Silent mod - What needs to be fixed?

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Silent mod - What needs to be fixed?

Post  ZoD on Mon Mar 04, 2013 5:08 pm

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. Razz

Thanks for reading.


Last edited by ZoD on Mon Mar 04, 2013 9:36 pm; edited 1 time in total
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Re: Silent mod - What needs to be fixed?

Post  ZoD on Mon Mar 04, 2013 9:34 pm

Also if you think this is a wrong section for this, please move it.
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Re: Silent mod - What needs to be fixed?

Post  Ruben0s on Mon Mar 04, 2013 10:41 pm

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.

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Re: Silent mod - What needs to be fixed?

Post  Geo on Tue Mar 05, 2013 12:22 pm

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

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Re: Silent mod - What needs to be fixed?

Post  Ruben0s on Tue Mar 05, 2013 6:11 pm

Time between arty and airstrike will be 1 minute, and recharge time is back to normal (tomorrow).

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Re: Silent mod - What needs to be fixed?

Post  ZoD on Tue Mar 05, 2013 7:06 pm

- 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)?
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Re: Silent mod - What needs to be fixed?

Post  Ruben0s on Tue Mar 05, 2013 7:18 pm

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).

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Re: Silent mod - What needs to be fixed?

Post  ZoD on Tue Mar 05, 2013 9:40 pm

Thanks again.
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Re: Silent mod - What needs to be fixed?

Post  ping+ on Wed Mar 06, 2013 2:11 pm

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:
Being pushed backwards when getting hit by smg's (might be same cvar as earlier)
This had been bothering me for quite a while too
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Re: Silent mod - What needs to be fixed?

Post  ZoD on Thu Mar 07, 2013 10:55 pm

It is pretty damn good now. =] Enjoyed my time alot on the server today.
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Re: Silent mod - What needs to be fixed?

Post  ping+ on Sat Mar 09, 2013 8:02 pm

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.

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Re: Silent mod - What needs to be fixed?

Post  Dude on Sun Mar 10, 2013 11:29 pm

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:)
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Re: Silent mod - What needs to be fixed?

Post  Geo on Sun Mar 10, 2013 11:51 pm

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 clown

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Re: Silent mod - What needs to be fixed?

Post  ZoD on Sun Mar 17, 2013 4:18 pm

put commands
1. so they work in teamchat/fireteam chat also
2. so you can do short versions of them like !showbans -> !showb
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Re: Silent mod - What needs to be fixed?

Post  ping+ on Sun Mar 17, 2013 5:10 pm

Still waiting for that lovely ppsh41.
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Re: Silent mod - What needs to be fixed?

Post  .1337. on Sun Mar 17, 2013 5:43 pm

ping+ wrote:Still waiting for that lovely ppsh41.
that thing is so not lovely

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Re: Silent mod - What needs to be fixed?

Post  theone on Mon Mar 18, 2013 6:39 pm

.1337. wrote:
ping+ wrote:Still waiting for that lovely ppsh41.
that thing is so not lovely
and whats the point of it? so eng can camp near dyna nd 1 hit others ?

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Re: Silent mod - What needs to be fixed?

Post  Elecktr on Mon Mar 18, 2013 6:43 pm

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

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Re: Silent mod - What needs to be fixed?

Post  ping+ on Mon Mar 18, 2013 10:24 pm

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.
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Re: Silent mod - What needs to be fixed?

Post  Geo on Mon Mar 18, 2013 11:18 pm

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

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Re: Silent mod - What needs to be fixed?

Post  Dude on Tue Mar 19, 2013 12:34 am

[quote="Geo"]
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.
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Re: Silent mod - What needs to be fixed?

Post  ZoD on Wed Mar 20, 2013 4:38 pm

Thanks Geo and welcome back to leader rank Razz
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Re: Silent mod - What needs to be fixed?

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