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Dragonji

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Everything posted by Dragonji

  1. 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.
  2. I personally would like to have control over loaded Luas so I can only load mods I really want, not all mods from the specific directory. It works this way in every single ET modification.
  3. Does it load everything what's placed there? I don't think it's wanted behaviour.
  4. Just have a look at how it's done in g_mapConfigs and g_mapScriptDirectory cases
  5. 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.
  6. Wire is not a laser so I can't really imagine making it transparent.
  7. 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.
  8. 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.
  9. OK, but what advantages to the player should every additional level give?
  10. Post this on ET: Legacy forums as VoIP is engine related.
  11. 1. http://mygamingtalk.com/wiki/Silent_Mod_Client_Cvar#cg_dynoCounter.C2.A0 2. Not possible.
  12. The fact other mods have this feature doesn't change a thing. In silEnT mod it is impossible to disable self damage on mines at the moment and IIRC gaoesa explained why it is not going to be implemented in another thread.
  13. The issue of ET:L has been fixed a few days ago. I personally run it on my own server with no problems now. It is way better than ET 3.00, just have a look here. It doesn't accept 2.55 clients by default but it is not a big problem to make it support multiprotocol as it is an open source project. I used ET 3.00 for a while too, but it was causing inexplicable crashes. ET:L is surely free of bugs ET 3.00 has.
  14. Dragonji

    Vsays

    Every pk3 you place in mod folder ("silent" in this case) will be automatically downloaded by connecting clients.
  15. Some would switch but some would surely leave silEnT and choose another mod like ETPub or Jaymod. NQ was never a most popular ET mod (players usually choose simple mods like Jaymod, ETPub, silEnT) so I think that such changes in silEnT won't surely attract more players.
  16. Is there a way to see a list of all available files?
  17. I think that it would be reasonable to reverse the order of popups in the HUDs where popups area is located at the top of the screen. Pic related:
  18. Why don't they stick to NQ then?
  19. I wouldn't say it's something silEnT definitely needs. I also think that NQ is way too overloaded.
  20. You should blame admins of a bad server that they force you to double jump
  21. Try this: set server_motd0 "message 1" set server_motd1 "message 2" set server_motd2 "message 3" set server_motd3 "" set server_motd4 "" set server_motd5 ""
  22. They were never parts of original ET.
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