[Mod] ETBlight


(Smurfer) #1

ETBlight 1.0 is now available.

0.9 -> 1.0 Highlights:

[B]Better Omnibot support.[/B]

Omnibots now have fun with ETBlight weapons.


[B]Individual headshot damage.[/B] 
So far, only the most vicious high-rate-of-fire weapons were included.

g_dmgHeadShotQ3X1.
If value is lower than 2 x g_dmgQ3X1, headshots will do 2 x g_dmgQ3X1 damage.

g_dmgHeadShotMP34.
If value is lower than 2 x g_dmgMP34, headshots will do 2 x g_dmgMP34 damage.

g_dmgHeadShotMadsen.
If value is lower than 2 x g_dmgMadsen, headshots will do 2 x g_dmgMadsen damage.


[B]The Scientist[/B]

Added missing centerprint hints & progress-bar for Scientists when disarming tripmines & landmines.
"Scientists cannot use Dynamite" centerprint when scientists try to arm/disarm dynamite.
Added "Invulnerability for 3 seconds" centerprint when using Scientist Juice.
Added "muzzle flash" sound when using Scientist Juice ("Back off, man...I'm a Scientist").
Optionally let Scientists disarm Landmines & Tripmines twice as fast (including level 3 bonus) with g_scientists.
Optionally let the Scientist-only weapon Q3X1 do double damage against coverts in disguise.
Optionally let level 4 "Nerd Rage" Scientists do 3 x g_dmgKnife.

[B]g_weaponPickups[/B]

This alternative to g_mode 8 let you control which classes can pick up any weapon they find.

Mine is currently set to 3 - Scientists & Coverts.


[B]g_regenerateHealth[/B]

Control which classes regenerate health.

Mine is currently set to 3 - Soldiers & Medics.


[B]g_spreePowerups[/B]

This wacky cvar let you administer +15 Health and/or Adrenaline rewards for killingsprees, multikills and/or revivesprees.

A pop-up notice will display for the client when a spree was reached and a powerup was rewarded.

Further details, pics, docs & downloads at my etblight corner.

My ETBlight server:
/connect 78.47.93.217:27960


(cheesy) #2

any chance on getting that etkey in the future?


(Smurfer) #3

ETBlight Primary Weapons:

MP 41

This primary weapon has a lower accuracy and rate of fire than the mp40/thompson, but does a little more damage per bullet.
Available to the Field ops, Medic & Engineer.

Models by =PWN=Thunder

MP 40 SS

This primary weapon available only to the Scientist can overheat, must empty its clip before reloading, and has a slightly lower accuracy than the mp40/thompson.
But is silenced, has a clip-capacity of 70 (drum clip) and a fully functional scope.
Scoped frags earn Scientist-XP. This might change in the future.

MP 34

This primary weapon has a higher rate of fire than the mp40/thompson, but does less damage per bullet and is less accurate.
Available to the Field ops, Medic & Engineer.

Models by Meyer from No Quarter (****storm.org).

Chainsaw

This primary weapon is only available to the Soldier class.
You can throw Chainsaws. A thrown Chainsaw does about 90 dmg.
Thrown Chainsaws can be picked up again in order to replenish ammo.
The Chainsaw has a longer reach than the Knife.
The Chainsaw will never run out of fuel.

Models by [AIA-EU]Dead Man & Gunstar

Destroyer

The bastard offspring of a Mortar and an MG42.
A highly popular weapon with the newbies.
Each shot drains a little charge.
This primary weapon is only available to the Soldier class.

Models by RonnyRock

MN Proto

This primary weapon is only available to the Covert Ops.
The Proto can kill most players with a scoped headshot.
It has one round per clip and a pretty long reload-time.
It takes longer for the scope to settle than with other snipers.

Special: Helmets give a 20% damage reduction against scoped MN Proto bullets (0% for other scoped bullets).

Models by =PWN=Thunder

Madsen

This primary weapon is originally from Bastardmod. It has a higher rate of fire than
the mp40/thompson, but does less damage per bullet and is less accurate.

Available to the Field ops, Medic & Engineer.

Models by RonnyRock

Guitarfaust

In ETBlight, the Panzerfaust-models is permanently, non-configurable, replaced by Guitarfaust-models.
No changes was made to the original ETPub Panzerfaust, besides names & looks.

Models by RonnyRock

PPSh 41

This primary weapon has a slightly higher rate of fire than the mp40/thompson,
is a little more precise and has a clip-size of 71, at the expense of doing a little less damage.
This weapon is not included in the level 2 Light Weapons-reward “Faster Reloads”.

Available to Engineers & Scientists.

Models by RonnyRock

Q3X1

This primary weapon is only available to Scientists.
It has the highest rate of fire and the lowest damage per bullet of all guns.
It is pretty useless at long range but can be lethal at close range, due to its capability of doing headshots.
It has a clip-size of 50 which is quickly used, so it must be fed all the time.
This weapon is not included in the level 2 Light Weapons-reward “Faster Reloads”.
It has a spin-up time of 0,5 second.

Models by RonnyRock

There’s a weapon table here that show which classes get which weapons.

Class-specific tools:

Tripmines

Only Scientists have Tripmines in ETBlight. Tripmines can be disarmed by Engineers & Scientists.
Tripmines are visible to everybody, and everybody triggers them.

Models by RonnyRock

Scientist Juice

Scientists have an adrenaline-like needle called “Scientist Juice” that can make them invincible for 3 seconds.
It’s originally intended as a way of sweeping large amounts of Tripmines, but it can be used in a variety of crazy ways.
It might very well change in the future, possibly so the immortality only includes Tripmines.

Sci-tool

Scientists have a screwdriver-like tool that can disarm Tripmines, Landmines & Satchel Charges.

The Scientist.

With access to Tripmines and unique primary weapons that range from an smg-sniper to the close-range Q3X1, the Scientist is a fun character and a versatile opponent.
While he can perhaps be described as a mix between the Engineer & the Covert Ops, the Scientist is not able to do any Objective-based actions such as defusing dynamite or opening locked doors.

Using Scientist Juice, the Scientist is able to destroy “stacked” Tripmines & Landmines, by quickly triggering as many as possible. The effect lasts for 3 seconds.

(outdated tripmine models)

Level 3 Scientists can also disarm Tripmines & Landmines faster than the Engineer.

Level 2 Scientists can see (but not “spot” / reveal) Landmines through Binoculars.

Experience levels:

Level 1 = “Improved Use of Scientist Weapon Ammunition”

More ammunition for weapons and able to carry more Tripmines.

Level 2 = “Advanced Binoculars”

Able to see (but not spot) Landmines through Binoculars.
Can also see Dynamite time and names of enemies.

Level 3 = “Improved Use of Scientist Weapons”

No recoil on mp40 SS scope, less charge consumed when setting up Tripmines,
less bullet spread when using the Q3X1, takes less time to defuse Landmines & Tripmines

Level 4 = “Nerd Rage”

Scientists regain stamina faster than other characters.

(version 1.0) You can optionally let level 4 Scientists do 3 * g_dmgKnife with g_blight 8.


(Mateos) #4

Interesting… Any RSS or mod website link for an efficient tracking? :slight_smile:

The new stuff looks fun, I can’t test it, just hoping everything is well-balanced :slight_smile: You’ll need some testing to be sure of this :confused:


(diaboliksmart) #5

Hi - nice to see a new mod to test xD GG!!
=> but what about the 6th class and omnibot with 5 class ? No problem ?


(Mateos) #6

Since it’s new, you can contact Crapshoot, he will probably need some details to add support (Like weaps ids or something like this).


(diaboliksmart) #7

Ooops sorry, new omnibot_et.dll is in the download, and manual says:

ETBlight & Omnibots:

You have to replace your 8.1 omnibot .dll/.so for bots to properly function.
This is due to the new “Scientist” player-class.
If you do not do this, then bots will act really strange. Amongst other things, they will attack all stationary MGs in sight,
regardless of it being in use or not.

And Bastard, I tried to register on http://bastardmod.info and I get “Access denied” after registration form ?


(diaboliksmart) #8

Tried to register forum http://bastardmod.info abd I get “Access denied” after registration form ?


(Smurfer) #9

[QUOTE=$mart;392727]Hi - nice to see a new mod to test xD GG!!
=> but what about the 6th class and omnibot with 5 class ? No problem ?[/QUOTE]

There’s an omnibot dll/so included in the download that you will need to use for ETBlight.
It does nothing, except adding the new class (if you don’t do this, then the bots go crazy! Most notably they will attack all stationary MGs in sight).


(BigBear) #10

Hi!

I have listen since a moment that you be working a lot on some new versions.

Without regarding the rest that could be coming from misunderstanding, we will never know.

As I have said Your MODs are good it is why I am using BastardMod since the Beginning.
Some players have complain for the new Weaps, but Many Players really like the way of being able to use many new weaps.
At the end they are more interested by being able to use new Weaps, like I have requested in the past on the R.I.P ETPub forum. So at the end we can say cool mods. And sure you be the only one to propose interesting weaps it is why I use BastardMod.

It is nice to maintain most par of Cvar it is better for admin… it prevent multiple use…
[Some MOD have so much changed the Cvar that it require many searches to understand how to setup]

In fact you want to manage 2 MODs or do you want to manage 1 MOD at the end ?
I think that question will be interesting for many persons.
Why 2 different MODs now ? A different orientation for each MOD ?

Thank you


(BigBear) #11

Look like a Game Weaps :slight_smile:
A real one that look like to a be like a Bastard’Gun :slight_smile:

[Use Google Translate or Watch the Video]
http://societe.fluctuat.net/blog/51767-une-kalachnikov-tronconneuse-pour-zigouiller-du-zombie.html

More seriously… I Suggest you to propose the possibility for Trip Mines to get a Random Power.
I use already that with LUA on BastardMod… It help to prevent abuse and it is more fair.

For ETBlight, Please can you fix the ERRORS: BG_IndexForString: unknown token coming from human_base.script :wink: (perhaps disable your possible “safe mode” to see it…)

I have seen this Friday someone have reported it too :
http://static.217.93.47.78.clients.your-server.de/e107/e107_plugins/forum/forum_viewtopic.php?302

Please, Can you to Fix the Timelimit management for BastardMod : if admin try to set the timelimit while the server is online, the server crash and some stats of the players can be lost in the .cfg files

Thank you :wink:


(BigBear) #12

Hi!

Problem seems to be solved with that pack version : I have got the pack from the test server
(not seems to be the last one on bastardmod.info)

etblight_0.8xb.pk3

:slight_smile:


(cheesy) #13

God Bless You Man !


(cheesy) #14

as with several other new mods that fail to play on Gameservers.com, if you need it compiled on an earlier version of glibc, let me know. I am here.


(Smurfer) #15

Somehow, somewhere, the automatic etkey system was responsible for the “unkown token: guitarfaust” error that random players have been getting.
So I’ve removed it. No more etkeys, but hopefully no more guitarfaust errors, either. Tell your newbs to go to etkey.org

download etblight 0.9 Lua server setup.zip

I’ve made sure that guid-less players won’t get kicked for guid-spoofing, etc, etc, etc.
There’s a changelog here (it’s also included in the download).


(BigBear) #16

Hi!

You need to thank “Bastard” creator (not me.… I just put a link) now go look http://bastardmod.info there is a 0.9

Sure MODing is complex thank you for your updates

Please, When will you propose the 0.6.4 for Bastard Mod ? 0.6.3 Linux seems OK. But I have seen a 0.6.4…
Can be good to get the new weaps we speak about there are some long time ago…

For ETBlight there are some cool “standard weaps”… too much to say (and as special some like the FUN Destroyer I like Q3X1, and the MP 40 with zoom)

But was it normal some Scientist weap cannot reload while not empty ?? Was it a wanted choice ?

On Bastard MOD the most loved is Mountain Falcon

Can be Good to have ShotGun & Molotov on Both MODs

Thank you


(BigBear) #17

Hi!

Can be good to add an easy to see “Total k/d-Human Team” (K/D.HT) for BastardMod & ETBlight : in the goal to help to admin

Example : K/D.HT

Thank you


(Smurfer) #18

ETBlight 1.0 is now available.

0.9 -> 1.0 Highlights:

[B]Better Omnibot support.[/B]

Omnibots now have fun with ETBlight weapons.


[B]Individual headshot damage.[/B] 
So far, only the most vicious high-rate-of-fire weapons were included.

g_dmgHeadShotQ3X1.
If value is lower than 2 x g_dmgQ3X1, headshots will do 2 x g_dmgQ3X1 damage.

g_dmgHeadShotMP34.
If value is lower than 2 x g_dmgMP34, headshots will do 2 x g_dmgMP34 damage.

g_dmgHeadShotMadsen.
If value is lower than 2 x g_dmgMadsen, headshots will do 2 x g_dmgMadsen damage.


[B]The Scientist[/B]

Added missing centerprint hints & progress-bar for Scientists when disarming tripmines & landmines.
"Scientists cannot use Dynamite" centerprint when scientists try to arm/disarm dynamite.
Added "Invulnerability for 3 seconds" centerprint when using Scientist Juice.
Added "muzzle flash" sound when using Scientist Juice ("Back off, man...I'm a Scientist").
Optionally let Scientists disarm Landmines & Tripmines twice as fast (including level 3 bonus) with g_scientists.
Optionally let the Scientist-only weapon Q3X1 do double damage against coverts in disguise.
Optionally let level 4 "Nerd Rage" Scientists do 3 x g_dmgKnife.

[B]g_weaponPickups[/B]

This alternative to g_mode 8 let you control which classes can pick up any weapon they find.

Mine is currently set to 3 - Scientists & Coverts.


[B]g_regenerateHealth[/B]

Control which classes regenerate health.

Mine is currently set to 3 - Soldiers & Medics.


[B]g_spreePowerups[/B]

This wacky cvar let you administer +15 Health and/or Adrenaline rewards for killingsprees, multikills and/or revivesprees.

A pop-up notice will display for the client when a spree was reached and a powerup was rewarded.

Further details, pics, docs & downloads at my etblight corner.


(Indloon) #19

Maybe g_regenerateHealth -1 for all classes? :smiley:


(Mateos) #20

Medic is supposed to heal others, that’s why IMO he was the only one with health regen: to avoid self-healing too much.

Then enabling it to all… Will it let more med kits for Medics?