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Dragonji

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  1. Like
    Dragonji got a reaction from hellreturn in /cg_damagekick   
    cg_damagekick is just a kind of built-in no recoil hack... Keep in mind no single mod but ETPub has this.
     
    I don't get why all ETPub servers should migrate to silEnT. AFAIK silEnT was not meant to be a replacement for ETPub and what is more, I think variety of mods and their features is only a good thing for players, they are free to choose what they like most.
  2. Like
    Dragonji reacted to hellreturn in /cg_damagekick   
    Any change on server would result in few players complaining. It's up to the admins what to tell them. 
     
    Upon each ETPub version update on my server from 0.7 to 0.9 players use to whine about hitbox change when ETPUB dev team use to tell there is no change in hitbox. 
     
    My question made years back still stands. Which modes beside ETPUB uses to disable damagekick? 
     
    There was a reason why we removed it on the first hand and we still haven't found reason to add it back.
     
    If you have any specific reason to add it back please feel free to share and we will look into it.
  3. Like
    Dragonji reacted to gaoesa in XP Save does not work after server restart   
    If the XP saves between maps but not between full restarts, it indicates that the g_XPSave is set to "0" when starting the server and then changes to the value you have in your config file. Please check that it is not so. When ever the g_XPSave is zero when the mod initializes, it will clear the old stored XP from players.
  4. Like
    Dragonji got a reaction from TheSilencerPL in Side effects of "forcecvar" ?   
    Also, keep in mind forcecvars are saved in configstrings so it's better to keep the number of forced cvars as low as possible.
  5. Like
    Dragonji reacted to gaoesa in OPTIONS-SYSTEM- new screen resolutions   
    The problem is indeed that the game loads the etmain by default and the screen mode settings are set from there. Only option to reliably keep settings that I know would be to change the settings in the etmain, but it doesn't sound right to change the settings for other mods from silEnT. Another option could be to force vid_restart, but that might not be what the player wants either.
  6. Like
    Dragonji reacted to TheSilencerPL in Assign bots flags   
    No. We won't do that. We don't want to mislead players about who is playing on the server actually.
  7. Like
    Dragonji got a reaction from hellreturn in Side effects of "forcecvar" ?   
    Also, keep in mind forcecvars are saved in configstrings so it's better to keep the number of forced cvars as low as possible.
  8. Like
    Dragonji got a reaction from clan DIABOLIK in Side effects of "forcecvar" ?   
    Also, keep in mind forcecvars are saved in configstrings so it's better to keep the number of forced cvars as low as possible.
  9. Like
    Dragonji reacted to TheSilencerPL in silEnT mod release 0.8.2   
    silEnT mod version 0.8.2 is out!

    Download

    Change log:

    Version 0.8.2

    Added: g_goatSound server cvar to enable/disable goat sounds on knife kills.
    Added: enemy team objective carry indicator (http://mygamingtalk....reen-indicator/). Use g_misc flag 1024 to enable it on the server and cg_objcarry client cvar to enable it in the HUD.
    Fixed: Players carrying objectives are now shown correctly.
    Fixed: !useredit was not able to set level higher than 99 when executed as rcon. !setlevel was working correctly.
    Fixed: The name of the disguised covert op was not drawn to spectators.
    Fixed: The class icon in the crosshair player name to be the current class instead of the latched class.
    Fixed: wm_sayPlayerClass now announces the latched class correctly, even when using class swithcer.
    Fixed: If map voting was enabled but g_mapVoteFlags 4 was not enabled. It was possible to issue multiple votes by hand using /mapvote command.
    Fixed: debriefing screen buttons didn't handle highlight theme parameter properly.
    Fixed: The output of finger command didn't show warnings if there were more than 2 in total.
    Fixed: UI crash in menu (http://mygamingtalk....rashes-in-menu/)
    Fixed: Minor bug with g_maxPanzerSuicides introduced in 0.8.0. If panzer suicides were disallowed completely, the player was not informed about it.
    Fixed: g_muteRename allowed to change the name when player used /reconnect (http://mygamingtalk....g-g-muterename/)
    Fixed: When unmuting/muting during intermission/warmup, the mute wasn't saved.
    Fixed: cg_effectDistance was affecting the played sounds.
    Fixed: g_classWeapons not working for class command (http://mygamingtalk....-fully-working/)
    Fixed: class command not handling secondary weapon parameter properly, it didn't influence the limbo menu, e.g. /class s 3 2 wouldn't select akimbo pistols or SMG as secondary in limbo.
    Fixed: switching problem with double SMG (http://mygamingtalk....aving-two-smgs/)
    Improved: If player is completely dead in the game, the scoreboard shows the player's latched class to other team members.
    Improved: UI tabbing to edit field makes it focused.
    Improved: limbo weapons menu for soldier class.
    Improved: sort order of the map vote menu map list.


    Download

    Enjoy!

    silEnT mod team

    Click here to view the article
  10. Like
    Dragonji reacted to gaoesa in silEnT 0.8.2 pre-released for donors   
    * Added: g_goatSound server cvar to enable/disable goat sounds on knife kills.
    * Added: enemy team objective carry indicator (http://mygamingtalk....reen-indicator/). Use g_misc flag 1024 to enable it on the server and cg_objcarry client cvar to enable it in the HUD.
    * Fixed: Players carrying objectives are now shown correctly.
    * Fixed: !useredit was not able to set level higher than 99 when executed as rcon. !setlevel was working correctly.
    * Fixed: The name of the disguised covert op was not drawn to spectators.
    * Fixed: The class icon in the crosshair player name to be the current class instead of the latched class.
    * Fixed: wm_sayPlayerClass now announces the latched class correctly, even when using class swithcer.
    * Fixed: If map voting was enabled but g_mapVoteFlags 4 was not enabled. It was possible to issue multiple votes by hand using /mapvote command.
    * Fixed: debriefing screen buttons didn't handle highlight theme parameter properly.
    * Fixed: The output of finger command didn't show warnings if there were more than 2 in total.
    * Fixed: UI crash in menu (http://mygamingtalk....rashes-in-menu/)
    * Fixed: Minor bug with g_maxPanzerSuicides introduced in 0.8.0. If panzer suicides were disallowed completely, the player was not informed about it.
    * Fixed: g_muteRename allowed to change the name when player used /reconnect (http://mygamingtalk....g-g-muterename/)
    * Fixed: When unmuting/muting during intermission/warmup, the mute wasn't saved.
    * Fixed: cg_effectDistance was affecting the played sounds.
    * Fixed: g_classWeapons not working for class command (http://mygamingtalk....-fully-working/)
    * Fixed: class command not handling secondary weapon parameter properly, it didn't influence the limbo menu, e.g. /class s 3 2 wouldn't select akimbo pistols or SMG as secondary in limbo.
    * Fixed: switching problem with double SMG (http://mygamingtalk....aving-two-smgs/)
    * Improved: If player is completely dead in the game, the scoreboard shows the player's latched class to other team members.
    * Improved: UI tabbing to edit field makes it focused.
    * Improved: limbo weapons menu for soldier class.
    * Improved: sort order of the map vote menu map list.
     
    Without formatting it.
  11. Like
    Dragonji reacted to Zelly in Debugging damage with range   
    So I have two possible bugs, i say possible because there is a chance there were intended to work like this.
     
    Number one is I had g_debugDamage 1 on server which gives output like this:
    client:5 health:100 damage:3 mod:MOD_MP40

    But it only goes to server console the clients never see it. (I couldn't find any client cvar to show it either) Making it difficult to test in game damage output
    So I had to make a quick test lua to catch each time it shows that and re print it out to clients.

    Number two:
    I was testing SMG damage from above Supply Depot Gate to broken wall near command post.
    With g_dmg 65:
    (Advanced Hit locations & Damage from players who are spectators or have disconnected is ignored )
    I do 18 damage to body at any range with SMG
    (I forgot how much damage legs and arms do, but i think it was 9)
     
    With g_dmg 67
    (Above with flag 2: Applies a more realistic damage vs. range equation for short-ranged weapons.)
    I did 3 damage to body and 1 damage to legs and arms

    I am not sure if this intense of a damage reduction is intended or not, but I was researching around and in etpro forums someone posted almost exact same issue in etpro and they appeared to have acknowledged it as a bug, so I thought i would report it.
    Here is the topic I found: http://bani.anime.net/banimod/forums/viewtopic.php?t=6302

     
  12. Like
    Dragonji got a reaction from makavelii in Jumping   
    If there is no slow down it is not TJ anymore  

    ETPro's official configs always have fixed physics enabled.
  13. Like
    Dragonji got a reaction from Chuckun in Thousands of new ETPlayers ?   
    Good idea but its realisation is impossible due to the fact ET assets are proprietary so I doubt this app would be accepted in Google Play.
  14. Like
    Dragonji got a reaction from clan DIABOLIK in Thousands of new ETPlayers ?   
    Good idea but its realisation is impossible due to the fact ET assets are proprietary so I doubt this app would be accepted in Google Play.
  15. Like
    Dragonji got a reaction from Chuckun in Client Screen Capture (Silent Anti-Cheat)   
    @Chuckun
    N!tmod's got working SS system. The only downside of this is that the player might notice the screenshot of him has been taken because the game can lag for him during SS sending.
  16. Like
    Dragonji reacted to cinco in Artillery - charge bar   
    http://mygamingtalk.com/forums/topic/2257-g-weapons-bitmask-16/
     
     
     
    August 2012!! I'd forgotten that I did this video.
  17. Like
    Dragonji got a reaction from cinco in Artillery - charge bar   
    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.
  18. Like
    Dragonji reacted to Dzikus in Client Screen Capture (Silent Anti-Cheat)   
    I was wondering... is it possible to implement such a thing to Silent Mod. Guess you remember the times of PBSS popularity.
    Here is a small example.
    http://www.pbbans.com/pbss_evidence/et/78.47.39.78:27960/242ac7310235d3b9883a8700f322cc1e-56956e46.png

    I know this request is a big one, but as long as cheats used in ET are mostly abandoned by their creators, and those few working in Silent Mod aren't immune to new detection techniques you should give it a try. Silent AC detection is getting better in every next mod release but this feature would be a killer one
  19. Like
    Dragonji reacted to gaoesa in etpro and the silent anticheat?   
    Like solar and Dragonji already pointed out, ETPro sourcecode is not available. But I will add as a representative of the silEnT mod team, that even if ETPro source code would be available, there would be no motivation for the silEnT mod team to add features to it. If we would do anything with it, we would just look for things we could use to improve our mod.
  20. Like
    Dragonji reacted to gaoesa in Advanced Knife Goatsound options   
    The current implementation is equivalent to ETPro's b_goatsound 1. We can add the option to disable the sound. I.e. make the feature enabled by a cvar.
  21. Like
    Dragonji got a reaction from LarryWall in Help with XPSave & Custom Sounds   
    512 hunkmegs is way too much, I'd suggest something between 128-192.
  22. Like
    Dragonji got a reaction from hellreturn in Help with XPSave & Custom Sounds   
    512 hunkmegs is way too much, I'd suggest something between 128-192.
  23. Like
    Dragonji got a reaction from LarryWall in admin.cfg usage in shrubbot   
    I don't know if you can get them in-game but they surely can be found in your server log:
  24. Like
    Dragonji got a reaction from LarryWall in admin.cfg usage in shrubbot   
    [admin] name = ETPlayer sguid = 12345678912345678912345678912345 guid = 98765432198765432198765432198765 level = 5 flags = greeting = greeting_sound = [admin] name = sguid = 98765432198765432198765432198765 guid = 12345678912345678912345678912345 level = 3 flags = AbC greeting = greeting_sound =
  25. Like
    Dragonji got a reaction from hellreturn in admin.cfg usage in shrubbot   
    [admin] name = ETPlayer sguid = 12345678912345678912345678912345 guid = 98765432198765432198765432198765 level = 5 flags = greeting = greeting_sound = [admin] name = sguid = 98765432198765432198765432198765 guid = 12345678912345678912345678912345 level = 3 flags = AbC greeting = greeting_sound =
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