1.1.64 beta release

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bani
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1.1.64 beta release

Post by bani »

Please report bugs to this thread only!
You may download the server binaries from here.

bugfixes
ingore now ignores global vsays
private messaging didn't work
players using deployable mg42 could get stuck
smoke effect sticking after pilot death
various callvote exploits (stock bug)
server crash exploit (stock bug)
lose ability to vote on pending tk complaint after switching teams (stock bug)
mg42's can no longer be deployed under water
mg42's can no longer be deployed in instagib
players sometimes couldn't see the callvote string (stock bug)

per-map .cfg
Each time a map loads, the server looks for a file called scripts/<mapname>.cfg (e.g. scripts/mp_beach.cfg) and if it exists, executes it. This can be useful if you allow players to callvote map changes, so that map-specific settings are always correct. This can also be used to ensure that map rotations always work, even if you allow callvote map changes.

Excessive Overkill
g_excessive (default 0) if set to 1, all weapons fire 2x faster

Real Weapons
g_realweapons (default 0) if set to 1, all weapons have real-life firing rates, but damage/second is the same.
<table BORDER=1 WIDTH=100%><tr><td width=100% class="row3" colspan="5">g_realweapons 0</td></tr><tr><th>Weapon</th><th>Delay(rpm)</th><th>Shots/sec</th><th>Damage/shot</th><th>Damage/sec</th></tr><tr><td>mp40</td><td>100(600)</td><td>10</td><td>14</td><td>140</td></tr><tr><td>thompson</td><td>120(500)</td><td>8.3</td><td>18</td><td>150</td></tr><tr><td>sten</td><td>110(545)</td><td>9.1</td><td>14</td><td>127</td></tr><tr><td>mg42</td><td>100(600)</td><td>10</td><td>20</td><td>200</td><tr><tr><td width=100% class="row3" colspan="5">g_realweapons 1</td></tr><tr><th>Weapon</th><th>Delay(rpm)</th><th>Shots/sec</th><th>Damage/shot</th><th>Damage/sec</th></tr><tr><td>mp40</td><td>100(600)</td><td>10</td><td>14</td><td>140</td></tr><tr><td>thompson</td><td>86(700)</td><td>11.6</td><td>13</td><td>151</td></tr><tr><td>sten</td><td>109(550)</td><td>9.1</td><td>14</td><td>127</td></tr><tr><td>mg42</td><td>50(1200)</td><td>20</td><td>10</td><td>200</td><tr></table>

Class limiting
g_maxMedics (default -1, unlimited) limits the number of medics per team
g_maxLTs (default -1, unlimited) limits the number of LTs per team
g_maxSoldiers (default -1, unlimited) limits the number of soldiers per team
g_maxEngineers (default -1, unlimited) limits the number of engineers per team

Weapon limiting
g_maxPanzerfausts (default -1, unlimited) limits the number of panzerfausts per team
g_maxFlamethrowers (default -1, unlimited) limits the number of flamethrowers per team
g_maxVenoms (default -1, unlimited) limits the number of venoms per team
g_maxMausers (default -1, unlimited) limits the number of mausers per team

NOTE: g_nopanzerfaust, g_novenom, g_nomauser, g_noflamethrower cvars have been removed, use the g_max* cvars instead.

Spawnpoint limiting
g_spawnpointok (default "") comma-separated list of map locations which are explicitly ok to deploy spawnpoints
g_spawnpointnotok (default "") comma-separated list of map locations which are explicitly off-limits to deploy spawnpoints

new player features
players may ignore server banners with /ignore banners

kick callvotes
players may specify an optional reason for calling a kick vote with /callvote kick <playerid> <reason>

misc changes
deployable mg42's are tougher now
/location tells player their map location. useful for collecting location names for g_spawnpointok and g_spawnpointnotok
CTF or Goldrush sudden death automatically ends if nobody is online
/penaltybox <clientid> <time> with negative time reduces that player's penalty. if the player's time is reduced below zero, their penalty is removed.
duke'ku
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Post by duke'ku »

Thank you bani :lol:
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Post by duke'ku »

Alright bani - priv messages work, and the indicator is great, and I love the realistic weapon ROF :D
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Post by I-M nUbee »

Looking good.... :D
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=FF=im2good4u
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Post by =FF=im2good4u »

dude yet a new versoin whit even more abilities yeah
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gotenks
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Re: 1.1.64 beta release

Post by gotenks »

bani wrote:players using deployable mg42 could get stuck
damn i figured out a way to exploit this and you take it away. i was able to go through walls if deployed correctly to capture objectives without breaching.
bani on bugs still there wrote:flamethrower-in-water invisible flames bug (stock bug, clientside)
couldn't you disable the flamer firing in water?
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Post by TEAMMATE-8163 »

props bunni,

one q... does private message mode still work by player name or by player slot #?
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Der Kammisar
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Post by Der Kammisar »

Um.... I don't think we need to wait for Enemy Territory now.

Good Job! 8)
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bani
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Re: 1.1.64 beta release

Post by bani »

gotenks wrote:couldn't you disable the flamer firing in water?
imagine the whining if i did... :?
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Re: 1.1.64 beta release

Post by gotenks »

bani wrote:
gotenks wrote:couldn't you disable the flamer firing in water?
imagine the whining if i did... :?
yeah but we've all learned to pretty much ignore alex anyway
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Re: 1.1.64 beta release

Post by =FF=im2good4u »

bani wrote:
per-map .cfg
Each time a map loads, the server looks for a file called scripts/<mapname>.cfg (e.g. scripts/mp_beach.cfg) and if it exists, executes it. This can be useful if you allow players to callvote map changes, so that map-specific settings are always correct. This can also be used to ensure that map rotations always work, even if you allow callvote map changes.
this mean if i play ice ctf the server looks for a file like map/mp_ice_ctf.cfg

but if i want to use my own file do i got to use /scripts icy_ctf.cfg :?:

:? how do i use this optoin :?: :?: :?: :?: :?:
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WeblionX
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Post by WeblionX »

No, those are server settings, not map scripting.
Got any old idtech3 tutorials you made or saved? Send them my way.
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BUG

Post by Mr. Litz =SS= »

With weapons limited, if someone chooses a weapon that is already being used and gets the message "weapon already in use, choose another", they dont respawn... They just miss respawn after respawn... When they try to go spec, nothing happens for a long time, yet eventually they go spec and can rejoin and respawn fine as long as they dont choose a weapon that is limited and they are unable to use it...
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bani
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Re: BUG

Post by bani »

Mr. Litz =SS= wrote:With weapons limited, if someone chooses a weapon that is already being used and gets the message "weapon already in use, choose another", they dont respawn... They just miss respawn after respawn... When they try to go spec, nothing happens for a long time, yet eventually they go spec and can rejoin and respawn fine as long as they dont choose a weapon that is limited and they are unable to use it...
if they switch to a weapon thats not limited, they should spawn immediately. all it should do is hold them in limbo until they change. looks like a bug...

i really hated the way shrub spawns you with a useless smg, causing you to waste a life and an entire respawn.
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Re: BUG

Post by Badhabit »

bani wrote: i really hated the way shrub spawns you with a useless smg, causing you to waste a life and an entire respawn.
Thats why shrub mod is a joke, they don't know how to think before acting. :shakinghead:

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