my mod


(bacon) #61

Yeah that’s been fixed (the recoil bug), I don’t know if I want to alter the weapons in that way. Maybe I’ll do it for a future version.
The only thing I have left to fix is a bug that crashes the server whenever somebody gets below 30HP.

FIXED: Enemies can now see when you’re typing.
FIXED: Player stealing now revives and doesn’t send to limbo.
FIXED: Removed complaints (XP loss only) for landmines, dynamite, mortar, air support, airstrikes and medics (only on kill-revive check).
FIXED: Removed the HUD head.
FIXED: Weapon recoil is eliminated at level3 light weapons, removed recoil for the flamethrower and knife.
FIXED: Weapon recoil now works properly.
FIXED: bcp now works from the server (you no longer need to be a client-referee).
FIXED: Hitting wounded players does not count as a miss.
FIXED: With headshot mode on, players can now receive damage from the environment (falling, barbed wires, etc).
ADDED: added a cvar so that admins can specify if they want medics to be rambo medics (b_rambo), this would give them back the thompson/MP40.
ADDED: Breath Bar for underwater.
ADDED: Complaint XP removal is now based on hit location.
ADDED: Players slow down as their health decreases, until battle sense level 2.
ADDED: Soldiers move slightly faster than eveybody else (but not when they have heavy weapons out).
ADDED: Servers can now save player stats (cvar: b_saveStats).
ADDED: Admins can specify the level they want players to start at (cvar: b_startSkill).
ADDED: Admins can reset stats at any time (command: reset_stats).
ADDED: Players can see what version of the mod they are using (command: modversion).
ADDED: Added team leaders - players who can have control over various aspects of the team, leaders are those with the highest XP (command: leader).
ADDED: Soldiers can now give out armor (weapon slot 5). The armor looks like medpacks in this version.
ADDED: Players can have armor. Armor absorbs 50% of the damage players receive.
ADDED: Thompson/MP40 can overheat (after 20+ shots), and smoke comes from them when you shoot.
ADDED: Covert Ops can spawn with a thompson/mp40 depending on their team.
ADDED: Added a command so players can see how their health/armor is (command: stats).
ADDED: Hitsounds (from Quake3) have been added so you know when you’ve hit somebody.


(TFate) #62

Hitsounds? Hmm… is there a client-side command to turn them off? I’m not sure I like the idea… :expressionless:

Otherwise it sounds okay. Actually, it sourt of sounds like you’re making ET way more Quake 3 based with the armor and stuff.


(J-Inaria) #63

Sounds good, that recoil thing needs to go though.


(Pie stealing dingo) #64

im not really sure if its such a good idea to give the cvops a mp40/thompson, mainly cause they’re supposed to do things stealthy, and they already have the fg which can be used as smg.
think it would be nice to make them able to also disguise their gun (like a sten that looks like a mp40) so that it’s harder to discover them.


(TFate) #65

I also saw and idea somewhere that a covert ops could pick up enemy guns but not fire them.


(Pie stealing dingo) #66

that would be nice, think thats even easier than what i suggested


(bacon) #67

Removed the thompson/mp40 for the covert ops, and moved the no shoot icon so that whenever a covert ops is disguised it will be over his head even if you don’t have your crosshair on him.

The only bug I’ve got left to fix is the one that keeps crashing the server :confused:
Whenever you shoot somebody, 3 seconds later the server will crash :frowning:


(J-Inaria) #68


(jah) #69

bacon is the sniper rifle ROF slower? have you made that since you have increased the damage per shot? :o


(Pie stealing dingo) #70

bacon, something more about cvops and mp40/thompson, i heard theres a mod where the cvop has a dummy weapon (extra slot), which looks like the mp40/thompson (mp40 if allies), but cant be fired. Think that might be the solution to the “problem”. That way u also dont need to pick up the weapon, since u already have it


(TFate) #71

What kind of XP do the soldiers get for giving out armor? Heavy weapons?


(bacon) #72

Yeah that’s what I’m going to do. I think it’ll be slot 9 for the covert ops, The only thing with mp40/thompson only is that there are players who choose different weapons (engineers, soldiers) and it would be hard to fool people when they KNOW that player has a different weapon. But it should still fool 90% of people who play :slight_smile:

@TFate: Yeah it uses heavy weapons. Maybe later I’ll add a new class that can give out armor and have weak weapons.

I’ve also fixed the bug where if you don’t close the game properly it would reset a bunch of cvars :slight_smile:


(Pie stealing dingo) #73

SOLDIERS give out armor? would’ve thought armor was given by engineers (with pliers?), would say it would be nice for soldiers to have more armor than others.
anyways, i think this whole thing is starting to look a bit like Team Fortress (that mod from Half-Life), not that its a bad or anything :stuck_out_tongue_winking_eye:


(LaVaGoD) #74

Let’s remember TF came from Quake not HL :slight_smile:


(Pie stealing dingo) #75

all i know is that there was a HL version of it, but quake(2) had some nice mods (like chaos mod) too


(bacon) #76

v0.3 server is available for windows. Linux will be available soon.
There’s a bug on the client code that crashes the server whenever a client gives damage, after that’s fixed the client-side DLL/SO will be available!
Download
Hitsounds


(J-Inaria) #77


(bacon) #78

“Weapon recoil is eliminated at level3 light weapons, removed recoil for the flamethrower and knife.” Um I hate this feature. the weapon spread as it is, is bad enough. Although there is a cvar for this, changing the value in no way lessened the effect. A mod killer

How is this a mod killer? It makes it so you have to THINK (something that isn’t required for most FPS’s) for range-kills.

“Admins can specify the level they want players to start at (cvar: b_startSkill)” This needs to be explained further. Is it like Shrub ergo Skill_lightweapons 0 0 0 0 ?
Right now it’s for all skills, the next release will probably use the same system as shrub.

“Added team leaders - players who can have control over various aspects of the team, leaders are those with the highest XP (command: leader).” Um if this really is as it was explained in a previous post (Giving high Xp players the ability to kick and so on) This is with out a doubt a mod killer. There is no way on the planet I’m going to turn over Admin power to just any one who has high XP. Can you even imagine the power trips, people being kicked left and right??? I have no idea what you were thinking with this.
They don’t have total control over things like that. They CAN give players warnings when they kill a teammate and when a teammate gets so many warnings he gets kicked. Plus now it’s determined by highest battle sense on the team with a few other factors taken into account.


(J-Inaria) #79


(Pie stealing dingo) #80

J-Imaria, i think youre forgetting something, its HIS mod, if u dont like, u can always try another and im sure there are plenty of others (like me) that DO like it.
also, i think that if youre the admin you can always kick leaders that are powermad.