Silent mod - What needs to be fixed?
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ping+
Geo
Ruben0s
ZoD
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Silent mod - What needs to be fixed?
This topic isn't solely for my complains - anyone who wants something changed can post.
The new mod was just applied on the server and I had my chance to try it out just now. Immideatly I noticed some things I miss from the old Jaymod config. I was able to change a whole bunch with the Silent Mod cvars I found and I already put them in my config also. More about that here: http://mygamingtalk.com/wiki/index.php/Silent_Mod_Client_Cvar
But there's things I didn't like after playing for 15 minutes today.
- The "fling" by grenades/landmines/arty(?). I believe this was off earlier in the Jaymod.cfg.
- Being pushed backwards when getting hit by smg's (might be same cvar as earlier)
Also the new hitboxes are kinda gay but I think I'll get used to them.
Thanks for reading.
The new mod was just applied on the server and I had my chance to try it out just now. Immideatly I noticed some things I miss from the old Jaymod config. I was able to change a whole bunch with the Silent Mod cvars I found and I already put them in my config also. More about that here: http://mygamingtalk.com/wiki/index.php/Silent_Mod_Client_Cvar
But there's things I didn't like after playing for 15 minutes today.
- The "fling" by grenades/landmines/arty(?). I believe this was off earlier in the Jaymod.cfg.
- Being pushed backwards when getting hit by smg's (might be same cvar as earlier)
Also the new hitboxes are kinda gay but I think I'll get used to them.
Thanks for reading.
Last edited by ZoD on Mon Mar 04, 2013 9:36 pm; edited 1 time in total
ZoD- Posts : 591
Join date : 2008-09-07
Age : 33
Location : Finland
Re: Silent mod - What needs to be fixed?
Also if you think this is a wrong section for this, please move it.
ZoD- Posts : 591
Join date : 2008-09-07
Age : 33
Location : Finland
Re: Silent mod - What needs to be fixed?
Yea, I guess I found the comment. It's called g_knockback. I will have to find a good value for it.
Edit: Changed the value from 1000 > 500.
Edit: Changed the value from 1000 > 500.
Ruben0s- Posts : 1421
Join date : 2008-09-02
Re: Silent mod - What needs to be fixed?
I had have requests for: more powerful landmines, fdops recharge time decreased
!spec is possible with lua, i'm looking into it at the moment for anyone who is wondering
!spec is possible with lua, i'm looking into it at the moment for anyone who is wondering
Geo- Posts : 693
Join date : 2009-04-13
Location : United Kingdom
Re: Silent mod - What needs to be fixed?
Time between arty and airstrike will be 1 minute, and recharge time is back to normal (tomorrow).
Ruben0s- Posts : 1421
Join date : 2008-09-02
Re: Silent mod - What needs to be fixed?
- Force thompson to allies, mp40 to axis (like it used to be)
- If manageable, I've seen many people whine about reviving being gay. There's some sort of delay when u take the needle out (weapon switch delay?). Should be changed if possible.
Also is it normal that I can't hit the head of dead bodies even if i aim right at it (couldnt be more center)?
- If manageable, I've seen many people whine about reviving being gay. There's some sort of delay when u take the needle out (weapon switch delay?). Should be changed if possible.
Also is it normal that I can't hit the head of dead bodies even if i aim right at it (couldnt be more center)?
ZoD- Posts : 591
Join date : 2008-09-07
Age : 33
Location : Finland
Re: Silent mod - What needs to be fixed?
ZoD wrote:- Force thompson to allies, mp40 to axis (like it used to be)
- If manageable, I've seen many people whine about reviving being gay. There's some sort of delay when u take the needle out (weapon switch delay?). Should be changed if possible.
Also is it normal that I can't hit the head of dead bodies even if i aim right at it (couldnt be more center)?
1st It's a bug. I had to enable thompson and mp40 for both teams or people couldn't pick up weapons from the ground. I will switch it off in next version of silent, when the bug is fixed.
2nd I can't change the revive, so I guess we will have to live with it.
3rd I have no idea if it's normal. Have to check it out, but I changed a lot with "gibbing". Gibbing should take 3 shots or instant gib with a knife. It's different than jaymod, also shooting at a dead body will not give you better stats, like it did with jaymod (you could get headshots on dead bodies and if you pressed ALT the headshots would be added to your stats, same counts for body shots and shots, I disabled this in silent).
Ruben0s- Posts : 1421
Join date : 2008-09-02
Re: Silent mod - What needs to be fixed?
Thanks again.
ZoD- Posts : 591
Join date : 2008-09-07
Age : 33
Location : Finland
Re: Silent mod - What needs to be fixed?
I would really like to see the ppsh41 again on the server.
It is an inaccurate smg on long distances, but with a lot of ammo. These two elements compensate eachother.
If it would be enabled exclusively for engineers, more people would be engi and play objective.
A great variety of weapons is always better to attract new players to the server in my opinion.
And as said:
It is an inaccurate smg on long distances, but with a lot of ammo. These two elements compensate eachother.
If it would be enabled exclusively for engineers, more people would be engi and play objective.
A great variety of weapons is always better to attract new players to the server in my opinion.
And as said:
This had been bothering me for quite a while tooBeing pushed backwards when getting hit by smg's (might be same cvar as earlier)
ping+- Posts : 46
Join date : 2012-06-08
Age : 35
Location : Het gemeentehuis
Re: Silent mod - What needs to be fixed?
It is pretty damn good now. =] Enjoyed my time alot on the server today.
ZoD- Posts : 591
Join date : 2008-09-07
Age : 33
Location : Finland
Re: Silent mod - What needs to be fixed?
Also,
Is it possible to add music somewhere in the beginning or end of the map?
Perhaps we could vote for a song/soundtrack every month or so.
It seems more motivating since most music put people in a good mood.
Is it possible to add music somewhere in the beginning or end of the map?
Perhaps we could vote for a song/soundtrack every month or so.
It seems more motivating since most music put people in a good mood.
ping+- Posts : 46
Join date : 2012-06-08
Age : 35
Location : Het gemeentehuis
Re: Silent mod - What needs to be fixed?
ping+ wrote:Also,
Is it possible to add music somewhere in the beginning or end of the map?
Perhaps we could vote for a song/soundtrack every month or so.
It seems more motivating since most music put people in a good mood.
that sounds good:)
Dude- Posts : 354
Join date : 2011-10-05
Age : 36
Location : Maastricht
Re: Silent mod - What needs to be fixed?
Sounds could be added to an existing .pk3 file, i personally wouldn't want another file that new guys have to download. Doing it should be pretty simple, but it's up to those nao leaders to decide
Geo- Posts : 693
Join date : 2009-04-13
Location : United Kingdom
Re: Silent mod - What needs to be fixed?
put commands
1. so they work in teamchat/fireteam chat also
2. so you can do short versions of them like !showbans -> !showb
1. so they work in teamchat/fireteam chat also
2. so you can do short versions of them like !showbans -> !showb
ZoD- Posts : 591
Join date : 2008-09-07
Age : 33
Location : Finland
Re: Silent mod - What needs to be fixed?
Still waiting for that lovely ppsh41.
ping+- Posts : 46
Join date : 2012-06-08
Age : 35
Location : Het gemeentehuis
Re: Silent mod - What needs to be fixed?
that thing is so not lovelyping+ wrote:Still waiting for that lovely ppsh41.
.1337.- Posts : 206
Join date : 2010-05-28
Age : 30
Location : yo mamma
Re: Silent mod - What needs to be fixed?
and whats the point of it? so eng can camp near dyna nd 1 hit others ?.1337. wrote:that thing is so not lovelyping+ wrote:Still waiting for that lovely ppsh41.
theone- Posts : 983
Join date : 2010-06-18
Age : 30
Location : Estonia
Re: Silent mod - What needs to be fixed?
On other servers dmg is same as other smg's.
Let soldier and field op chances against immortal medics.
Engs r already camping with their rgs and 1 hit everybody
Let soldier and field op chances against immortal medics.
Engs r already camping with their rgs and 1 hit everybody
Elecktr- Posts : 1108
Join date : 2008-09-05
Age : 30
Re: Silent mod - What needs to be fixed?
Elecktr wrote:On other servers dmg is same as other smg's.
Let soldier and field op chances against immortal medics.
Engs r already camping with their rgs and 1 hit everybody
Perhaps that is a viable option too.
ping+- Posts : 46
Join date : 2012-06-08
Age : 35
Location : Het gemeentehuis
Re: Silent mod - What needs to be fixed?
ZoD wrote:put commands
1. so they work in teamchat/fireteam chat also
2. so you can do short versions of them like !showbans -> !showb
1. I'll look into it, at my lvl i have this options available
2. Don't think that's possible on silent for default cmds
ping+ wrote:Still waiting for that lovely ppsh41.
Honestly doubt that'll happen, the majority of people are discouraged about the idea. Could possibly have a vote deciding whether or not in the future
Elecktr wrote:On other servers dmg is same as other smg's.
Let soldier and field op chances against immortal medics.
Engs r already camping with their rgs and 1 hit everybody
Same reply as above, another workaround could be for medics to have half hp when they are revived instead of full
Geo- Posts : 693
Join date : 2009-04-13
Location : United Kingdom
Re: Silent mod - What needs to be fixed?
[quote="Geo"]
When i wanna do !finger player, for example a cheat suspect i cant do it in teamchat. dunno if that is wht you are talking about.
ZoD wrote:put commands
1. so they work in teamchat/fireteam chat also
2. so you can do short versions of them like !showbans -> !showb
When i wanna do !finger player, for example a cheat suspect i cant do it in teamchat. dunno if that is wht you are talking about.
Dude- Posts : 354
Join date : 2011-10-05
Age : 36
Location : Maastricht
Re: Silent mod - What needs to be fixed?
Thanks Geo and welcome back to leader rank
ZoD- Posts : 591
Join date : 2008-09-07
Age : 33
Location : Finland
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