy!

    silEnT mod team

    Click here to view the article
  11. Like
    TheSilencerPL got a reaction from Jhonny/Shinobi in silEnT 0.8.2 pre-released for donors   
    Hi
     
    The new version of silEnT mod has just been given to donors/admins who have supported us with donations for testing.
     
    Anyone who wants the new version earlier, feel free to click the donate button
     
    We appreciate your dedication to the mod and forums that's why we thank you with the special treatment by giving the new version earlier for testing.
     
    Thank you for supporting us.
     
    --
    silEnT mod team
     
     
     
  12. Like
    TheSilencerPL got a reaction from darciokat in silEnT 0.8.2 pre-released for donors   
    Hi
     
    The new version of silEnT mod has just been given to donors/admins who have supported us with donations for testing.
     
    Anyone who wants the new version earlier, feel free to click the donate button
     
    We appreciate your dedication to the mod and forums that's why we thank you with the special treatment by giving the new version earlier for testing.
     
    Thank you for supporting us.
     
    --
    silEnT mod team
     
     
     
  13. Like
    TheSilencerPL got a reaction from makavelii in z_spreesounds.pk3 - Enemy Territory Soundpack   
    File Name: z_spreesounds.pk3
    File Submitter: TheSilencerPL
    File Submitted: 22 Apr 2014
    File Category: Soundack
     


    Spree sounds pk3 ready for use with silent mod.
     


    Click here to download this file
  14. Like
    TheSilencerPL got a reaction from clan DIABOLIK in Vsays   
    Yes it's possible. It's done the same way like for other mods.
     
    In order to do this you have to create a pk3 file with the following structure:
     
    zzz_my_srv_souds.pk3
    - scripts
      - wm_allies_chat.voice
      - wm_axis_chat.voice
    - ui
      - wm_quickmessageAlt.menu
    - sound
      - bye
      - greeting
      - misc
      - funny
     
    The *.voice files define the sounds definitions.
    Directories inside sound directory are just for your own convenience to group the files by kind, you might not have any of the as well.
    Inside the sound categories direcotries place your .wav files and map them in the .voice files.
    Then in the wm_quickmessageAlt.menu you define your vsay menu.
     
    Example:
     
    wm_allies_chat.voice
    hello1 {     sound/ksl/hi/hello1.wav "^4Hello!" }wm_quickmessageAlt.menu with hello1
    QM_MENU_START( "wm_quickhibye_alt" )          QM_MENU_ITEM( "^71. Dzien dobry",    exec "VoiceChat dziendobry";close wm_quickhibye_alt, "1", 0 )     QM_MENU_ITEM( "^72. Hello 1!",        exec "VoiceChat hello1";     close wm_quickhibye_alt, "2", 1 )     QM_MENU_ITEM( "^73. Hello 2!",        exec "VoiceChat hello2";     close wm_quickhibye_alt, "3", 2 )     QM_MENU_ITEM( "^74. Hello 3!",        exec "VoiceChat hello3";     close wm_quickhibye_alt, "4", 3 )     QM_MENU_ITEM( "^75. Hello 4!",        exec "VoiceChat hello4";     close wm_quickhibye_alt, "5", 4 )     QM_MENU_ITEM( "^76. Hello 5!",        exec "VoiceChat hello5";     close wm_quickhibye_alt, "6", 5 )     QM_MENU_ITEM( "^77. Hello 6!",        exec "VoiceChat hello6";     close wm_quickhibye_alt, "7", 6 )     QM_MENU_ITEM( "^78. Hi!",            exec "VoiceChat kslhi";     close wm_quickhibye_alt, "8", 7 )     QM_MENU_ITEM( "^D9. More...",        close wm_quickhibye_alt;    open wm_quickhibye2_alt, "9", 8 )      QM_MENU_ENDIf you don't know how to do it despite the example above, please check the pk3 files from some server and check how it is done there, you will quickly grasp the idea.
  15. Like
    TheSilencerPL got a reaction from makavelii in Vsays   
    Yes it's possible. It's done the same way like for other mods.
     
    In order to do this you have to create a pk3 file with the following structure:
     
    zzz_my_srv_souds.pk3
    - scripts
      - wm_allies_chat.voice
      - wm_axis_chat.voice
    - ui
      - wm_quickmessageAlt.menu
    - sound
      - bye
      - greeting
      - misc
      - funny
     
    The *.voice files define the sounds definitions.
    Directories inside sound directory are just for your own convenience to group the files by kind, you might not have any of the as well.
    Inside the sound categories direcotries place your .wav files and map them in the .voice files.
    Then in the wm_quickmessageAlt.menu you define your vsay menu.
     
    Example:
     
    wm_allies_chat.voice
    hello1 {     sound/ksl/hi/hello1.wav "^4Hello!" }wm_quickmessageAlt.menu with hello1
    QM_MENU_START( "wm_quickhibye_alt" )          QM_MENU_ITEM( "^71. Dzien dobry",    exec "VoiceChat dziendobry";close wm_quickhibye_alt, "1", 0 )     QM_MENU_ITEM( "^72. Hello 1!",        exec "VoiceChat hello1";     close wm_quickhibye_alt, "2", 1 )     QM_MENU_ITEM( "^73. Hello 2!",        exec "VoiceChat hello2";     close wm_quickhibye_alt, "3", 2 )     QM_MENU_ITEM( "^74. Hello 3!",        exec "VoiceChat hello3";     close wm_quickhibye_alt, "4", 3 )     QM_MENU_ITEM( "^75. Hello 4!",        exec "VoiceChat hello4";     close wm_quickhibye_alt, "5", 4 )     QM_MENU_ITEM( "^76. Hello 5!",        exec "VoiceChat hello5";     close wm_quickhibye_alt, "6", 5 )     QM_MENU_ITEM( "^77. Hello 6!",        exec "VoiceChat hello6";     close wm_quickhibye_alt, "7", 6 )     QM_MENU_ITEM( "^78. Hi!",            exec "VoiceChat kslhi";     close wm_quickhibye_alt, "8", 7 )     QM_MENU_ITEM( "^D9. More...",        close wm_quickhibye_alt;    open wm_quickhibye2_alt, "9", 8 )      QM_MENU_ENDIf you don't know how to do it despite the example above, please check the pk3 files from some server and check how it is done there, you will quickly grasp the idea.
  16. Like
    TheSilencerPL got a reaction from clan DIABOLIK in MAP VOTE list : ordering ?   
    It's possible, but not without much effort. The debriefing vote map list is created on the server, we would have to sort the maps on the server side based on the "longname" attribute from the .arena file in the pk3 file. pk3 files are not handled (accessed) server side so we would have to do it and cache it for further use. Currently the files are in the order the engine returns the list of .bsp files.
    So for the time being, this feature has a lower priority.
    However for your convenience, we have changed the map order in the map list in the map vote menu which was possible to do client-side only.
  17. Like
    TheSilencerPL got a reaction from Jhonny/Shinobi in Objective captured visual screen indicator   
    Implemented in the next version.
    We finally placed it near the dynamite counters.
  18. Like
    TheSilencerPL got a reaction from BECK in Objective captured visual screen indicator   
    Implemented in the next version.
    We finally placed it near the dynamite counters.
  19. Like
    TheSilencerPL got a reaction from Jhonny/Shinobi in Objective captured visual screen indicator   
    What if it was done like below?
     
    The same obj indicator as it is now, in the same place, only in different colors (don't mind the images, they are just an example):
    1. When allies carry the obj.

    2. When axis carry the obj.

    3. You are carrying the obj, team doesn't matter - all is like previously

     
    Now think of how to handle maps like Baserace.
    I don't want to add additional stuff to the HUD when there is already something there that handles the thing, in this case the obj indicator already exists. Let's think how we can use that indicator and that place in the HUD.
  20. Like
    TheSilencerPL got a reaction from BECK in Objective captured visual screen indicator   
    I understand what you thought while proposing this feature The obj  indicator I am referring to is the one that is shown when the player you are playing is carrying the obj.
    I also edited the post so that it is more accurate:
    http://mygamingtalk.com/forums/topic/3165-objective-captured-visual-screen-indicator/?do=findComment&comment=13738
  21. Like
    TheSilencerPL reacted to Jhonny/Shinobi in Fearless Assassins Gameday | 22-23 March   
    http://i61.tinypic.com/so7977.jpg

    This event is hosted by Fearless Assassins, for information or questions visit:
    Fearless Assassins Gameday

    Teamspeak:
    Server Name: =F|A= Clan TeamSpeak
    Server IP: ts.clan-fa.com:4666
  22. Like
    TheSilencerPL got a reaction from BECK in Objective captured visual screen indicator   
    I like the idea, the need to TAB has been a trouble for me too, have had the same feeling, that something has not been right Unfortunately I didn't conclude that something should have been changed to improve the situation. Thanks for this feature proposition Beck
  23. Like
    TheSilencerPL got a reaction from hellreturn in silEnT mod release 0.8.1   
    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.
  24. Like
    TheSilencerPL reacted to BECK in avatars   
    If you do it, I like the idea of providing a standard pack of ones to choose from and allowing admins to supplement, even allow certain shrubbot levels access to certain images etc....
     
    Otherwise -- gonna be a lot of penises running around the map LOL.
  25. Like
    TheSilencerPL got a reaction from Dennis92NL in silEnT mod logo   
    With the 0.3.0 version we introduce the new logo.
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