Search found 662 matches

by ouroboro
Tue Sep 05, 2006 2:31 am
Forum: ET Pro
Topic: Discussion: Audio warning for approaching spawn time
Replies: 15
Views: 25396

Re: Discussion: Audio warning for approaching spawn time

Having the presence of mind to check the clock whilst in a high intensity fight. . . . . . . is part of what separates the men from the boys. I'm not voting yay or nay just yet, as I haven't given it much thought beyond my initial gut reaction, which I posted above. You're absolutely right about th...
by ouroboro
Mon Sep 04, 2006 2:56 pm
Forum: ET Pro
Topic: Removed judder when hit?
Replies: 5
Views: 6493

blakjack wrote:think they come from rtcw and/or osp, people pick em up by downloading wolf configs...
They're not from RTCW main nor osp. They're not even from Q3 base/osp.

Edit: cg_fallkick is a valid cpma cvar. The rest were invented in someone's mind.
by ouroboro
Mon Sep 04, 2006 2:39 pm
Forum: ET Pro
Topic: Fathers feature requests
Replies: 35
Views: 36836

Don't use HTML in sigs, that's what bbCode is for. :curse:
by ouroboro
Mon Sep 04, 2006 2:33 pm
Forum: ET Pro
Topic: Removed judder when hit?
Replies: 5
Views: 6493

There was a post about those same cvars on the ET-Center forums, where I described in great detail how to determine if a cvar is real or not. The short version is: if you can't tab-complete it with a map loaded and after a cvar_restart, it doesn't exist.* None of those exist in either etpro or etmai...
by ouroboro
Wed Aug 30, 2006 6:08 pm
Forum: ET Pro
Topic: Spawn Point Alerts
Replies: 10
Views: 8320

Stop advertising ETPub features ... :lol: Oops, sorry. I honestly wasn't aware ETPub had this, since I filter for only ETPro servers and thus am not up to speed on any other mod. If I'd known, I definately would have said "hey can you steal this idea from ETPub?" :oops: Anyway, it's clear...
by ouroboro
Wed Aug 30, 2006 9:11 am
Forum: ET Pro
Topic: Spawn Point Alerts
Replies: 10
Views: 8320

Spawn Point Alerts

It would be fantabulously neat-o if the placename was shown when you press a setspawnpt bind. Either in the popup area or (I suppose preferably) in the alert area where class selections are shown. Example: Battery, Allies. You press a key bound to "setspawnpt 2" and are alerted with "...
by ouroboro
Tue Aug 22, 2006 3:36 pm
Forum: Offtopic
Topic: Best car evar
Replies: 4
Views: 7089

by ouroboro
Tue Aug 22, 2006 11:12 am
Forum: ET Servers
Topic: pmove_msec 5/10 and etpro ?
Replies: 50
Views: 92514

b_fixedphysics > pmove_fixed. Maybe not for hardcore trickjumping, but certainly for actually playing the game.
by ouroboro
Mon Aug 21, 2006 2:13 pm
Forum: ET Servers
Topic: pmove_msec 5/10 and etpro ?
Replies: 50
Views: 92514

I'll get the popcorn...
by ouroboro
Sat Aug 19, 2006 11:38 am
Forum: ET Modding
Topic: ammoCabinetTime and healthCabinetTime
Replies: 7
Views: 7158

The man has a point...
by ouroboro
Fri Aug 18, 2006 2:03 am
Forum: Offtopic
Topic: Player stats
Replies: 4
Views: 7875

Works on my end, maybe you caught them in the middle of maintenance or something.
by ouroboro
Wed Aug 16, 2006 6:48 am
Forum: Offtopic
Topic: Player stats
Replies: 4
Views: 7875

http://www.5th-gradient.com/vsp/

That's the best one I've seen.
by ouroboro
Wed Aug 16, 2006 6:36 am
Forum: ET Pro
Topic: Problem forcing timenudge to 0
Replies: 4
Views: 4348

Re: Problem forcing timenudge to 0

kitsidas wrote:How do I get it to restart the client upon connecting, so it forces them to use 0?
If the server is setup properly, it will - barring a bug of some kind.
by ouroboro
Tue Aug 15, 2006 6:25 am
Forum: ET Pro
Topic: Madscientist gone mad
Replies: 30
Views: 43720

Spread may be randomized in the literal sense, but it's hardly random in practice. Everyone knows about it, they know what causes it and they know what actions can be taken to minimize it. The only substantial inconsistencies are framerate and mouserate, but the former is no longer a serious problem...
by ouroboro
Mon Aug 14, 2006 2:27 pm
Forum: ET Pro
Topic: s_khz
Replies: 0
Views: 16422

s_khz

I'll ask this here since the ETPro team was responsible for the 2.60 patch which fixed 44 kHz sound... I'm wondering what kind of "work" has to be done in real-time depending on the value of s_khz. Since some sounds have been upsampled but others have not, there will always be sounds playi...