Discussion for any ET/ETPro/BayonET bugs or cheats you find...
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LilleBror
Posts: 111 Joined: Wed Nov 24, 2004 11:10 pm
Location: Dk
Post
by LilleBror » Fri Jun 08, 2007 7:43 am
Well i just found a cvar that works in etpro that is not default...
Im getting confused here because sv_lanforcerate is a valid cvar..(serverside) are ther other sv_xxxxx cvar... turned into cl_xxxxx cvars that have similar effects..?
i typo-ed a server config and loaded it in client...
Funny it seams to release the "snap" instant to render.. all i spectate or aiming way off target....
i checked my ping compaired to others on 3 servers same diffence...
i dont play realy anymore got "pissed" over that it helped editing the humane base.script..... worked wonders... so it was my client rendering people in the wrong position... caused by mulitple actions timmings in the script or ever opengl... -not sure.. at all on that one...
hope its me that need brain surgery or ET has alien cvars....
hope i help even its not apriciated...
mortis
Posts: 360 Joined: Tue Jul 06, 2004 11:57 pm
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by mortis » Fri Jun 08, 2007 8:25 am
I don't understand what you are saying.
What happened exactly?
LilleBror
Posts: 111 Joined: Wed Nov 24, 2004 11:10 pm
Location: Dk
Post
by LilleBror » Fri Jun 08, 2007 4:13 pm
well i loaded a server.cfg...by mistake...
and i had written cl_lanforcerate "1" //not sv_lanforcerate "1"..
Just set in the config..
seta cl_lanforcerate "1"
Go play.. a game...
ReyalP
Posts: 1663 Joined: Fri Jul 25, 2003 11:44 am
Post
by ReyalP » Fri Jun 08, 2007 6:53 pm
Code: Select all
$ strings ET.exe | grep -i lanforcerate
sv_lanForceRate
send lawyers, guns and money
LilleBror
Posts: 111 Joined: Wed Nov 24, 2004 11:10 pm
Location: Dk
Post
by LilleBror » Fri Jun 08, 2007 9:42 pm
reyalP... i know that sv_lanforcerate is there...
bug is
cl_lanforcerate "1"
and i would like to now if there are other sv_xxxxxxxx (SERVER)cvars work as cl_xxxxxxxx (CLIENT)cvars? but forget that part 4 now..
BTW.. can u confirm the "early" snap release to render?
bani
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by bani » Fri Jun 08, 2007 10:08 pm
there is no cl_lanforcerate cvar, as reyalp confirmed...
Deus
Posts: 1053 Joined: Fri Mar 12, 2004 2:24 am
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by Deus » Sat Jun 09, 2007 12:45 am
I confirm that there is an imaginary effect
LilleBror
Posts: 111 Joined: Wed Nov 24, 2004 11:10 pm
Location: Dk
Post
by LilleBror » Sat Jun 09, 2007 1:00 pm
ANIMATIONS
// <animation name> <first frame> <length> <looping> <fps> <move speed> <transition> <reversed>
// deaths -- do not change the order!
death_machinegun_1 0 32 0 20 0 0 0
dead_machinegun_1 31 1 1 20 0 0 0
death_rifle_head_2 33 52 0 20 0 0 0
death_machinegun_2 0 32 0 20 0 0 0
dead_machinegun_2 31 1 1 20 0 0 0
death_gut 130 41 0 20 0 0 0
dead_gut 170 1 0 20 0 0 0
death_machinegun_3 31 1 1 20 0 0 0
wounded_idle_1 173 144 144 20 0 0 0
revive 320 47 0 15 0 0 0
stand_binoculars 370 57 57 15 0 0 0
stand_radio 430 110 110 15 0 0 0
pain_head 572 26 0 20 0 0 0
pain_chest 599 21 0 20 0 0 0
pain_gut 621 20 0 20 0 0 0
pain_groin 642 24 0 20 0 0 0
pain_shoulderR 667 15 0 20 0 0 0
pain_shoulderL 683 15 0 20 0 0 0
pain_kneeR 699 21 0 20 0 0 0
pain_kneeL 721 19 0 20 0 0 0
pain_daze 741 46 0 20 0 0 0
pain_fire 788 45 0 20 0 0 0
pain_cr_head 834 19 0 20 0 0 0
pain_cr_shoulderR 854 21 0 20 0 0 0
pain_cr_shoulderL 876 21 0 20 0 0 0
relaxed_idle_2h_1 898 195 195 15 0 0 0
relaxed_idle_1h_1 1093 1 1 15 0 0 0
relaxed_idle_no 1094 219 219 15 0 0 0
relaxed_walk_2h_1 1314 21 21 22 -1 0 0
relaxed_walk_2h_2 1336 101 101 25 -1 0 0
relaxed_walk_1h_1 1438 19 19 22 -1 0 0
relaxed_walk_1h_2 1458 96 96 22 -1 0 0
relaxed_walk_no 1555 77 77 22 -1 0 0
alert_idle_2h 1633 60 60 15 0 0 0
alert_idle_1h 1704 70 70 15 0 0 0
alert_walk_2h 1775 62 62 22 -1 0 0
alert_walk_1h 1838 41 41 22 -1 0 0
alert_run_2h 1880 13 13 22 -1 0 0
alert_run_1h 1894 12 12 22 -1 0 0
alert_run_no 1907 10 10 15 -1 0 0
alert_crch_2h 1918 13 13 22 -1 0 0
alert_crch_1h 1932 14 14 22 -1 0 0
alert_crchidle_2h 1947 50 50 7 0 0 0
alert_crchidle_1h 1998 15 15 5 0 0 0
alert_bk_2h 2014 10 10 22 -1 0 0
alert_bk_1h 2025 12 12 22 -1 0 0
alert_crbk_1h 2038 13 13 22 -1 0 0
alert_crbk_2h 2052 15 15 22 -1 0 0
alert_strafe_1h_R 2068 9 9 22 -1 0 0
alert_strafe_1h_L 2078 9 9 22 -1 0 0
firing_crch_2h 2088 3 13 22 -1 0 0
firing_crch_1h 2102 14 14 22 -1 0 0
firing_run_2h 2117 13 13 22 -1 0 0
firing_run_1h 2131 12 12 22 -1 0 0
firing_bk_2h 2144 10 10 22 -1 0 0
firing_bk_1h 2155 12 12 22 -1 0 0
firing_crbk_1h 2168 13 13 22 -1 0 0
firing_crbk_2h 2182 15 15 22 -1 0 0
firing_strafe_2h_R 2198 11 11 22 -1 0 0
firing_strafe_2h_L 2210 9 9 22 -1 0 0
firing_strafe_1h_R 2220 9 9 22 -1 0 0
firing_strafe_1h_L 2230 9 9 22 -1 0 0
raise_machinegun 2240 13 0 20 0 0 0
stand_machinegun 2253 35 35 20 0 0 0
firing_machinegun 2288 18 18 20 0 0 0
reload_machinegun 2306 43 0 20 0 0 0
reload_machinegun_cr 2350 42 0 20 0 0 0
raise_pistolA 2393 11 0 20 0 0 0
raise_pistolB 2405 11 0 20 0 0 0
stand_pistolA 2417 24 24 10 0 0 0
firing_pistolA_1 2442 9 0 20 0 0 0
firing_pistolA_2 2451 9 0 20 0 0 0
reload_pistol 2485 28 0 30 0 0 0
reload_pistol_cr 2514 36 0 30 0 0 0
stand_pistolB 2577 22 22 7 0 0 0
firing_pistolB_1 2551 12 0 30 0 50 0
firing_pistolB_2 2563 13 0 30 0 50 0
raise_rifle 2600 22 0 20 0 0 0
stand_rifle 2623 12 12 5 0 0 0
firing_rifle 2636 22 0 20 0 0 0
reload_rifle 2659 42 0 30 0 0 0
firing_rifle2 2288 3 0 20 0 0 0
raise_grenade 2702 25 0 20 0 0 0
stand_grenade 2734 24 24 10 0 0 0
firing_grenadeB 2788 15 0 20 0 0 0
firing_grenadeA 2838 24 0 20 0 0 0
stand_mg42 2863 1 1 15 0 0 0
firing_mg42 2865 6 0 15 0 0 0
turn_L_mg42 2872 16 16 30 0 0 0
turn_R_mg42 2889 16 16 15 0 0 0
raise_knife 2906 25 0 20 0 0 0
stand_knife 2932 16 16 10 0 0 0
firing_knifeA 2959 10 10 30 0 0 0
drop 2975 5 0 20 0 0 0
climb_up 2981 21 21 20 -1 0 0
climb_dis 3003 31 0 20 0 0 0
climb_start 3035 46 0 20 0 0 0
climb_down 3082 28 28 20 -1 0 0
jump_1step_2h 3111 11 0 20 0 0 0
jump_1step_1h 3131 11 0 20 0 0 0
jump_nostep_1h 3152 16 0 16 0 0 0
swim_2h 3169 30 30 20 0 0 0
swim_1h 3200 33 33 20 0 0 0
turn_1h_R 3234 24 24 30 0 0 0
turn_machinegun_R 3259 19 19 40 0 0 0
turn_crch_R 3279 13 13 15 0 0 0
turn_crch_L 3293 13 13 15 0 0 0
medic_revive 3315 60 60 15 0 0 0
eng_hammer_firing 3380 13 13 15 0 0 0
eng_construction 3395 11 11 15 0 0 0
raise_panzer 3420 13 0 20 0 0 0
stand_panzer 3434 31 31 20 0 0 0
firing_panzer 3469 17 17 20 0 0 0
reload_panzer 3487 33 0 20 0 0 0
raise_binoculars 3525 10 0 20 0 0 0
firing_pliers 3540 20 0 20 0 0 0
firing_syringe 3565 20 0 20 0 0 0
raise_medpack 3590 10 0 20 0 0 0
stand_medpack 3605 30 30 20 0 0 0
run_medpack 3640 12 12 20 0 0 0
raise_sniper 3660 5 0 20 0 0 0
alert_run_srifle 3670 13 13 22 -1 0 0
alert_crch_srifle 3690 13 13 22 -1 0 0
alert_crchidle_srifle 3710 50 50 7 0 0 0
alert_bk_srifle 3765 10 10 22 -1 0 0
alert_crbk_srifle 3780 15 15 22 -1 0 0
firing_crch_srifle 3800 13 13 22 -1 0 0
firing_run_srifle 3820 13 13 22 -1 0 0
firing_bk_srifle 3840 10 10 22 -1 0 0
firing_srifle 3855 4 0 20 0 0 0
raise_srifle 3865 13 0 20 0 0 0
stand_srifle 3885 35 35 20 0 0 0
reload_srifle 3925 43 0 20 0 0 0
// AMBIENT
tools 4040 75 75 15 0 0 0
tunning_radio_in 4116 16 16 15 0 0 0
tunning_radio 4132 108 108 15 0 0 0
nazi_salute 4243 29 29 15 0 0 0
// BASE FRAME
base_frame 4274 1 0 0 0 0 0
//HEADFRAMES
//head_neutral_mclosed
//head_neutral_ma
//head_neutral_mu
//head_neutral_mo
//head_neutral_me
//head_happy_mclosed
//head_happy_ma
//head_happy_mu
//head_happy_mo
//head_happy_me
//head_angry_mclosed
//head_angry_ma
//head_angry_mu
//head_angry_mo
//head_angry_me
// <animation name> <first frame> <length> <looping> <fps> <move speed> <transition> <reversed>
//SPLASHDAMAGE
// SILENCER
attach_silencer 4280 20 0 14 0 0 0
detach_silencer 4280 20 0 14 0 0 1
// GRENADE LAUNCER
reload_grenlauncher 4302 20 0 17 0 0 0 // also used for attaching
stand_grenlauncher 4323 20 20 12 0 0 0
firing_grenlauncher 4344 5 0 20 0 0 0
raise_grenlauncher 4349 8 0 15 0 0 0
detach_grenlauncher 4302 20 0 17 0 0 1
// MOBILE MG 42
stand_mobilemg42 4361 19 19 10 0 0 0
firing_mobilemg42 4382 6 6 20 0 0 0
reload_mobilemg42 4390 30 0 18 0 0 0
raise_mobilemg42 4425 5 0 15 0 0 0
// MORTAR
mortar_reload 4784 12 0 15 0 0 0
mortar_deployed 4795 5 5 2 0 0 0
mortar_fire 4800 13 0 15 0 0 0
mortar_drop_dep 4813 5 0 15 0 0 0
mortar_raise_dep 4818 5 0 15 0 0 0
mortar_drop 4822 6 0 15 0 0 0
// SATCHEL CHARGE REMOTE
satchel_remote_raise 4828 4 0 15 0 0 0
satchel_remote_stand 4831 1 1 20 0 0 0
satchel_remote_fire 4231 6 0 15 0 0 0
//satchel_remote_fire 4831 6 0 15 0 0 0
satchel_remote_drop 4836 4 0 15 0 0 0
// SELF INJECT 4870
self_inject 4848 16 0 15 0 0 0
//PRONE
//
//Prone Movement
prone_crawl 4431 19 19 15 0 0 0
prone_crawl_bk 4431 19 19 15 0 0 1
//Prone Pistol
prone_pistol_switch 4450 6 0 15 0 0 0
prone_pistol_fire 4462 3 0 12 0 0 0
prone_pistol_reload 4467 49 0 25 0 0 0
Prone_Pistol_idle 4459 1 0 20 0 0 0
//Prone Rifle
prone_rifle_switch 4517 12 0 15 0 0 0
prone_rifle_fire 4529 4 0 18 0 0 0
prone_rifle_reload 4532 40 0 18 0 0 0
prone_rifle_idle 4528 1 0 20 0 0 0
prone_rifle_sswitch 4704 6 0 18 0 0 0
prone_rifle_sidle 4705 1 0 20 0 0 0
prone_rifle_sfire 4710 3 0 18 0 0 0
//Prone Machine Gun
prone_mg_switch 4583 12 0 15 0 0 0
prone_mg_fire 4594 3 3 20 0 0 0
prone_mg_reload 4599 40 0 18 0 0 0
prone_mg_idle 4594 1 0 20 0 0 0
//Prone Mg42
prone_mg42_switch 4720 18 0 18 0 0 0
prone_mg42_fire 4740 4 4 25 0 0 0
prone_mg42_reload 4745 39 0 18 0 0 0
prone_mg42_idle 4783 1 0 20 0 0 0
//Prone Panz0r FAUST
prone_panzor_switch 4713 7 0 18 0 0 0
prone_panzor_idle 4719 1 0 20 0 0 0
//Prone grenade
prone_grenade_switch 4639 10 0 18 0 0 0
prone_grenade_fire 4649 12 0 20 0 0 0
prone_grenade_idle 4649 1 0 20 0 0 0
//Prone Pokey
prone_poke_switch 4662 10 0 18 0 0 0
prone_poke_fire 4672 17 0 20 0 0 0
prone_poke_idle 4672 1 0 20 0 0 0
//Prone Knife
prone_knife_switch 4662 10 0 18 0 0 0
prone_knife_attack 4689 10 0 25 0 0 0
prone_knife_idle 4672 1 0 20 0 0 0
//Prone Death
prone_die1 4573 10 0 20 0 0 0
//Prone Legs
prone_legs 4594 1 0 20 0 0 0
LilleBror
Posts: 111 Joined: Wed Nov 24, 2004 11:10 pm
Location: Dk
Post
by LilleBror » Sat Jun 09, 2007 1:09 pm
// BASE FRAME
base_frame 4274 1 0 0 0 0 0
soory 4 the spam... cant delete above topic...
can this cause the effect... if not ill dig out my .cfg... thats is if it is of any interest..
im pretty sure its all i did before it got wierd..
i feel stupid that cl_lanforce is NOT in the code... the only other tingy i canged was the legth of the base_frame...
ReyalP
Posts: 1663 Joined: Fri Jul 25, 2003 11:44 am
Post
by ReyalP » Sat Jun 09, 2007 2:25 pm
Since you've failed to redeem the
valuable etpro cluepon within 24 hours of when it was presented to you, I offer the following:
send lawyers, guns and money
LilleBror
Posts: 111 Joined: Wed Nov 24, 2004 11:10 pm
Location: Dk
Post
by LilleBror » Sun Jul 01, 2007 3:44 pm
i have recorded my with cl_lanforcerate and without...
not demo... realtime camra on screen.
And i would be happy to upload...
so again can the etpro team take a look at it...
if its not in the code... etpro build is based on a net client engine that understands cl_lanforcerate...
.... side note
allso changing the animations os that all the ambient ect.. that should not be in the game and the "Inspect sound" animation = almost perfect hit prediction...
someone should make a new animation script and humane base script that elimitates the problems with undbind and other "trash" cmd sent to clients...
more or less i have found this to be a major expliot... just changing the basic animations of cmd that are not in the multiplayer game to fire cmd
2131 or 2288 or anything else even base frame removes the "wild" irattict movemets on other player positions...
im talking 70+ acc 2 HS pr kill acc... and regular 4 HS kills on medics
the funny part is that the players that i can kill this way used to be "hard to hit" and virtualy no hs targets... also they would more or less get kicked for server command overflower after x min of play... say once every 3 or 4 maps or so...
my problem is that i cant find any information on the animations is there a list of cmd that issue the cmd like shrug.... ect
and a list of the # 0---5000 frames with a picture... so i can write a script with conditions...
allso... why isnt there a cmd cvar that resets the timmer on animations each frame?
personly i would recommend bindsearch ; exec +vsrt kick in configs.... also a monitoring tool that writes out the number of cmd sent by each player, and the number of key strokes made...
bani
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Posts: 2780 Joined: Sun Jul 21, 2002 3:58 am
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by bani » Sun Jul 01, 2007 5:15 pm
there is no cl_lanforcerate cvar.
ReyalP
Posts: 1663 Joined: Fri Jul 25, 2003 11:44 am
Post
by ReyalP » Sun Jul 01, 2007 5:39 pm
LilleBror wrote: i have recorded my with cl_lanforcerate and without...
not demo... realtime camra on screen.
And i would be happy to upload...
so again can the etpro team take a look at it...
if its not in the code... etpro build is based on a net client engine that understands cl_lanforcerate...
ReyalP wrote: Code: Select all
$ strings ET.exe | grep -i lanforcerate
sv_lanForceRate
is all you need to 100% debunk this nonsense.
send lawyers, guns and money
LilleBror
Posts: 111 Joined: Wed Nov 24, 2004 11:10 pm
Location: Dk
Post
by LilleBror » Mon Jul 02, 2007 12:57 am
screen...
but forget it...
spelling wisard contest.. and jesus i forgot a word ... damb.. well the hands are slower than the mind and eye...
What kind of proof do you need? Becuase that is the best i can do and if that is unuseable... hmm im fresh out of ideas...