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Dragonji

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Posts posted by Dragonji

  1. I'm interested, mind I'd I ask you what would you use this info for? :)

    I'd like to give extra XP bonus for every player of a winning team. Of course, to avoid jumping between teams at last seconds of the map just to get XP I'd like to check how long every player was a member of the team.

  2. After nearly three years of development, the ET: Legacy team proudly presents a Christmas present for the ET community in the form of a new game-engine and a mod. ET: Legacy is based on the source code of Wolfenstein: Enemy Territory which was released in 2010 under the GPLv3 license. The main goal of this project is to fix bugs, remove old dependencies and make it playable on all major operating systems while still remaining compatible with the ET 2.60b version and as many of its mods as possible. During the past three years, the main code repository has seen more than 4,000 commits, fixing a great numbers of bugs and adding various improvements to the code. Today, the first stable release has arrived for your best enjoyment. Here is what you can expect:
     

    ET: Legacy engine

    • an easy to run installer to get you in battle in no time,
    • an updated engine with nearly all known security issues and exploits fixed,
    • a clean, optimized code,
    • a fast, built-in minimizer,
    • better performance,
    • an admin toolset in Lua, easily extensible (coming soon),
    • full changelog available here.

    Note, however, that ET: Legacy is not compatible with PunkBuster enabled servers. ET: Legacy clients also cannot connect to servers running the ETPro mod. However, ET: Legacy can be installed alongside the original Wolfenstein: Enemy Territory. There is no need to remove your existing Wolf: ET installation!
     

    Legacy mod

    The Legacy mod is the default mod shipped with ET: Legacy. It aims to add many useful features and improvements, while staying close to the original gameplay, as well as being lightweight and fully extensible through Lua scripts. If you want to relive the original and authentic experience of ET, then the Legacy mod is made for you!

    Join us!

    ET: Legacy development is a collaborative effort done in an open, transparent and friendly manner. Anyone is welcome to join our efforts! You’ll find us at www.etlegacy.com, and on the #etlegacy IRC channel on Freenode.

    You can download it here.

  3. function et_ClientConnect(clientNum, firstTime, isBot)
    	-- Querry server to get cvar value
    	et.G_QueryClientCvar(clientNum, "playsound_method")
    
    	-- Initialize the playsound_method cvar to nil since we do not know the value yet
    	local clientCvarValueTable = {}
    
    	-- Add client to the cvar table
    	playsoundCvarTable[clientNum] = clientCvarValueTable
    
    	-- Return nil to indicate that the player was not rejected by this function
    	return nil
    end

    Is playsound_method full cvar name in your example? No cg_ cl_ prefixes?

  4. I have now checked this. The goomba sound is not individually configurable. The sound file is indeed the "sound/world/debris1.wav". Also, the sound has always been the debris.

    Could you check if it is used elsewhere? Cause if it is used only as goomba sound I don't think it is necessary to make path configurable, only proper documentation would be needed.
  5. In the release notes it says only the engie who planted the landmine can trigger it, but for us it still triggers when another team mate engie steps on it, is there a way to fix that ?

    It is not possible to configure it that way.
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