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Dragonji

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Posts posted by Dragonji

  1. Yea, the PPSH has always been an overpowered game breaker in silent. I wish it was never added. Lowering the damage a bit on it seems to help but it's hard to get usefulness out of the PPSH while still removing the overpowered aspect.

    What's the problem? You can completely disable it with g_classWeapons.
  2. I've problem with kspree.lua. I want to use different text lines instead of "xyz is on killing spree!!" so I disabled silent mod's built-in spree feature (I think these text lines are in .dll)

    It would be much easier if it was possible to edit these in the mod config itself like it was in ETPub...
  3. Hello man

     

    I actually have one map in panzerwar mode (baserace_desert :mellow: ) and have these TWO lines in my default.cfg:

     

     

    And no-one is gibbed when any map begins ?!?

     

    Try it man !

    I finally got my two fun maps completely running. One is a pazerwar the other is a sniperwar both are activated by custom map configs before match begins .I also installed rhe custom /callvotes for all the wars, low grav, fast speed that can be called by a level 6 or higher member on any map. Then in my default map config I just added the normal settings like g_panzerwar 0, g_gravity 800, g_dmgpanzer 500, anything that needs to go back to normal so everything is automatic. If a member calls a custom vote the next map goes back to normal settings. When my fun maps are voted for the same happens, the next map is back to normal. It's easy and if someone forgets and leaves the server takes care of itself. No Gibs for maps period but do not think there is a way around the gib on the custom votes. At least when it is called anyway.

    Thanks for your answers guys. I haven't noticed g_panzerwar and g_riflewar cvars before. It seems they're definitely what I was looking for.

     

    Please close this thread.

  4. There isn't any active relation being made; the game was just originally made with the default text being of the male tense.

    Nope, check any modern high-budget FPS game, messages are always related to the game characters' gender, not player gender. This is the convention that developers still follow.
  5. There are different skin packs, some include female models: but the idea here is more for distinction in the logs and text of the game. I figured it wouldn't take much to add a Gender field in the silent menu or profile settings, which in turn reflects in the correct output in game text/logs.

    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.

  6. If your server is hosted on *nix all config/mapscript names must contain only lowercase letters to make it work, even if .bsp mapnames contain uppercase letter. That's what was the issue most probably.
  7. Could all war modes (!panzerwar, !riflewar, !sniperwar) last only till the end of the map? I'd like to add a custom vote for players so they could enable these modes anytime but the fact they won't get disabled at the end of the map stops me from doing it because if I'd add commands to disable all wars in default.cfg, players were all gibbed by the server on every map change as all three !*war commands automatically gib players when executed.

  8. Dont get your point here, allow people to enjoy and experiment and have fun with such things

    Everybody's free to experiment with the game on developer 1 mode. And experimenting should stay on developer/debug mode. The game on prod servers should be consistent and not allow "bugging" itself or giving unfair advantage.

     

    silEnT already does sv_cvar cg_fov IN 90 120 by default and I request this little change so there's more space saved in configstrings length.

  9. Currently it is possible to to set cg_fov to as high value as 160. The view is completely weird with such high value and it is as well unplayable. In my opinion a fair max value would be 140 as it is still somehow usable and the view is not "bugged" as with higher value.

    I know I can limit that with sv_cvar but it's as basic thing as it should be included by default in the mod. Having too many forced cvars is not good as they are saved in configstrings as far as I remember.

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