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Dragonji

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Everything posted by Dragonji

  1. Because you're getting this on your client console, not server...
  2. silEnT's DB differ from the one known from Jaymod, it's not just plain text.
  3. PunkBuster != Shrubbot...
  4. You are able to move right after you lose your revive protection, it seems legit to me. If you could move instantly you would be able to kill enemies while being on "godmode".
  5. Every single command is executed on server side, as gaoesa said it's up to the admins which commands their player can/cannot use.
  6. gaoesa wrote the settings which should do the trick a few posts ago: http://mygamingtalk.com/forums/topic/2676-excluded-maps/?do=findComment&comment=11400
  7. Try this: [players 0-16] set g_excludedMaps ":goldrush:battery:oasis:" [players 17-*] set g_excludedMaps ":purefrag:fragmaze_fixed:" [/players]
  8. Sounds weird, in my logic maxpackets should be somehow dynamic then, calculated on client side. A silly theory: I think (unstable) FPS connection with packets was never an issue with Jaymod. (I never had stable FPS in Jaymod but I was not lagging on full servers, regardless of maxpackets setting)
  9. I'm wondering if anything can be done about it? It's pretty damn annoying that maps like Supply or Bremen cause lags in players movement. It seems to happen only on maps where a lot of players from both teams (who shoot to each other of course) are concetrated on a small horizontally open (it doesn't matter if it's inside the building or outside) area though.
  10. Still no time and motivation to compare the two versions, sorry for that. Will try to get something ASAP.
  11. There is a clear indicator which states if arty/airstrike is available.
  12. Half or full of the charge bar needed to call in an arty (that is a big difference) That would prevent some players from standing in the same place for x seconds waiting with binocs aimed at the target and spamming +attack to just call in an arty before anybody else notices it is already possible.
  13. Okey dokey, will try to record something this week. But if it helps in any way, I can say that it looks like when I'm getting a bit "inside" my teammate something automatically throws me away. I'm sure it didn't work like this in prev versions.
  14. Interaction with teammates feels weird since update. It feels like instead of a "block" you get "bounced" expecially when you sprint or jump next to your teammate. I'm not sure if I described the "problem" properly but I hope you'll get my point.
  15. I remember it was requested in some topic but I couldn't find it so I just open a new one. Would be nice if it was possible to limit artillery callers spam, I mean to have options similar to g_weapons 8 (Fully restore Field Ops charge bar if airstrike is aborted) and 16 (Half restore Field Ops charge bar if airstrike is aborted) flags. So there are options to half or fully waste the amount of the player chargebar needed to call in an artillery when "Insufficient fire support" occurs.
  16. Could you tell us how did you solve the problem?
  17. http://mygamingtalk.com/wiki/index.php/Silent_Mod_Server_Cvar#Mapconfigs_and_Mapscripts Basically just add g_misc cvar with your default setting (without double jump flag) to the default.cfg which is located inside your g_mapConfigs directory and if you want to enable double jump on Baserace for example, add g_misc cvar with proper flags into baserace.cfg.
  18. Read this once again... They are, in size. Just run both mods in debug hitboxes mode and you will notice that as well.
  19. How about getting some option between vanilla and realbody hitboxes? What I'm thinking about is something like this: http://obrazki.elektroda.pl/9863735000_1368266180.png So the size of the body is almost the same as it used to be by default with only one difference: the top of the bodybox ends at the playermodel shoulders instead of top of the head.
  20. Could you tell a lil' bit more? This is a really interesting subject in my eyes. It is present in default silent.cfg packed with silEnT 0.6.3 though.
  21. The current default hitboxes use an extra and useless (in my opinion) entity. I think it might help large servers getting less resources load if every single player didn't have an extra hitbox entity which is used only for prone anyway. Some screenies I took on hitbox debug mode: silEnT: http://obrazki.elektroda.net/80_1343128582.png (the green square, that's the entity I think is useless) ETPro 3.2.6: http://obrazki.elektroda.pl/3008012900_1368028727.png (stand) http://obrazki.elektroda.pl/7439379200_1368028728.png (crouch) http://obrazki.elektroda.pl/2056486200_1368028729.png (prone) As you can see, in ETPro an extra box entity is added only to the prone animation, though I don't know which solution is better (current silEnT's one or ETPro's) when talking about performance, I just wanted to bring this interesting subject to the forums, I hope you guys (developers) know better than me which one is better .
  22. Nah, just a loading bug I guess as everything was fine after a vid_restart.
  23. I'd personally ban people who use racist nicks.
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