Upcoming NQ release - moonshot


(Zer0Cool) #61

the exit button doesnt work for me, have to quit game over console


(IRATA) #62

We try to solve the bot issues. Kind of strange some servers work properly others not. Looks like it is related to some settings on server …

See changelog & do a rework of your custom menu files.


(Nail) #63

I’ve found it’s always better to try new stuff on a separate clean install


(reaply) #64

That’s a bad idea to upgrade. People who are in 2.50 will think wow my server I go on alot isn’t here anymore. That sucks. And then will not know of any of this update era. Where as I my self will only be able to know is because I check online not just game.


(Nail) #65

updating to 2.60b stops people from being able to hack your server as well as other exploits, there is absolutely no reason to not update unless you want to explicitly use those exploits. Several different 2.60b full installers are available so people don’t have to manually patch.


(reaply) #66

I know it’s good and all. But people just wont switch over to 2.60b

  1. They don’t know how and are used to auto updating
    2.Or they just like 2.55 because there favorite server is on it

If only they could have made the game auto update aginst will, the community would be so much bigger and happyer. And alot less buggyer


(stealth6) #67

i got a same kind of bug in version 1.2.3 too, I have some commands to change the insanity to turn guided missiles on and off, but if people turned it on and then they forgot to turn it off, and left, after a while the bots start acting funny.

Could it be something like this causing this?

EDIT: also is there a way to turn on lowgravity just for 1 map?


(reaply) #68

You mean like script wise? For like say you only want oasis to have low gravity without you being there?


(stealth6) #69

ye, like for 1 map in the campaign its always lowgravity and nobody has to turn it on, its on when the map starts.


(reaply) #70

Im not much of a scripter im more on the graphics side. But what I think you can do is if you can get to the maps script you can put g_gravity (w/e) because I have playn a few maps where it has it in low gravity already. Maybe try that?

And maybe you should make a new topic so you don’t hijack this topic lol.


(system) #71

mhmm @ Stealth. you mean like g_gravity ? In the /cfg directory ?
We have 2 maps in our campaign and you have to make for example a mapname.cfg and put the stuff in there for the explicit map.
Like g_gravity “700” for example :slight_smile:

Hope i dont misunderstand you sir :slight_smile:


(reaply) #72

Ya you got what he ment.


(stealth6) #73

so for goldrush I’d put a goldrush.cfg in my etmain with g_gravity 200 in it?


(system) #74

so i have a /srv/et/modname/mapcfg/oasis.cfg for instance where i shutted down doublejump (allthough it does not prevent trickjump specialist to jump over the wall :wink: )

And in this configfile (/mapcfg/oasis.cfg) you can put commands. Like timelimit and stuff and the gravity stuff
(dont know if its mod related tho but it should work…)

I dont know if it goes in your etmain, i only know our mod and its …/modname/mapcfg/oasis.cfg .
I think with nq it should be the same. so a /nq/mapcfg directory…i believe the original idea is from etpub :confused:

god i suck at explaining…


(macbeth) #75

mortar seems buggy

same with the fix added
our script fix is in ET/noquarter/weapons and for noquarter.cfg we have: set g_weaponScriptsDir “weapons”

It seems the allied mortar has more splash damage than the axis mortar, In the videos i shoot both mortars both at the same degrees and distance from the objects. Allied mortar i went a little farther and i still got damage.

Axis mortar ~ 88 degrees
http://www.xfire.com/video/1241cc/

Allie mortar 88 Degrees and at a distance from the wall along with axis
http://www.xfire.com/video/1241d8/


(Recon.et) #76

I really enjoy the new upgrade, THANKS!!!

Anybody have problems with the g_adrenaline cvar? I want to limit the needles to one at a time using option 4 "Can only carry one needle at a time"but it is not working and if I use option 1 “Spawn with no adrenaline needles, can only get them from ammo packs” that is not working either. The player are getting 15 at start and it is turning the server into a all medic adrenalinewhore wa.

thanks again for the upgrade.

Recon!


(macbeth) #77

[QUOTE=Recon! .:GaD:.;197000]I really enjoy the new upgrade, THANKS!!!

Anybody have problems with the g_adrenaline cvar? I want to limit the needles to one at a time using option 4 "Can only carry one needle at a time"but it is not working and if I use option 1 “Spawn with no adrenaline needles, can only get them from ammo packs” that is not working either. The player are getting 15 at start and it is turning the server into a all medic adrenalinewhore wa.

thanks again for the upgrade.

Recon![/QUOTE]

works perfect for us


(C) #78

Sorry Bethy,
But did You try the mortar fix pk3 i gave You at all ???

You said it worked with the fix pk3… and today i read Your post, as if You have never tried it at all…
Why did You ask me for a fix then…

aaargh. You confuse…

I ask again now:
Did You try the fix-pk3 solution or not? (no need to fiddle with weapons-directory and/or changing .weap files Yourself)
DOWNLOAD THE MORTAR FIX PK3:
http://www.et-only.com/downloads/noquarter/NQ_125_mortarfix.pk3

Place that file in Your noquarter-folder on the server, and make the file available for http download… done.

AND: Forget the other solution, try only 1 of them… OR the pk3, OR the weaponsdir .weap solution

C…


(IndyJones) #79
  • Removed g_realism 4 - drop weapons if poisoned

WHYYYYYYYYYYYYYYYY???


(Pegazus) #80

[quote=IndyJones;197112]* Removed g_realism 4 - drop weapons if poisoned

WHYYYYYYYYYYYYYYYY???[/quote]

I think it’s good if it’s removed. I’d like to have a change to kill the person who poisoned me :slight_smile:
Not just run around waiting for a medic, which rarely happens they revive me.