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Dragonji

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  1. Like
    Dragonji got a reaction from gaoesa in silEnT 0.4.0 RC1 - Released for our beta testing admins   
    http://mygamingtalk.com/forums/topic/949-differences-between-forcecvar-and-sv-cvar-eq/
  2. Like
    Dragonji reacted to gaoesa in Differences between 'forcecvar' and 'sv_cvar EQ'   
    The practical difference is that forcecvars are printed to clients while sv_cvars are not. Also, sv_cvars are checked for each client frame. The forcecvar only once. I would suggest using forcecvar whenever possible and sv_cvar when you feel it is needed. I don't know has there been any reason to select one over the other when creating the default file.
  3. Like
    Dragonji got a reaction from hellreturn in sKy.eSports Clan   
    Hello everyone,
    I want to present you our new Jaymod gameserver ;-)
     
    Name: sKy-e.Beginners XPSave
    IP: 78.46.106.119:27960 (use /connect sky-e.de for fast joining)
    Location: Germany (hosted at Hetzner.de)
    Slots: 30
    Gametype: Objective
    Mod: Jaymod 2.2.0
    ET version: 2.55+ (you can connect from every gameversion - 2.55, 2.56, 2.60, 2.60b)
    XP save: Forever
     
    Friendly Fire: OFF
    Adrenaline: OFF
    Double Jump: OFF
    Fast Shooting: OFF
     
    Free admin levels for regular playing (1-6)
     
    Suggestions are welcome
  4. Like
    Dragonji got a reaction from hellreturn in ETXreaL 0.3.0 has been released!   
    The most important part, the list of features:
     
    ETXreaL
    IMPORTANT: Changed media license for community contributions to "Creative Commons Attribution-ShareAlike 3.0 Unported"
    Changed required minimum OpenGL version to 3.2 on Windows
    20 - 80% faster runtime speed by using better Visual Studio compiler options
    Replaced VS 2008 and SCons project files by Premake 4.3
    Changed default binary installation folders to bin/ to avoid conflicts between different architectures
    Improved r_softShadows quality and speed with irregular shadowmap sampling like in Crysis
    Implemented Exponential Variance Shadow Mapping to fight the VSM light bleeding problems
    Optimized tangent space calculations for ET skeletal models (big speed improvement if r_vboVertexSkinning 0)
    Fixed bugs concerning r_vboDeformVertexes
    Added more ET specific keywords to the .shader parser
    Added top-down view for r_showBspNodes
    Added engine version to the console
    Updated JPG loader to libjpeg 8c
    Added Omni-bot 0.81 to default etmain game
    Defaulted com_maxfps to 125
    Rewrote HDR tone mapping to use correct RGB <-> XYZ <-> Yxy color space conversions
    Added GUID system to generate etkeys which are sent as cl_guid
    Renamed r_dynamicLightCastShadows to r_dynamicLightShadows

    ETXMap
    Improved ETXMap -map2map -format quake3 using additional support for worldspawn detail brushes
    Improved ETXMap -map2map -format quake3 to support texture coordinates without GtkRadiant 1.4
    Improved alternate BSP splitter algorithm for faster map compiles and better rendering speeds
    Updated JPG loader to libjpeg 8c
    Changed Unix home dir from .etwolf to .etxreal

    ETMain
    Added over 1 GB new high resolution textures using diffuse, normal and specular material information
    Added replacement textures for battery and fueldump by Eonfge
    Added high quality skyboxes and models by AVOC
    Added fueldump additions by KeMoN
    Converted original ET maps to the Doom 3 .map format and added an etx_ prefix to them

    Minimum system requirements:
    CPU: 2 GHz (Intel or compatible)
    System Memory: 512 MB
    Graphics card: Any graphics card that supports Direct3D 10 and OpenGL >= 3.2
     
    Recommended system requirements:
    CPU: 3 GHz+ (Intel or compatible)
    System Memory: 1024 MB+
    Graphics card: GeForce 8800 GT, Radeon HD4850 or higher.
     
    More info: http://www.splashdam...0-ETXreaL-0.3.0
     
    This post has been promoted to an article
  5. Like
    Dragonji reacted to gaoesa in /cg_damagekick   
    Thank you for the compliments and I especially appreciate them when they come from a very old clan which has given lot of weight in ETPub and to ET overall.
     
    To your argument about cg_damageKick, I don't agree, but I take your argument seriously. The reason why it was removed was indeed that only few players knew about it and not necessarily many admins either. It was giving advantage to players in an exploit kind of way and I personally know ETPub players weren't very willingly telling this secret to other players. We can still see how players find some exploit and they won't tell it to us so they don't lose the advantage. Also, the feature was restricted to only the ETPub which was limiting the knownledge even further as majority of the players come from other backgrounds. Sure it indeed does level the ground against some low tuned aimbots, but it also makes someone look more like an aimbot when he plays against someone playing the mod first times.
     
    So to summarize, it was removed because it was not part of the original game and no other mod supported this either. It was exploit like and limited to only those knowing about it. The argument that it levels the ground against aimbots is not that strong, because it will only level against bots that are tuned very weak and not actually against botters as a whole. There is nothing stopping them tuning the bots little better and then again do the killings.
  6. Like
    Dragonji reacted to TheSilencerPL in silEnT release 0.4.0   
    The silEnT Mod Team presents the new 0.4.0 version of silEnT Mod for Enemy Territory.
     
    Download
     
    Special thanks for Krauersaut for building the Mac OS X client and crapshoot from the omni-bot team for his help and co-operation
     
    New main features in silEnT 0.4.0 are:
    New User Interface with 2 themes. Themes can be switched with "ui_theme" cvar {1,2}
    Widescreen support.
    New front end user interface for private message system.
    3rd person view for knife throw animations.
    db improvements.
    Enhanced Hardware Based Identification system. g_identOptions 16. The server will automatically create a new ban for a player that is circumventing old ban and the client identification catches it.
    Subnet ban feature to replace pb_sv_banmask.
    Performance enhancements.
    Ban numbers are printed in the outputs of !userinfo, !userlist and !usersearch commands, if the player is banned.

     
    Miscellaneous added features:
    Added: tripmines markers on the command map.
    Added: new tripmine wire shaders.
    Added: tripmines can be now spotted by coverts to be marked on the command map.
    Added: Possibility for server admins to enable Jaymod style double jumping This is controlled with g_misc flag 32.
    Added: hint for tripmine placement (hint is displayed when tripmine can be attached to the pointed place)
    Added: new cvar: cg_themedCMap {0,1}, which activates/deactivates themed command map frame
    Added: New shrubbot flag '#'. Players or levels with this flag are not allowed to call votes. Voting is automatically denied from players without PB GUIDs. Do note, it does not require the punkbuster to be enabled on the server for a player to have a PB GUID.
    Added: new private message which allows to select players from the list or just type the name in
    Added: Possiblity to mute only global chat sounds with cg_noVoiceChats 2. Also added into the menu.

    Traditionally, the changelog:
     
    Version 0.4.0
    Added: different power bolt colors for fops to show arty/airstrikes availability (http://mygamingtalk....ops-air-strike/)
    Added: tripmines can be tripped by movers (doors etc.) when they cross the wire
    Added: ui_themedCursor client cvar to disable/enable themed cursor. For those who don't like the new themed mouse cursors.
    Reworked: new tripmine model, new tripmine icons
    Fixed: narrow screens (aspect ratio where the width is smaller then in 4:3 aspect ratio) were stretching some visuals
    Fixed: the map voting during intermission accepted mouse presses under the map list
    Fixed: landmines and tripmines were positioned wrong in the command map
    Fixed: throwing knives in air
    Fixed: map and player list scroller: http://mygamingtalk....if-you-drag-it/
    Fixed: tripmines do not disappear from command map after being destructed (tripped, not shot)
    Fixed: bans no longer write NO_GUID to the guid field in the shrubbot.cfg.
    Renamed: g_settings renamed to g_banners. That is what it is only for so the change is to clarify the purpose.
    Removed: /rcon ban. This command was causing issues because of the similar name to !ban. Also, there was no unban method.

    Version 0.4.0rc1
    Added: new UI with 2 themes. Themes can be switched with "ui_theme" cvar {1,2}
    Added: tripmines markers on the command map.
    Added: new tripmine wire shaders.
    Added: tripmines can be now spotted by coverts to be marked on the command map.
    Added: g_identOptions flag 16. The server will automatically create a new ban for a player that is circumventing old ban and the client identification catches him.
    Added: Ban numbers are printed in the outputs of !userinfo, !userlist and !usersearch commands, if the player is banned.
    Added: Possibility for server admins to enable Jaymod style double jumping This is controlled with g_misc flag 32.
    Added: hint for tripmine placement (hint is displayed when tripmine can be attached to the pointed place)
    Added: new cvar: cg_themedCMap {0,1}, which activates/deactivates themed command map frame
    Added: New shrubbot flag '#'. Players or levels with this flag are not allowed to call votes. Voting is automatically denied from players without PB GUIDs. Do note, it does not require the punkbuster to be enabled on the server for a player to have a PB GUID.
    Added: new private message which allows to select players from the list or just type the name in
    Added: 3rd person view knife throw animations
    Added: Possiblity to mute only global chat sounds with cg_noVoiceChats 2. Also added into the menu.
    Fixed: Aspect ratios with widescreen monitors.
    Fixed: Empty player name in adminchat report when a player who got just kicked based on client identification reconnects instantly.
    Fixed: throw knife bug during leaning (http://mygamingtalk....e-71-knife-bug/)
    Fixed: The shortcut with custom commands now gives the client number always correctly.
    Fixed: Soldier with secondary SMG was able to keep the SMG when switching classes. Can be troublesome if switching to covert.
    Fixed: weapon banks shown when knife is thrown: http://mygamingtalk....throwing-knife/
    Fixed: xp not shown in limbo menu before joining the team: http://mygamingtalk....ed-into-a-team/
    Fixed: it was possible to still write inside edit box after tabbing out to non edit box
    Removed: g_bot_minPlayers. The omnibot librarys MinBots and MaxBots settings cover this feature better.
    Fixed: thrown knive dissapears on destructible: http://mygamingtalk....ives-disappear/
    Fixed: watermark bug: http://mygamingtalk....-watermark-bug/
    Fixed: latched class in fire team not shown: http://mygamingtalk....n-notification/
    Fixed: http://mygamingtalk....lose-limbomenu/
    Fixed: !nextmap & callvote nextmap, don't work with g_gametype 6
    Fixed: fast reload animations for weapons: http://mygamingtalk....2-speed-reload/

    Download
     

     
    Click here to view the article
  7. Like
    Dragonji got a reaction from =EMP=Avery13 in Killing spree sounds?   
    If the lua is problematic, use the built-in spree/multikill system
     
    Everything in in the docs.
     
    First off, set the right value for g_spreeOptions in your server config:
     

    g_spreeOptions Description Options to control the display of killingsprees. Parameters Type: bitmask 1 Enable killingsprees 2 Enable killingspree ends 4 Enable multikills 8 When set, a top 3 current killing sprees message will be printed every minute, similar to binoc masters, and a map's longest killing spree will be printed every two minutes 16 At the beginning of the intermission the highest spree and the 3 highest sprees which are still active will be shown 32 /kill will end a spree 64 Teamswitching will end a spree 128 Multikill messages will be delayed g_multikillTime milliseconds, to prevent the doublekill -> multikill -> megakill -> etc. flooding 256 Killing bots doesn't count for multikills or killingsprees (Note: they DO count for ending kill/deathsprees) 512 Display the map and overall spree record when entering intmission 1024 Summary: don't enable this flag if you don't have enabled g_spreeOptions flag 512 OR g_XPSave flag 16 or Shrubbot flag t Spree records are automatically saved into XPSave file when a map ends. By enabling this flag, you also store the spreerecord at the points where g_XPSave flag 16 would store XP. When you don't have set XPSave flag 16 and g_spreeOptions flag 512 and not allow users to use !spreerecord you should NOT set this flag as it takes some extra resources. When XPSave flag 16 is set this doesn't matter (it actually takes much less resources then). When only g_spreeOptions flag 512 or shrubbot flag t is set it won't do much harm anyway (your server won't explode) 2048 Enable revivesprees ([revive] blocks) Default: 0
     
    Then make a *.pk3 file with right filenames of sounds:
     

    Announcement Sounds When announcements are enbaled on the server, the server admins may choose to install their own announcement sounds to replace the mod default ones or add missing sounds. Any of the following sounds can be installed by the admins: Killing Spree sound/announces/spree5.wav Rampage sound/announces/spree10.wav Dominating sound/announces/spree15.wav Unstoppable sound/announces/spree20.wav Godlike sound/announces/spree25.wav Wicked Sick sound/announces/spree30.wav Double Kill sound/announces/doublekill.wav Triple Kill sound/announces/triplekill.wav Multi Kill sound/announces/multikill.wav Ultra Kill sound/announces/ultrakill.wav Monster Kill sound/announces/monsterkill.wav First Blood sound/silent/firstblood.wav To replace any of the sounds, create a pk3 file with the mentioned path and sound file name. The replaced sound will be automatically played. The pk3 files are regular zips with only the zip ending changed with pk3.
     
    Last step - upload your package to the silent folder on your server and restart the machine to make sure it will load new settings. Voilà!
     
    EDIT:
     
    File with sounds created by me, you can use it if you want:
    http://dl.dropbox.com/u/19256625/silEnT/%7Espreesounds.pk3
  8. Like
    Dragonji got a reaction from wajdzik in The Witcher 2: Assassing of Kings   
    New Polish production of CD Projekt RED just came out some time ago
     
    Western fantasy role-playing games have moved in different directions over the years. You have the European type of games like Two Worlds II, the Gothic series, and the original The Witcher. Games that tend to expect a lot of patience from the player while giving you a huge amount of things to do in an open, yet usually (or initially) buggy world.
     
    Then you have games like Dragon Age II that streamline the more hardcore elements to provide a more polished experience, but at the same time restrict your freedom in terms of customizability and things like crafting.
     
    Now it looks like we finally have a game that tries to do it all, and in doing so might blow anything away that we've grown to kind of accept in recent years. If you were one of those people that complained about Game X and said "I'll wait for Witcher 2 instead," then congratulations: you were right.
     
    Developed by CD Projekt RED and released in 2007, The Witcher had you take control of Geralt of Rivia, a "witcher" who excels at hunting monsters. The game was based on a book series of the same name by Polish fantasy author Andrzej Sapkowski and has since amassed a cult following of loyal fans. The game's sequel, The Witcher 2, is now upon us, and hot on the heels of its release we have a plethora of character-specific trailers to give you a who's who in the Witcher universe.
     
    Preview - Watch now!
     
    Review of the game:
    http://www.youtube.com/watch?v=GTE6hArGChA
     
    This post has been promoted to an article
  9. Like
    Dragonji reacted to TheSilencerPL in [feature request, implemented] XPsave without PBguid   
    Don't worry. We are working on something. 0.4.0 public will cure that.
  10. Like
    Dragonji got a reaction from Novice in silEnT 0.4.0 RC1 - Released for our beta testing admins   
    I would like to share my opinion about new themes. Firstly, I wanna say that both look great! A really good piece of work from graphic designer!
     
    I just have one small suggestion. IMO mouse cursors are too big and they look pretty ugly, I'd also suggest to remove shadow effect from them.
     
    And again, I must say that 0.4.0 version surprised me in positive way, keep it up guys!
  11. Like
    Dragonji reacted to gaoesa in Him/Her   
    It is not the player that is killing himself/herself, but the player character. Making this change would require adding female character models and female voice chats for those. To my understanding, currently there is no distinction between the player sex in the game, male and female players are all the same and referred as "players". I'm not in favour of this idea. For silencer, the greetings are already editable by individual basis using shrubbot.
  12. Like
    Dragonji got a reaction from S3ntin4l in weapon reload fix   
    Thanks for translating Silencer
  13. Like
    Dragonji reacted to gaoesa in PK3 Priority   
    I agree that there should be a proper fix for this and it has bugged me too. There are many things that should be done regarding the custom packages. But that is all engine side and I don't know if that could be changed in the mod. However, for custom packages working on your server, you don't need to beat all the custom packages installed by various other servers. Because the client game will only load those pk3 files that the server references. In other words, it will not load the pk3 file contents from other servers pk3 files at all.
     
    It is generally problematic only when placing custom pk3 files in the etmain directory, when players load the mod before connecting to the server and when players are watching demos. If players do directly connect to your server, they will not get problems from other clans pk3 files.
  14. Like
    Dragonji got a reaction from gaoesa in g_campaignfile   
    Maybe that will help:
    http://mygamingtalk....ng-custom-menu/
     
    Especially this part:
     
  15. Like
    Dragonji got a reaction from =EMP=Avery13 in Map rotation syntax and example - Enemy Territory   
    Would be nice to see guide called "How to make popular ET server"
  16. Like
    Dragonji reacted to gaoesa in ETPub XP conversion tool for silEnT mod   
    File Name: ETPub XP conversion tool for silEnT mod
    File Submitter: gaoesa
    File Submitted: 16 Sep 2011
    File Category: Software
     
    ConvertXP is a console/shell program you can use to convert ETPub 0.9.1 stored XP into a silEnT mod database. The download includes both Windows and Linux binaries and a ReadMe.txt file describing how to use the program.
     
    Click here to download this file
  17. Like
    Dragonji got a reaction from hellreturn in Killing spree sounds?   
    If the lua is problematic, use the built-in spree/multikill system
     
    Everything in in the docs.
     
    First off, set the right value for g_spreeOptions in your server config:
     

    g_spreeOptions Description Options to control the display of killingsprees. Parameters Type: bitmask 1 Enable killingsprees 2 Enable killingspree ends 4 Enable multikills 8 When set, a top 3 current killing sprees message will be printed every minute, similar to binoc masters, and a map's longest killing spree will be printed every two minutes 16 At the beginning of the intermission the highest spree and the 3 highest sprees which are still active will be shown 32 /kill will end a spree 64 Teamswitching will end a spree 128 Multikill messages will be delayed g_multikillTime milliseconds, to prevent the doublekill -> multikill -> megakill -> etc. flooding 256 Killing bots doesn't count for multikills or killingsprees (Note: they DO count for ending kill/deathsprees) 512 Display the map and overall spree record when entering intmission 1024 Summary: don't enable this flag if you don't have enabled g_spreeOptions flag 512 OR g_XPSave flag 16 or Shrubbot flag t Spree records are automatically saved into XPSave file when a map ends. By enabling this flag, you also store the spreerecord at the points where g_XPSave flag 16 would store XP. When you don't have set XPSave flag 16 and g_spreeOptions flag 512 and not allow users to use !spreerecord you should NOT set this flag as it takes some extra resources. When XPSave flag 16 is set this doesn't matter (it actually takes much less resources then). When only g_spreeOptions flag 512 or shrubbot flag t is set it won't do much harm anyway (your server won't explode) 2048 Enable revivesprees ([revive] blocks) Default: 0
     
    Then make a *.pk3 file with right filenames of sounds:
     

    Announcement Sounds When announcements are enbaled on the server, the server admins may choose to install their own announcement sounds to replace the mod default ones or add missing sounds. Any of the following sounds can be installed by the admins: Killing Spree sound/announces/spree5.wav Rampage sound/announces/spree10.wav Dominating sound/announces/spree15.wav Unstoppable sound/announces/spree20.wav Godlike sound/announces/spree25.wav Wicked Sick sound/announces/spree30.wav Double Kill sound/announces/doublekill.wav Triple Kill sound/announces/triplekill.wav Multi Kill sound/announces/multikill.wav Ultra Kill sound/announces/ultrakill.wav Monster Kill sound/announces/monsterkill.wav First Blood sound/silent/firstblood.wav To replace any of the sounds, create a pk3 file with the mentioned path and sound file name. The replaced sound will be automatically played. The pk3 files are regular zips with only the zip ending changed with pk3.
     
    Last step - upload your package to the silent folder on your server and restart the machine to make sure it will load new settings. Voilà!
     
    EDIT:
     
    File with sounds created by me, you can use it if you want:
    http://dl.dropbox.com/u/19256625/silEnT/%7Espreesounds.pk3
  18. Like
    Dragonji got a reaction from hellreturn in silEnT release 0.3.3   
    Good job team
  19. Like
    Dragonji reacted to hellreturn in Gallery Updated   
    We have updated our Gallery and skin. Now you can choose different skin colors i.e. Blue, Green, Red and Black from the drop down menu near forum rules.
     
    If you find any other issues, please report on our tracker.
     
    Thanks
  20. Like
    Dragonji got a reaction from hellreturn in silEnT release 0.3.1   
    I love playing on silEnT, hope the community of silEnT players will enlarge, enlarge and enlarge . The mod has a potential .
  21. Like
    Dragonji reacted to gaoesa in Making custom menu   
    Setting g_campaignFile
     
    http://mygamingtalk.com/silent/manual/server.html#g_campaignFile
     
    will fix the issue. You're correct, it will force the clients to download it.
  22. Like
    Dragonji reacted to gaoesa in Making custom menu   
    g_campaignFile also needs the path to the file.
  23. Like
    Dragonji reacted to TheSilencerPL in Screenshots   
    Weapon banks display.
    Notice slot 3. The difference between wide slots and equal slots is depicted. For wide weapon icons the wide slots are used when the cg_wbWideSlots cvar is set to 1. It can be changed in the config menu: silEnT->HUD under Weapon Banks Display category.
     
    Wide slots:

     
    Equal slots:

  24. Like
    Dragonji got a reaction from hellreturn in New old shrubbot commands   
    I miss few shrubbot commands in silEnT:
    - !spec [name] - makes you following specified player.
    - !levlist - list of all shrubbot levels.
    - !levinfo [number] - shows all shrubbot commands and privileges for specified level.
    - !pants [name] - just a fun command, removes player's pants .
    - !seen [name] - shows last activity of players.
     
    Would be nice to see them in the next release.
  25. Like
    Dragonji reacted to gaoesa in silEnT release 0.2.1   
    Th document provided with the download has a bug regrading multikill sounds. There is no '_' characters with the multikill file names.
     
    Please refer to the online documentation in that regard.
    http://mygamingtalk.com/silent/manual/server.html#sounds
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