ET Pro 3.1.15 Public Beta Release
Moderators: Forum moderators, developers
ET Pro 3.1.15 Public Beta Release
A public beta test of ET Pro 3.1.15 is now released.
This version is for ET 2.60 only!
Download and full information available here
Bug / cheat fixes:
referee password was case insensitive. fixed.
New features:
cvar backup files now include information about the server and the reason for the
cvar changes.
b_maxmortarpitch (default 0, disable)
Allows server to limit effective range of ground slope angles for mortar deployment.
If set to eg 20, then a mortar deployed on a slope greater than 20 degrees (eg 30 or
40) would behave as if it were deployed on a slope of 20 degrees.
b_chargetransfer (default 1, enable)
0 = disallow use of mines to transfer charge between players or 'store charge'
1 = default etmain behavior, allow charge transfer and storage
b_sv_hitsounds (default 1, enable)
0 = server globally disables hitsounds
1 = server allows clients to use hitsounds
b_fireteamLatchedClass (default 0, disable) - show latched playerclass in fireteam
0 = disabled, show ranks (default)
1 = enabled, show latched playerclass instead of rank
b_locationMaxChars now defaults to 25, and has ui menu to change it
b_locationJustify (default 0) - control justification of locations
-1 = left justify with padding
0 = left justify, no padding (default)
1 = right justify with padding
show_framecount (demo playback only)
0 = no framecounter
1 = show framecounter
2 = snapshot current frame number
exec_at_time (demo playback only)
Allows scripts to be executed exactly at a specified frame number.
Known bugs:
This version is for ET 2.60 only!
Download and full information available here
Bug / cheat fixes:
referee password was case insensitive. fixed.
New features:
cvar backup files now include information about the server and the reason for the
cvar changes.
b_maxmortarpitch (default 0, disable)
Allows server to limit effective range of ground slope angles for mortar deployment.
If set to eg 20, then a mortar deployed on a slope greater than 20 degrees (eg 30 or
40) would behave as if it were deployed on a slope of 20 degrees.
b_chargetransfer (default 1, enable)
0 = disallow use of mines to transfer charge between players or 'store charge'
1 = default etmain behavior, allow charge transfer and storage
b_sv_hitsounds (default 1, enable)
0 = server globally disables hitsounds
1 = server allows clients to use hitsounds
b_fireteamLatchedClass (default 0, disable) - show latched playerclass in fireteam
0 = disabled, show ranks (default)
1 = enabled, show latched playerclass instead of rank
b_locationMaxChars now defaults to 25, and has ui menu to change it
b_locationJustify (default 0) - control justification of locations
-1 = left justify with padding
0 = left justify, no padding (default)
1 = right justify with padding
show_framecount (demo playback only)
0 = no framecounter
1 = show framecounter
2 = snapshot current frame number
exec_at_time (demo playback only)
Allows scripts to be executed exactly at a specified frame number.
Known bugs:
Last edited by bani on Wed May 25, 2005 10:08 pm, edited 1 time in total.
Re: ET Pro 3.1.15 Public Beta Release
??? not sure what that meansbani wrote:b_chargetransfer (default 1, enable)
0 = disallow use of mines to transfer charge between players or 'store charge'
1 = default etmain behavior, allow charge transfer and storage
If you throw a mine in a place where it can't be armed, then shoot your riflenade, try to arm the mine, you get extra charge back.gotenks wrote:??? not sure what that meansbani wrote:b_chargetransfer (default 1, enable)
0 = disallow use of mines to transfer charge between players or 'store charge'
1 = default etmain behavior, allow charge transfer and storage
It was a trick seen in the match from J52 vs Parodia or Roistot and sparked alot of controversy. Clanbase ruled it wasn't a cheat.
This way of work does not work with dynamite by the way since the mine times out before you can throw the dyna.
Some heavy posts were made about it on xfire so I guess this is why ETPro team implemented it.
Anyway, R0F servers updated. GJ Bani & crew!
Our servers now run on 64 bit steroids. Point your ET to:
- Forgotten Ground StopWatch Server with occasional wolfrof 1
- Fraggle Rock ETPub Server - Mix up ET/UT & Duke Nukem
- Forgotten Ground StopWatch Server with occasional wolfrof 1
- Fraggle Rock ETPub Server - Mix up ET/UT & Duke Nukem
No, actually this isn't about the game J52 vs Parodia.deej wrote:If you throw a mine in a place where it can't be armed, then shoot your riflenade, try to arm the mine, you get extra charge back.gotenks wrote:??? not sure what that meansbani wrote:b_chargetransfer (default 1, enable)
0 = disallow use of mines to transfer charge between players or 'store charge'
1 = default etmain behavior, allow charge transfer and storage
It was a trick seen in the match from J52 vs Parodia or Roistot and sparked alot of controversy. Clanbase ruled it wasn't a cheat.
This way of work does not work with dynamite by the way since the mine times out before you can throw the dyna.
Some heavy posts were made about it on xfire so I guess this is why ETPro team implemented it.
Anyway, R0F servers updated. GJ Bani & crew!
U96d used it. It works like this:
Engi 1 has a rifle and shoots i.e. 2 times -> no charge left
Engi 2 has no rifle, full charge and throws 2 mines to a place where they can't be armed -> Engi 1 now tries to arm them and gets the charge for the mines back (not engi 2 got the charge, engi 1!) -> he's able to shoot again
So what happened was: the charge got transfered from one Eng to the other.
I stand corrected . Neat trick though.wipeout wrote:No, actually this isn't about the game J52 vs Parodia.
U96d used it. It works like this:
Engi 1 has a rifle and shoots i.e. 2 times -> no charge left
Engi 2 has no rifle, full charge and throws 2 mines to a place where they can't be armed -> Engi 1 now tries to arm them and gets the charge for the mines back (not engi 2 got the charge, engi 1!) -> he's able to shoot again
So what happened was: the charge got transfered from one Eng to the other.
Our servers now run on 64 bit steroids. Point your ET to:
- Forgotten Ground StopWatch Server with occasional wolfrof 1
- Fraggle Rock ETPub Server - Mix up ET/UT & Duke Nukem
- Forgotten Ground StopWatch Server with occasional wolfrof 1
- Fraggle Rock ETPub Server - Mix up ET/UT & Duke Nukem
Our servers now run on 64 bit steroids. Point your ET to:
- Forgotten Ground StopWatch Server with occasional wolfrof 1
- Fraggle Rock ETPub Server - Mix up ET/UT & Duke Nukem
- Forgotten Ground StopWatch Server with occasional wolfrof 1
- Fraggle Rock ETPub Server - Mix up ET/UT & Duke Nukem
There are two slightly different things related to charge transfer, the cvar deals with both.
1) transfer between players. Eng A drops a mine on an unplantable surface, eng B fires a r-nade and tries to arm the mine, and gets charge back. B gets charge from A. Clearly, this defeats the purpose of having an r-nade limit on the team.
This is defeated by making it so that if you didn't drop the mine, you cannot arm it on unarmable surfaces. You simply get a message 'landmine cannot be armed here' and the mine sits there. On armable surfaces, you can arm it as normal.
2) storing your own charge, to make the charge bar seem bigger. Eng drops a mine, and later fires an r-nade. He then tries to arm the mine, which gives him charge back instantly. Thus he can fire another r-nade sooner than he normally would.
This is defeated by making the amount of charge you get back from the mine 'decay' at the same rate your charge increases. So if you drop a mine, and arm it instantly, you get full charge back. If you wait for your charge bar to refill half of what you lost, you get half back. The decay is per mine, so if you leave multiple unarmed mines out, and try to arm them, you actually lose charge. If you stick to doing only one mine at a time, you never have a significant loss of charge.
* note that in all cases, the same thing should happen if the mine is on an armable surface, but your team is at its mine limit.
1) transfer between players. Eng A drops a mine on an unplantable surface, eng B fires a r-nade and tries to arm the mine, and gets charge back. B gets charge from A. Clearly, this defeats the purpose of having an r-nade limit on the team.
This is defeated by making it so that if you didn't drop the mine, you cannot arm it on unarmable surfaces. You simply get a message 'landmine cannot be armed here' and the mine sits there. On armable surfaces, you can arm it as normal.
2) storing your own charge, to make the charge bar seem bigger. Eng drops a mine, and later fires an r-nade. He then tries to arm the mine, which gives him charge back instantly. Thus he can fire another r-nade sooner than he normally would.
This is defeated by making the amount of charge you get back from the mine 'decay' at the same rate your charge increases. So if you drop a mine, and arm it instantly, you get full charge back. If you wait for your charge bar to refill half of what you lost, you get half back. The decay is per mine, so if you leave multiple unarmed mines out, and try to arm them, you actually lose charge. If you stick to doing only one mine at a time, you never have a significant loss of charge.
* note that in all cases, the same thing should happen if the mine is on an armable surface, but your team is at its mine limit.
send lawyers, guns and money