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Posts posted by Dragonji
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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.Lag is often map-dependent. Fueldump and baserace are notorious for lag in the open areas. ET lags more when the server has to render more open map area. It has something to do with the size of the open area. I am not an expert on how maps are rendered, but I know big open maps lag more.
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Still no time and motivation to compare the two versions, sorry for that. Will try to get something ASAP.
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There is a clear indicator which states if arty/airstrike is available.
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So you postulate to add something that would cause the fops loose half or full of his charge bar (depending on the setting) when he only tries to call an arty and receives "Insufficient fire support" response?
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.
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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.
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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.
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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.
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Could you tell us how did you solve the problem?
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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. -
Read this once again...Wrong. Read your own silent documentation here: http://mygamingtalk.com/wiki/index.php/Silent_Mod_Server_Cvar#g_realHead
Change log:
- 0.5.1 - The option was removed. The ETPro headboxes are always used.
Also the hitboxes are definitely not etpro, after playing etpro for several years I can promise you they are not the same.
They are, in size. Just run both mods in debug hitboxes mode and you will notice that as well.
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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.
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Could you tell a lil' bit more? This is a really interesting subject in my eyes.That is not how it works.
It is present in default silent.cfg packed with silEnT 0.6.3 though.Also, there is no such setting as g_realHead. ETPro headboxes are always used.
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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 .
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we more have the problem of racists names etc...
I'd personally ban people who use racist nicks.
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Wouldn't it be better if server was sending info packet about rename and the whole thing would be exec'ed on client side so server doesn't have to manipulate userinfo?
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Thank God it's not possible.*can something be done about slow changing of the weapons?
Like in every single ET mod.*Is there possibility to straffe?
http://mygamingtalk.com/wiki/index.php/Silent_Mod_Server_Cvar#g_dmgPistol*The pistol damage is kinda low, can we change that?
Default damage is the same as in etmain.
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For example, If my lua script detects (cheat cvar) I can't force it off, I just have to force this cvar for all active clients.
LOL.
if cheat == 1 then ban end
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34.How many maps do you have in the etmain folder?
set g_mapVoteFlags 4 set g_maxMapsVotedFor 12 set g_minMapAge 13 set g_resetXPMapCount 0
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It seems it doesn't work in 0.6.3, at least for me.
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Check what sguid returns, you may be surprised.
et.trap_SendConsoleCommand(et.EXEC_APPEND, string.format("chat %s ^8<- full sguid\n", sguid))
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So I can just ban them straight away? This guy had a kill death ratio of 0.5103, but gave this known binarcy cheat message.
He's using ET.exe with built-in multihack, yeah you should ban him.
Lags/warps
in General Discussion
Posted · Edited by Dragonji
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)