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gaoesa

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Everything posted by gaoesa

  1. ETPub made 2 ratings, one for winning the map (not for playing the objective or how good the players are in general) and one for killing. I agree that we shouldn't discuss on that. I think neither one works but the killing one is more effective on balancing the teams. I'm only concerned about the public servers. And in my observations, on public servers crossfire kills are common. More common then pure 1on1. How people play on clan matches is a different issue and I hope we can also agree that mAus is an extreme example of a well aiming player who would not depend on teammates as much. I don't know if that demo was from 5vs5 game or 6vs6 game but I suspect that also increases the chances of playing 1on1. Depends on the team tactics as well. I think we can go off topic since the sorting itself does not appear faulty but more the values it sorts. I'm starting to have some interest on ditching the PRW, haven't seen it would have worked, and the KR and replace with R, which would not only try to estimate kills and the plain K/D for the current map.
  2. I don't think 1on1 is in the scope what they attempted to implement. In team games the situations where player end in 1on1 are not that often. Crossfire is more common death for single players. Also, I'm not sure playing 1on1 fights is a skill on it's own. I think the closest it comes is to the aiming. Of course it has the strafing part too. The weapon would have some good use. For example fops can get several kills from one airstrike which all sum up. Of course he may be a skilled fops to make such an airstrike and should be rewarded, but on the other hand, it might be too much for getting the full increase from each killed. In here, the distance factors this a little, but not necessarily. The fops might just as well hide close or far. I.e. in my opinion the distance factor is not really good enough. However, the battlesense like factor, getting damaged as well as damaging, might bring some more results. I would assume that when working on any important objective, healing, reviving, engineering etc., one would get some damage and it might imply the player is working on the areas where his effectiveness depends on skills.
  3. The distance from where the kill is made seems to be the most important factor. I have never seen ETPub implementation where it would take the weapon into account. I agree that the KR shoud be better. But it only is there to help the balance a little. The problem is not simple for public servers. Even a bad player is a player more but sometimes the bad player might place bad artys or camp at the cp doing nothing. However, even if there is a method to make perfectly even teams, it might have a big negative impact on public servers. With perfectly even teams,the attacking side will have easier games and can easily lead into run through maps. Even more, on public servers it is usual that all the players are not ready from the start. This can even further increase the problem if the players on the defending team are the ones less ready. PS. I woul like to add that the KR moves too slowly after a while. Slower then how players improve in their games on the server. Or decrease their effectiveness.
  4. Your observations look correct. With small correction, it does not become accurate measurement. For that it would need to have a shorter span. However, it often does give fairly good measurement what to expect. One thing to notice on the subject is that the defending team should be stronger in order to prevent easy wins. Also, the KR is not an absolute measurement. Sum difference of 0.25 for 7 player teams sounds ok to me if it is in favour of the defence. By easy win, I mean advancing without making several reasonably team worked attacks.
  5. The ppsh was added by TheSilencer, but I would suspect this comment after it had something to do with the decision. // Gordon: ONLY secondaries below this mark, as they are checked >= WP_GPG40 && < WP_NUM_WEAPONS However, I don't know if there actually are checks that depend on the values to be in the correct order.
  6. Maybe you could post the whole script for a look. One thing that comes to mind is that the mod has not yet determined the level of the player when the Connect is called. Because of the silent guid, the players are attached to the database records little later then they were before.
  7. Untested but I would think changing "cl_guid" fields into "sil_guid" might make it work. The cl_guid should work also for those players that have the PunkBuster enabled in the client side.
  8. Please provide link to the sourcecode or include it in the download. This is necessary. @Blad3 There are no copy paste infringements with GPL code from other GPL code.
  9. You need to put the admin blocks into a separate file named admins.cfg. Then you need to use the !readadmins command. The !readconfig command does not recognize admin blocks. The reason for that is that if it would, it would overwrite all the changes made with the online admin commands.
  10. To include landmines, add 4 to the g_friendlyFireOpts value.
  11. MOD_UNKNOWN // 0 MOD_MACHINEGUN // 1 MOD_BROWNING // 2 MOD_MG42 // 3 MOD_GRENADE // 4 MOD_ROCKET // 5 MOD_KNIFE // 6 MOD_LUGER // 7 MOD_COLT // 8 MOD_MP40 // 9 MOD_THOMPSON // 10 MOD_STEN MOD_GARAND MOD_SNOOPERSCOPE MOD_SILENCER MOD_FG42 // 15 MOD_FG42SCOPE MOD_PANZERFAUST MOD_GRENADE_LAUNCHER MOD_FLAMETHROWER MOD_GRENADE_PINEAPPLE // 20 MOD_CROSS MOD_MAPMORTAR MOD_MAPMORTAR_SPLASH MOD_KICKED MOD_GRABBER // 25 MOD_DYNAMITE MOD_AIRSTRIKE MOD_SYRINGE MOD_AMMO MOD_ARTY // 30 MOD_WATER MOD_SLIME MOD_LAVA MOD_CRUSH MOD_TELEFRAG // 35 MOD_FALLING MOD_SUICIDE MOD_TARGET_LASER MOD_TRIGGER_HURT MOD_EXPLOSIVE // 40 MOD_CARBINE MOD_KAR98 MOD_GPG40 MOD_M7 MOD_LANDMINE // 45 MOD_SATCHEL MOD_TRIPMINE MOD_SMOKEBOMB MOD_MOBILE_MG42 MOD_SILENCED_COLT // 50 MOD_GARAND_SCOPE MOD_CRUSH_CONSTRUCTION MOD_CRUSH_CONSTRUCTIONDEATH MOD_CRUSH_CONSTRUCTIONDEATH_NOATTACKER MOD_K43 // 55 MOD_K43_SCOPE MOD_MORTAR MOD_AKIMBO_COLT MOD_AKIMBO_LUGER MOD_AKIMBO_SILENCEDCOLT // 60 MOD_AKIMBO_SILENCEDLUGER MOD_SMOKEGRENADE MOD_SWAP_PLACES MOD_SWITCHTEAM MOD_GOOMBA // 65 MOD_POISON MOD_FEAR MOD_THROWN_KNIFE MOD_REFLECTED_FF // 69 MOD_PPSH // 70 MOD_SHOVE // 71
  12. WP_NONE, // 0 WP_KNIFE, // 1 WP_LUGER, // 2 WP_MP40, // 3 WP_GRENADE_LAUNCHER, // 4 WP_PANZERFAUST, // 5 WP_FLAMETHROWER, // 6 WP_COLT, // 7 WP_THOMPSON, // 8 WP_GRENADE_PINEAPPLE, // 9 WP_STEN, // 10 WP_MEDIC_SYRINGE, // 11 WP_AMMO, // 12 WP_ARTY, // 13 WP_SILENCER, // 14 WP_DYNAMITE, // 15 WP_SMOKETRAIL, // 16 WP_MAPMORTAR, // 17 VERYBIGEXPLOSION, // 18 // explosion effect for airplanes WP_MEDKIT, // 19 WP_BINOCULARS, // 20 WP_PLIERS, // 21 WP_SMOKE_MARKER, // 22 WP_KAR98, // 23 WP_CARBINE, // 24 WP_GARAND, // 25 WP_LANDMINE, // 26 WP_SATCHEL, // 27 WP_SATCHEL_DET, // 28 WP_TRIPMINE, // 29 WP_SMOKE_BOMB, // 30 WP_MOBILE_MG42, // 31 WP_K43, // 32 WP_FG42, // 33 WP_DUMMY_MG42, // 34 WP_MORTAR, // 35 WP_LOCKPICK, // 36 WP_AKIMBO_COLT, // 37 WP_AKIMBO_LUGER, // 38 WP_PPSH, // 39 WP_GPG40, // 40 WP_M7, // 41 WP_SILENCED_COLT, // 42 WP_GARAND_SCOPE, // 43 WP_K43_SCOPE, // 44 WP_FG42SCOPE, // 45 WP_MORTAR_SET, // 46 WP_MEDIC_ADRENALINE, // 47 WP_AKIMBO_SILENCEDCOLT, // 48 WP_AKIMBO_SILENCEDLUGER,// 49 WP_MOBILE_MG42_SET, // 50
  13. gaoesa

    5.1 lag?

    There are no such changes between versions 0.5.0 and 0.5.1. EDIT: If on your server the FF is not enabled, be sure to check the release thread again. We released a new server binary with fixed helmet tossing.
  14. Important thing to notice In order to prevent certain type of copy paste GUID spoofing, we changed the silEnT GUID a little, which means that old guids are not compatible with it. To avoid any problems, you should clear the sguid fields from your ban lists by hand. The silEnT mod database can handle the transition itself. The commands !userinfo, !userlist and !usersearch will display the old version GUID as red and you can keep looking at the players who have visited your server. If the player had also PB GUID, the records will relink to that player when he joins the server again. Unfortunately, the players only with silEnT GUIDs will not be able to use the old records. Once you are ready, you can use the dboptimize rcon command to clean the database from the unlinkable records. Sorry for the inconvenience.
  15. The molotovs are not something we can just throw in. We would be investing a lot of effort into something we don't believe in. In 0.5.1, the landmines can be set to not to get triggered by the engineer that planted them.
  16. gaoesa

    Mac user

    Sorry. We don't have capability for building the ppc Mac binaries.
  17. gaoesa

    Mac user

    Sorry. We don't support ppc Mac. Only Intel Macs.
  18. Ok. The 0.46 seems to be better choice because of the fix for the SQL injection at least. From quickly reading the php script a little (it is obfuscated), there shouldn't be any major issues in parsing.
  19. gaoesa

    Mac user

    This is not a mod related issue. If your server is configured to disconnect for the download, the Mac OS X binaries do not download without crashing. Maps and all other stuff will load without problems however.
  20. gaoesa

    Mac user

    Tell them to put the silent-0.5.0.pk3 manually to the silent folder.
  21. One thing I noticed is that you're using version 0.46. According to this http://vsp.goquake.com/ , the 0.45 is the latest supporting ET. Do you have a link to the 0.46 version website?
  22. Did you have PunkBuster GUIDs? The script seems to use cl_guid for the player identification.
  23. The issue is in the VSP stats. It most likely is not finding something it would want from the logs. Is there a way to add error logging in the VSP? That might give some clues.
  24. We haven't made any major changes to the logging. It would be helpfull to know what exactly is missing that it tries find.
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