MOD in progress


(shagileo) #161

I do wonder why there’s always an urge to steal other people’s ideas, or in this case, work and claim it as theirs
It’s a poor attempt to get attention

Nja … poor scenna

Then people are wondering why there aren’t any new maps/mods released lately.
Why should we? - If you have people stealing everything


(Nail) #162

[QUOTE=shagileo;246318]I do wonder why there’s always an urge to steal other people’s ideas, or in this case, work and claim it as theirs
It’s a poor attempt to get attention

Nja … poor scenna

Then people are wondering why there aren’t any new maps/mods released lately.
Why should we? - If you have people stealing everything[/QUOTE]

makes ya wonder, especially since most mods (excluding etpro) are based on shrub


(stealth6) #163

What? Am I missing something here?

Scenna found something anybody could, I mean the name has BETA in it so you’re asking for attention + it’s not locked…

He just came here and basically said “look I found where the mod is running”

Then everybody is shouting accusing eachother of stealing stuff etc… what?

This looks alot like the problem with hackers in most games, the most annoying thing is not the hackers themselves, but the people crying wolf every 5 minutes, blowing everything way out of proportion.


(shagileo) #164

1: If the mod owners wanted to share the server into public, they would’ve done so themselves.

2: If one of the developers says not to reveal any kind of information (at this time) and you get a reply:
"Then set a password to the server or shut up! "

I’m wondering what the motivation is for that particular user to be so aggressive suddenly
There are other ways to say “look I found where the mod is running”

3: It wouldn’t be the first time that particular forum user stole something /used without permission from other mods.

4: Not everybody is shouting and accusing, only I am at this time - but I don’t have the feeling I’m shouting

If the developers wish to create a test server and are trying to get things ready for public, they can take their time and let them please give at least that tiny bit of ‘honor’ to inform the people themselves.

Anyhow, most of those points above could be countered with a simple:
"set a pw " - reply

True, but then still , my personal issue is that I’m quite frankly fed up with Scenna’s behavior on these forums.
There are other ways to talk to people


(Harle) #165

Weight system for carried weapons/items.
Each class got his weight it can cary without losing moving speed or stamina decrasing.
Cary less = faster moving speed
Cary more = slower movement + stamina decrasing even if not running
deselect weapon in limbo to be faster (eg medic light weapon level4 would loose speed for akimbo luger but gain firepower)
checkbox for max ammount of ammo clips that will be taken from ground to avoid loosing movement speed.
A soldier with SMG could move maybe faster then a soldier with MG42.
Soldier with Heavy Guns (MG42/Panzerfaust/…) move slow while HW in their hand and move only little faster with eg Luger (they still got to cary this big gun in their pocket), should not move as fast as players without that heavy load.

Why not let eg. medic pick up eg scope weapons but make them aim terrible (more spread for them). Maybe lower spread to medic with scoped weapon to the level that cvop on level 0 got if the player got level 4 cvop already.
I mean i could also pickup a gun but would be untrained as i never shot a real wepaon in my live. at least i could pull the trigger…

Bonus for kill/hit, some kind of stamina refresh or similar.
Bonus for survining a dogfight with low hp. (faster reload/half stamina refresh/health refresh for x seconds with xrate per second)

Just a few ideas in terrible english. keep your mod going! I am watching it :stuck_out_tongue:


(CyburK) #166

i always thought it would be cool to have some normal rifle for all classes to choose as alternative to the smg.


(Shownie) #167

ETFrag Development - A small brief update

If I may say, so far so good. Everyone know we started this project with the etmain SDK. Our intenstions was to improve the original etmain. We had a server running with the veeeeeeery first beta, with the first features added.

There are many mods out there and we can’t promise you a professional mod like NQ, Jaymod or ETPro. But we can offer a “what we think” is a improved etmain, with the ETPub SDK. Yes we changed from etmain source to the etpub some time ago.

The current stage is to clean the mod from those etpub features we don’t want. There is also a admin system in the making, if I may say it is a referee based system. It has its own ingame menu similar to referee. There will be level based as I know. It will NOT be like shrub!

There will be a “Planed Features” list in near feature, also requests stated in this topic, nothing goes in waste, but then again, we can make sure it will added or even possible…

To sum up the, the code is currently beeing cleaned, so to speak, and there are lots of work beeing done on the paper, such as 2d arts etc.

ETFRAG DEVELOPMENT TEAM
Rik ‘code’ - Lead programmer
Kim ‘Shownie’ - Lead 2d artist


wanna be part of etfrag? do you have some ideas? anything that can help us, please contact me. mail: kim.r@live.se xfire: sh0w91


(acQu) #168

Good luck with this. I am having the same goal by the way, but i still use ETSDK :wink:


(Shownie) #169

Thanks mate! Yeah our first beta which was in ETSDK was all ok, but we are cleaning alot of etpubs stuff.

Keep on trunking with your mod too mate :slight_smile:


(shagileo) #170

Sweet!

Good luck with the mod(s) guys


(Dragnadh) #171

Can’t you like use some et-xreal parts for updating the graphics.


(Dushan) #172

Don’t think so, at this point textures and shaders in ET:Xreal are very unstable with many problems. There are no global fog, no fog volumes, light problem, waterfogvars is messed up also.

Currently ET:Xreal graphics features are big overkill for today’s graphics cards… on my Radeon 4850 with all r_vbo, shadow, lightings and other cvars I have about 6-7 FPS (on test map Goldrush) …

In my latest test version with other preprocessor’s (didnt uploaded on SVN) and modifications in rendererGL3 (I dont generate .DLL file for it) I could generate stable 30-50 FPS (in GoldRush map ) with no more problem with lighting, but that is too far from today’s 80-90 FPS. Its still good result, but there still are still problems with some shaders.

For time what I spend with ET:Xreal engine, all mods, all maps are supported. Maybe feature that is good and others modders want to check is “Ref Entity Animation System”. Its alternative skeletal animation feature.

Bad part of this story is that it will brake compatibility with other mods.

Maybe future of ET:Xreal project is questionable, but for now ET:Xreal looks very impressive.


(IndyJones) #173

very impressive?
what have you seen so far?


(Dushan) #174

impressive compared to the earlier version of ET.


(IndyJones) #175

but what are you talking about? cause as far as i know, there is nothing availabe (at least for public) except for some test screenshots in a test chambers, plus a video from battery showing real-time real shadow generating.
could u post some links please?


(Dragnadh) #176

[QUOTE=IndyJones;266241]but what are you talking about? cause as far as i know, there is nothing availabe (at least for public) except for some test screenshots in a test chambers, plus a video from battery showing real-time real shadow generating.
could u post some links please?[/QUOTE]

http://www.assembla.com/spaces/xreal-et/tickets


(Shownie) #177

And from now on keep next reply “ON TOPIC”, there is already a ET:xReal topic. Thanks :slight_smile:


(KeMoN) #178

One Idea for your mod shownie:

If you get promoted you receive your rank icon on you helmet, But in most cases ( I guess also stock ET) you have rank icon also on your jacket ( usually privat first class.
Could you make a skin without that icon on the jacket (easy).

Now my idea:
Would it be possible to print the rank icon also on the jacket? so you have the rank also on your jacket and if you loose your helmet during a fight the others are still able to see your rank. It is a bit confusing when your helmet says Major and your jacket Privat first class isn’t it? Hopefully you are able to realize that.

That would be something cool in my opinion. Not the usual mod things, like just adding some weapons, combining some source lines from different mods.

//EDIT//
Two more suggestions by funRut. not mine!

if you are specing players you see them in thirdperson.
Best thing would be to be able to move your sight with the mouse around the player so you also see the surroundings. Right now you need to unspec the person to have a look around and then you need to spec him again. Bit complicated. If it would be possible, provide the ability to disable thirdperson again. (Useful if you want to spec a player, whether he uses hacks or aimbots.)

Spectators are shown in the Command-Map
Great Suggestion. It is always good to know where spectators are or what they are doing. Maybe you could also create a symbol in the HUD which shows up when you are speced by a player and by who.

I posted the suggestions here again, because it is more a modding thing than a command thing, so please excuse.

regards KeMoN

PS: original post by funRut


(Shownie) #179

Hi KeMoN,

The skins are in a stage of some fixes already. Including removing this anoying “Private First Class” Rank.

To add the rank on jacket similar to helmet - NOTED

Spec player in thirdperson view is already in the list.

To change angles if I understood correct sounds indeed very interesting… so - NOTED

Spectators in Command map - NOTED

HUD Symbol, with additional info - NOTED

Thanks for posting your ideas :slight_smile:


(KeMoN) #180

Thank you for adding it to your mod. But Spectator in Command-map and generally thirdperson comes from funRut.