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Everything posted by BECK
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I think the point is - giving administrators too much control over even small settings such as a weapon's recoil will turn silEnT into an unrecognizable mod where your experience from server to server will be so dramatic that people could fail to recognize that they're even the same MOD. The worst thing would be for people to come to your "silEnT" server and be completely surprised at how even basic weapons work that it would be like comparing vanilla ET to NoQuarter -- except both servers call themselves "silEnT". You risk creating a perception in non-silEnT people that a silEnT server is an unpredicatable experience where you never know how crazy the administrator is and people tend to stay away from things that are that radical. It cheapens the silEnT brand IMO to be able to configure it to a completely unrecognizable state. There's an old saying (and I know this is a multinational and multicultural community so forgive me if this doesn't make sense) --- If you give a man too much rope, he will eventually hang himself with it. Where I'd like to see silEnT go is not in addressing features of the game per-say, but focus on stats and reporting and things like that, because these are the things I'm interested in.
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haha, I hope my post doesn't become the defacto weapon of choice to squash any ideas to innovate silEnT Some of these requests seem like reasonable things, though modifying weapons this dramatically seems like a silppery slope. What is level 5 medic?
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See, and I came from ETPub - as a long time server admin on an ETPub server, I was really glad to see silEnT pick up the torch and morph that great MOD into what silEnT is. Even though ETPub is coming back, I am now a converted silEnT guy and have no interest in keeping up with ETPub.
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This game has stabilized in recent years - yes, not the same as the glory days of 2004-2007, but thanks to likes of all of us long time players and those developers dedicated to silEnT, ET still has life in her. I still have fun playing this game as often as I can, nothing compares to it. I have never played a game as good or addicting as ET, and never thought I'd be coming up on almost 10 years of faithful devotion to a videogame. But damn, ET is just so good, I can't ever see myself not playing it. Why stop? It never gets stale to me, with thousands of maps to play from - great active MODs like silEnT keeping things fresh, and a great community of friends that I have been gaming with for almost 8 years, not to mention communities such as this with other fine people who love this game as much as I do. LONG LIVE ET!
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Yeah, I don't think we'd fool any die-hard Jaymod people if we pull off the "Pepsi Challenge"* of ET MODs ---- only old people like me would get that reference I don't play Jaymod, and haven't in years - but I'm sure that Jaymod people are equally as devoted to it as we are of silEnT. If there are as many problems with it as you say, I guess they've learned to deal with them. Other than that, we are just stuck with the knowledge that we are playing the best MOD with a great development team that is constantly innovating, fixing and improving. I guess you could always convince the brass at F|A to secretly migrate one Jaymod server over to silEnT over the course of a few months * - Oh, you like this MOD? Guess what -- IT's NOT JAYMOD --- IT'S SILENT!!!!! MUH-HA-HA-HA - silEnT Defender Out
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But is this really fixing the problem? If you configure silEnT to feel like Jaymod, what happens when one of those "converts" goes to a real silEnT server? Then they complain about how horrible that server is and how it doesn't feel anything like the silEnT server they just played on. I think this is a can of worms that needs to stay closed. Now you've got two servers who call themselves silEnT, yet have completely different look and feel. I think it deminishes the silEnT brand a bit to "dumb it down" to feel like Jaymod. I appreciate your enthusiasm here, I love silEnT too and pretty much live there (FA's silent servers are awesome, btw ). I think people like silEnT the way it feels now. You come to expect a particular mod to have its own feel, and once you are able to over-configure a mod to basically resemble another MOD, the original loses all its character. I mean, why not make silEnT more like ETPro so all those ETPro alpha snobs will have somewhere to play again
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8192 does work - I have it on my server.
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He might be right - I've noticed a lot of the new flags that show up in the changelog are not properly documented. It is certainly not listed here as of this moment: http://mygamingtalk...._Cvar#g_weapons Yet the change log for 0.5.2 does indicate that this cvar exists: "Added: ammo of the weapon is shown for the weapon we want to pickup from the ground (http://mygamingtalk....-be-identified/). Set server side with g_weapons cvar (flag 8192)" I even reported this document deficiency here a few weeks ago: http://mygamingtalk....-be-identified/ So - you're right, 8192 does exist.
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Yes, value 8191 would be the maximum value for that setting based on the flags available today - and that would be turning everything on.
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Yay! Top-level billing!
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Implemented Can empty weapons be identified?
BECK replied to phantasm's topic in Added / Completed Features
Digging up an old topic again, but I noticed tat flag 8192 for g_weapons is not documented in the 0.5.2 online server docs. http://mygamingtalk.com/wiki/index.php/Silent_Mod_Server_Cvar#g_weapons In the server.html file that is packaged with the download, that setting is documented. But in the URL above, I don't see it. Thanks. -
I'd like to see a moch-up of what you think this would look like. I'm concerned that the avatars might add too much extra stuff to the screen that might obscure the game. Could you make a rough screenshot of the game with where you think the avatar's would be visible (size especially)? I think player customization and things like that are generally cool ideas, I'm just not sold on this one yet. Thanks.
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I would argue that people who use private messages probably know about the console anyways Maybe put the word "(TRUNCATED)" at the end of the string in the chat area so it is clear to look in console?
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Thanks for the update - according to gaoesa's post, your text in the wiki may not be entirely accurate. It presently says: "Adrenaline only benefits the sprinting and no damage reduction." It doesn't say anything about the chargebar, or am I mistaken about flag 512? Thanks for the quick update guys
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Not to dig up an old topic - but these settings are not properly documented in the latest server.html file. I can see them in the 0.5.1 changelog section, but in the 0.5.2 download that I have, I cannot find them documented anywhere (the 512 flag and the entire g_adrendmgreduction setting). Thanks.
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revive without being a medic? What's the point of medics then? Quick revive with needle is another cvar - g_medics "64"
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Okay, thanks for the response. I'll read up on that stuff a bit more.
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I've had some questions from my clan members about how a ban is enforced in silEnT? We have some potential trouble players and are wondering how effective a ban is going to be on them. We used to pb_ban people, but even that is just an IP ban, right? I recall something about the silent GUID being part of it, but couldn't a player just change their silent GUID? Thanks for the info.
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Maybe even adding total number of completed objectives (including dyno defuses/plants on objectives if possible) in the new extended stats at the end of the map. I love those 'most mine kills' and 'most knife kills' and things, maybe adding 'most objectives completed' and 'most dyno saves' and things like that. STATS STATS STATS! WE all love the stats and recognition! gj JvI 8) P.S. Engies RULE!
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I requested a similar type of enhancement - though not to this level: http://mygamingtalk....e-list-command/ There is another request to add an alist command: http://mygamingtalk....s-list-command/ So I think both of these requests (which are being considered) may indeed do what you want. Clearly this is a feature that many of us are longing for
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Forgive the n00bish questions...... Okay, I love the idea of having 100's of new maps to pick from -- but, what about ET-specific things like command posts, team doors, and ammo/weapon racks? I've never played Quake, and I realize that ET is based on Q3TA engine, and maybe all those features exist there (I'm sure ammo and health), but is it going to be a dramatically different experience for people to play on a really different map? Is it all just red team vs blue team and maybe some of the textures will be different - flags for spawns etc? What about landmines and/or trip mines? Would those be possible on these maps? I presume that you have to mark areas on a map where landmines are allowed (and again, I've never tried making a map so I don't know).
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Okay, I wasn't sure it was possible. But thanks for responding.
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Okay, not even sure this is possible - but it would be a useful feature in some cases. Our server has 4 private slots. Most of us admins connect directly to the private slots to maximize publics connecting to the server. We had a case this last week where server was full and we still had 3 private slots available. If I had the ability to actually move someone to a private slot (rather than revealing the password and going through all the trouble in the middle of the game to get them to disconnect/reconnect etc...etc...etc...) Not sure if it is possible, but it would be cool to do something like !putpriv or something like that? Then an admin can specify when appropriate to move someone to a private slot, or even back to a public slot. !putpriv {current slot number | player name} -- moves player to an open and available private slot !putpub {current slot number | player name} -- moves player to an open and available public slot Thanks for the consideration.
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No problem gaoesa, lots of things to code and consider. Thanks for working on it for the next release though. @dookie You'll need to provide your own sounds for them. Presumably, as long as the client can find a valid WAV file in one of those locations, it will be played with the corresponding event occurs.