silEnT mod v0.1.4


(dutchmeat) #21

tbh, modding is what kept this and the previous(rtcw) community alive. Modding helps you develop your skills, and the most weird/ awesome ideas can come from mods.

Keep on the good work, stop looking at other mods and keep in mind what YOU want from a mod.


(ailmanki) #22

[QUOTE=dutchmeat;241724]tbh, modding is what kept this and the previous(rtcw) community alive. Modding helps you develop your skills, and the most weird/ awesome ideas can come from mods.

Keep on the good work, stop looking at other mods and keep in mind what YOU want from a mod.[/QUOTE]
some only look for popularity :wink:


(aaa4) #23

[QUOTE=dutchmeat;241724]tbh, modding is what kept this and the previous(rtcw) community alive. Modding helps you develop your skills, and the most weird/ awesome ideas can come from mods.

Keep on the good work, stop looking at other mods and keep in mind what YOU want from a mod.[/QUOTE]

what ailmanki said

you would be astouned of the fakeness some pseudo devs are making their mods. they download mod after mod, which was already released, play it, and look for ideas to steal. its like a whole idea stealing machinery…there is nothing really longing for creativity or the will to make things look like there is life in them…its totally contrary. the things they create are dead.

[QUOTE=TheSilencerPL;241721]This is a must have :stuck_out_tongue:

BTW, why do I get impression that you try to promote your mod inside the silEnT mod discussion? :P[/QUOTE]

you can be sure that this was his only intention. talking with him about ideas is like talking to a dead pewl.


(aaa4) #24

[QUOTE=dutchmeat;241724]tbh, modding is what kept this and the previous(rtcw) community alive. Modding helps you develop your skills, and the most weird/ awesome ideas can come from mods.

Keep on the good work, stop looking at other mods and keep in mind what YOU want from a mod.[/QUOTE]

what ailmanki said

you would be astouned of the fakeness some pseudo devs are making their mods. they download mod after mod, which was already released, play it, and look for ideas to steal. its like a whole idea stealing machinery…there is nothing really longing for creativity or the will to make things look like there is life in them…its totally contrary. the things they create are DEAD.

[QUOTE=TheSilencerPL;241721]This is a must have :stuck_out_tongue:

BTW, why do I get impression that you try to promote your mod inside the silEnT mod discussion? :P[/QUOTE]

you can be sure that this was his only intention. talking with him about ideas is like talking to a dead pewl.


(IndyJones) #25

[QUOTE=Scennative;241713]Why not include these featurs in a Mod?

Also i add lot off features to my mod:

Footprints, Blood on Player/Knife/HUD, Heartpump, etc

But the admin can enable or disable these features :stuck_out_tongue:

Also make a cvar maybe: g_silentfeatures [integer]

1 = No Hud
2 = Disabled Global Sounds, u must stay in the near to hear the voices
4 = automatic reconnect of Silent Mod Player to Chaos Mod

Default = 4

:P[/QUOTE]
how dare u? pegasus do not need any of these features… :wink:

i do teamwork, perhaps even more than i should. if u could see my whole live ET statistics, then they would say i was allied engineer for around 85-90% of my whole ET time… and engineer is the most important class in order to achieve victory. enough of explaining why and why - u simply DO NOT want to understand that it is not a bad idea. u just want to make gameplay as simple as possible.


(KeMoN) #26

They just want to stick to the Wolf:ET gameplay because it is the best gameplay ever :wink:
Thats my opinion about that. Just keep the gameplay like it was, with some minor changes.
Take for example Eastfront. It is a great modification, but they changed the gameplay too…Sadly


(Pegazus) #27

[QUOTE=IndyJones;241739]
i do teamwork, perhaps even more than i should. if u could see my whole live ET statistics, then they would say i was allied engineer for around 85-90% of my whole ET time… and engineer is the most important class in order to achieve victory. enough of explaining why and why - u simply DO NOT want to understand that it is not a bad idea. u just want to make gameplay as simple as possible.[/QUOTE]

The question was not about who does Teamwork or not. The question is why you want to remove the teamwork aspect itself. As you did not respond to the same question that I asked before in my earlier post (Giving the feel that you don’t know even yourself why you want to add it as a mod feautre) I take it to granted that you are obsessed with Call of Duty and desire to make basicly a free clone of that franchise to Enemy Territory.

You have already proven to us that you are capable and willing to add + share illegally taken artwork from other games. I am quite sure you would not even hesitate to do a clone of CoD if you had the manpower.


(IndyJones) #28

if i would have coding skill, u would see a lot of features from cod. why? cause they are good features. it has been said so many times, that people like other games too, but after a while they get bored cause lack of class system.

if u want to have diffrent feeling, still et feeling but diffrent, u have to remove some aspects.
write a list of questions, and i’ll answer them in next post.


(ailmanki) #29

TrueCombat Elite? ain’t that a bit more like in that direction IndyJones - guessing?


(IndyJones) #30

tc:e doesn’t have class based and objective system like et does, i mean, constructing things, dynamiting objects etc…


(Pegazus) #31

[QUOTE=IndyJones;241763]
if u want to have diffrent feeling, still et feeling but diffrent, u have to remove some aspects.
write a list of questions, and i’ll answer them in next post.[/QUOTE]

Why should I make a list of questions if you can’t even answer one question?


(IndyJones) #32

because u re not listening, and u re not looking forward for new experiences replacing old stuff.


(Pegazus) #33

Edit: Never mind, I won’t waste my time on a person who can’t even answer one single question.


(reaply) #34

indy is an call of duty fag what ever.
:rolleyes:


(hellreturn) #35

Try to use: \cg_fov any range between 90 to 120 and then \cg_gun_fovscale 0

Why would I need to see more blood on knife? I killed the person, then I will go for next.

I personally like to see my HUD clear, so I can see more.

[QUOTE=Scennative;241713]
Also make a cvar maybe: g_silentfeatures [integer]
1 = No Hud
2 = Disabled Global Sounds, u must stay in the near to hear the voices
Default = 4
:P[/QUOTE]

  1. It’s already there.
  2. Please elaborate little more. I am not yet clear of what you mean to say.

(warren the ape) #36

He’s talking about the way it’s done in Day of Defeat (DoD). If someone is using a voice command at the other side of the map the volume is a lot lower, directional and includes some echo, as if he’s shouting from far away.

It’s a nice concept but maps in DoD were all fairly small (if memory serves me right?). In ET, maps are often a lot bigger. A solution would be to work with a treshold; once a player is beyond a certain range, the voice chat volume will stay at the same (low) value but can still be heard.


(gaoesa) #37

silEnT mod has now progressed to 0.2.0 public release

Enjoy if you will :slight_smile:


(lamps) #38

Here’s another fine (I think!) suggestion for you to create something new: human objective.

Made up example on a map:

  • repair tank and escort it to bridge
  • construct the bridge
  • escort the tank to hq
  • blow up the main door
    - kill the important general

What do you think?