-
Posts
225 -
Joined
-
Last visited
-
Days Won
21
Content Type
Forums
Profiles
Events
Gallery
Downloads
Articles
Everything posted by BECK
-
Alright, thanks for the consideration.
-
In the old ETPUB, the !listplayers command would do basically what !list does in silEnT. However, when an admin level was granted to a player, the name that they were using at the time was the name stored in the shrubbot data file. Then, if they changed their name, you could still see who was who because it would say "AKA XXX" next to their current name. This is something that many of us on our server have been missing. A lot of us play under different names, and its hard to know who is who sometimes because !list just doesn't seem to have that feature. I realize that now that the new database is being used, it would probably require a new column for the table. But it is a feature that we liked about pub, and would love to see return to silEnT in the next release. Thanks.
-
Hate to revive a dead thread, but I don't see this in the change log for 0.5.1. Is this still something that you are planning on including? Thanks guys, we all appreciate the work you do for this great mod!
-
Thanks fellas. I always forget about RCON because I always associated it with punkbuster, but I have to remember it's not.
-
Okay - so I changed my shrubbot file to add some more levels. Lets say I'm presently a level 10 on the server. I want to make myself a level 12 now. How can that be done? I can't seem to do it with the useredit command because it says I can't modify to a higher level than I presently am at. So, how can it be done? Thanks.
-
okay, gonna ask a n00by question Sol, but where would one "add" that code? Is that a LUA script?
-
Yes, but there are other ways of nerfing those behaviors. There are at least 3 or 4 settings specifically for field ops. For an engineer with riflenade, using your primary weapon is hardly "abuse". If you die then immediately respawn, you might not even notice you don't have enough charge to fire a shot. In the heat of the game, things like this go unnoticed until it bites you. At any rate, this *could* be a configurable setting for each server. If I want my server to allow enemy-death respawns to give me full bar (cause in theory, I'm a fresh troop being sent to the front lines, right?), then I could have the option. ...or, are you basically telling us to live with it cause it ain't getting fixed ?
-
Yeah, I was gonna post and say that it doesn't work (exactly what carv said). I was really disappointed that this g_chargeType change back to 0 actually doesn't make any difference, that makes sense given what you said about it not configurable. I don't know - really sucks to respawn and not have a chargebar. Happened to me again last night, this time I was a field ops and I respawned and couldn't call artillery strike. I was level 1 FO and had been in limbo for at least 10 seconds and still didn't build up enough charge to use it after spawning. Really sucks. And I don't want to tweak individual class settings, as it doesn't just effect engineers. Would it be possible to re-add this setting in the next release of silent? Or maybe implementing the b_stickyCharge thing?
-
Okay, I know why it seems like changed behavior. I think g_chargeType was introduced in ETPUB 9. We upgraded to silent directly from ETPUB 8, so that is why the behavior is different.
-
Aw, I see. I never knew such a variable existed. Strange that we didn't have it in our old server.cfg for ETPUB, wonder if the default was 0 back then, cause I can honestly say that our pub server was not that way. But! You've helped me a great deal in explaining this, at least I can fix it now, thank you very much! g_chargeType [0|1|2] Changes the way the charge bar works. Using g_slashKill will take precedence over this setting 0 Old ETPub behaviour. 1 Does not reset the charge bar at respawn. 2 ETPro behaviour. Each class has its own charge bar, which fill up independently. Default is 2
-
Okay, this is something that me and many of our players have noticed on silent. It could be our settings at fault, but I'm not sure. We pretty much tried a 1-to-1 conversion of ETPUB 8 to Silent as far as the related settings go. But one thing seems troubling, and it has to do with the chargebar. It seems that in the past, when you died by the enemy and respawned (even immediately) your chargebar was always reset to 100%. But what I've seen happen is even when getting killed by the enemy, when you respawn (say a few seconds later) the chargebar is still refilling. This can be especially frustrating if you are an engineer who attempts to fire a riflenade shortly after respawning only to be unable to because there isn't enough charge. Then you are standing there like a fool while you get face-raged by the enemy while you wonder why on a fresh life you cannot fire! So, has anyone else noticed this? Is this some combination of settings at play here that I'm not aware of? I'd be glad to PM our server.cfg file to someone who knows, but I don't really want to post it here. The only thing that is closely related to this is the g_slashKill - whereas you can set the chargebar to be the same level as it was when the player /kill'd (bitmask 4). Presently, we have that setting at 18, which would not include that option. It almost seems like that is what is happening here, or maybe more likely the chargebar is doing its natural refill progression even though you are presently in limbo. In 95% of cases you don't ever notice this because you respawn with near full bar, but at times it can really catch you off guard. Here is a really short clip that I captured to attempt to demonstrate this behavior. It is kind of hard to see and you can only see in the last few seconds what I'm talking about. Pay attention to the chargebar when I respawn as an engineer with riflenade. You might have to watch it a few times to see what I mean: http://video.xfire.com/529828-4.jpg I just died by the enemy and respawned shortly thereafter - notice that my chargebar is still filling up! Is this normal? Is this caused by some strange settings combination? Is this desirable (certainly not to me)? Thanks in advance.
-
Sweet! Now we can go nuts! But what exactly is the "risk"? Just not seeing them all or something more sinister?
-
Increase the number of admin-defined commands
BECK replied to JvIasterMind's topic in Added / Completed Features
Hellz yeah we would On Topic, I'm thinking the only limitation to this might actually be physical screen space to show all the commands when typing !help. I think there is presently a bug about the last few commands not being shown presently. How about actually having a hotkey to display the commands in a popup window - similar to how the standard ET chat sounds are done? I think (Jaymod maybe) other mods have custom sounds in some of those menus. I could be wrong though.... -
Yeah, I guess I mean specifically the sound events - stuff that used to be in the banner file. I'm not worried about clients turning them off, that is their choice. We have the spree sounds and multikill stuff working, but just would be nice to have the rest. Thanks.
-
Thanks - looks like our version of mp_assault was to blame. Go figure
-
Hi, sorry if this was already addressed. I searched and didn't find anything about it. Seems like some of the spree stuff from pub is missing in silent, is this true? Death sprees, end sprees and then teamkill/selfkill/envirokill stuff? We had some great sounds to go with those events and my admin who has been working on the silent server says those events are no longer covered. Is that true, and if so could they be added? Thank you.
-
Not sure this is a bug, but its strange to see that on silent, some textures are missing on some maps - even standard stock maps. Anyone else see this? I have seen this in beta versions of custom maps, but this is fuel dump: http://screenshot.xfire.com/s/120135916-1.jpg Just thought I post it, see if anyone knows.
-
Actually, if you want a "stimulating" read, I believe this defines it: http://axon.cs.byu.edu/~josh/etstats/update_bayes.pdf
-
LOL, ok thanks guys. I guess I feel better knowing that even you guys who have had your hand in the code know as much or maybe a little more than me. I appreciate your response.
-
Okay, check the following screenshots: http://screenshot.xfire.com/s/120092571-1.jpg The value here is the k/d, where I have 1.032 Then there is this, which always seems to be .500: (player rating?) http://screenshot.xfire.com/s/120092574-1.jpg My question is how that k/d value (first screenshot) is actually calculated. Thanks.
-
Okay, I'll poke around a bit tonight and maybe post some screenshots of what I'm talking about. Maybe it's kill rating, so me saying k/d is probably a bit misleading, but I don't have the game in front of me to know for sure. Thanks for the replies
-
Ok, thanks. I guess maybe if someone who knows can explain what factors play into that? Its definitely not as simple as kills divided by deaths. THanks. I noticed some values in the XPSave files that may play a part in this (can anyone confirm it): rating rating_variance There are settings for the server and each map in there, I'm guessing those values play some part in the calculation?
-
Forgive me if this has already been asked but, how does silent calculate the k/d numbers visible when pressing TAB? I know that ETPUB had some complicated, weighted system about the skill levels of the killer and killed involved, but I wasn't sure if that was carried over into silent or is configurable with any additional server side vars. Does the kill rating value (which uses the ELO type statistic) effect the k/d calculations? I guess what people in our community are looking for is, k/d defined by: (Number of kills) / (Number of deaths) It doesn't appear to be that way now, it seems like there are more factors at play here because the K/D doesn't fluctuate quite that dramatically. We have people on our server down at 0.4 all the way up to 2.0. Thanks in advance.
-
The <IoW> Clan has recently switched to silEnT and would like to invite players of all skill levels to our server for fun games with a set of fun and easy-going people. Our server encourages objective-oriented team-play and is managed by an active group of fair admins and active clan members. IoW has been running ETPUB since 2004 and recently switched to silEnT. IP: 50.23.91.144:27960 Server Location: California, USA Active times: North American evening hours (best on weekends) Clan site: http://www.iowclan.net Slots: 16 public Server features: XP Save (60 hours) Spawn killing ALLOWED Spawn camping ALLOWED /kill ALLOWED Friendly Fire ON Map Voting configuration (32 maps) "Anything Goes" philosophy (panzer, mines, arty-whoring w/e) NO BOTS No HACKERS! Team work and objective play is HIGHLY encouraged Players of all skill levels, from seasoned TWL/ETPRO vets to new gamers Hope to see some new faces