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Bunker 1: silEnT mod active


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#61
Bill

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Here's the current list of issues that I see:

 

Priority issues (first 4 are most important for gameplay):

Getting shot kicks you around way too much.

Switching weapons is slow.  (Can't whip out panzer and shoot.) -- I'm afraid this might also be a "can't fix."

Moving around/changing directions may be more sluggish?

Not sure if we're done looking at explosion radius/damage.  But that'll be important to have perfect.

You can still shoot while poisoned.

Still higher movement speed on panzer map.  Gravity issue is fixed.

Collision boxes may be bigger.

Spawn timers.  (Haven't noticed the issue personally but it has been mentioned so I'm still listing it.)

 

Hardcoded/can't fix:

Can't throw grenades out of the water.

Only covert ops can spot mines from far away.

Knife throw is completely different/can't throw knives and stab at same time.  (not really a problem)

Different hitboxes.  (may be an improvement)

Anti-lag probably works differently.  (may be an improvement)

 

May be worth it to mess with the antilag, but probably not much point since we're still on a temporary server.

 

I'll be voting to put ETPUB back as soon as we poll, since I've already seen enough "can't fix" issues to make my decision.  But it would be good to at least make sure we've given a full effort to fixing these problems first.  Hopefully we can finish this within the next week or so and make a decision.


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#62
neurosis

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Is anyone still working on the issues?  I havent seen anyone with the capability comment in a bit.



#63
Ace

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I checked around 3 or 4 other popular silent servers, and they all run the same version as we are. 

 

So, that means that (1) we just need to properly configure it and/or (2) its the server connection/comcast sucks/lag issue. 

 

Once we adjust some of the settings that Bill mentioned, we should give it another week or two to test again. 



#64
Jecoliah

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All i have done (since the mod has been installed) is fix the gravity on the Panzer map (via mapconfig) and i fixed the permissions for commands (in the shrubbot).

 

I have not personally gone over the cvars within the server config. (Zozz and Peyote were doing that)

I will however do so today.

 

I will cross-check with the pub settings and i will check the new/changed cvars for this mod and adjust if needed.

I have briefly looked at the silEnT cvar list  (which is 95% the same as pub) and i did see some that definitely need looking into.

 

From what i saw (in the cvars) i do "not" believe the knock back or side to side movement issue is adjustable.

Those things "may" be hard coded but i will look into it.

 

Give me a chance to see what i can do about the issues and then we can go from there.

 

 

 

Jec


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#65
Bill

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I believe g_knockback will adjust the first one.



#66
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All i have done (since the mod has been installed) is fix the gravity on the Panzer map (via mapconfig) and i fixed the permissions for commands (in the shrubbot).

 

I have not personally gone over the cvars within the server config. (Zozz and Peyote were doing that)

I will however do so today.

 

I will cross-check with the pub settings and i will check the new/changed cvars for this mod and adjust if needed.

I have briefly looked at the silEnT cvar list  (which is 95% the same as pub) and i did see some that definitely need looking into.

 

From what i saw (in the cvars) i do "not" believe the knock back or side to side movement issue is adjustable.

Those things "may" be hard coded but i will look into it.

 

Give me a chance to see what i can do about the issues and then we can go from there.

 

 

 

Jec

Not only did I like this post cause of the way it is written (calm, serene and to the point) but I loved it especially in combination with the text above his avatar

 

"I keep calm and post" :) exactly what he did :)

 


Edited by djbo, 09 February 2014 - 03:46 PM.

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#67
AndyBass

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just remember while you fuck areound with this mod your killing the pop you already had .. there off playing etpub way they like it some weres else finding new homes..

 

when you do change it back  to pub or leave it you' ll have your hands full getting et poped back up..

 

tried to warn of this .. hopefully it doesnt happen but ..

 

 

ive been watching populations . on all bunker servers .. and that should be main concern here not  silent mod.i seen at peek et times  15 people out of 4 servers ..and all but 3 where bunker memebers. hum..

 

this doesnt concern you . well it should.

 

The population on B1 hasn't changed much in a while. It's certainly no worse now with Silent running than it was a couple of weeks ago with Pub running.



#68
neurosis

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just remember while you fuck areound with this mod your killing the pop you already had .. there off playing etpub way they like it some weres else finding new homes..

 

when you do change it back  to pub or leave it you' ll have your hands full getting et poped back up..

 

tried to warn of this .. hopefully it doesnt happen but ..

 

 

ive been watching populations . on all bunker servers .. and that should be main concern here not  silent mod.i seen at peek et times  15 people out of 4 servers ..and all but 3 where bunker memebers. hum..

 

this doesnt concern you . well it should.

 

The population on B1 hasn't changed much in a while. It's certainly no worse now with Silent running than it was a couple of weeks ago with Pub running.

 

 

 

If anything, the population has picked up slightly. You can see that by looking at the server utilization statistics. Although very briefly and more than likely due to the excitement of something new.

 

If our population is declining I would suspect that the connection issues are more to blame than the mod change.  The server is unplayable for anyone that on comcast.


Edited by neurosis, 09 February 2014 - 06:19 PM.


#69
AndyBass

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lol look at the screen shots people posted in here..

 

ive bee watchin alot and i see only 17 too 22  on for 1.5 hrs. rest time is dead.

 

if you think thats better than before   shame on you.

 

think back to when we had to populate again after server move.that was fun hu.i myself spent hours getting people back to b 1.

 

That's what it's been like for a long time. Years.



#70
Jecoliah

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I believe g_knockback will adjust the first one.

 

g_knockback is 1000 in silEnT and was 1000 in pub.

Which is the default value.

 

As this value is the exact same, are you guys "sure" there is actually a difference between pub and silEnT?

Or, are you guys referring to some "other" setting that might be causing what you all are perceiving as knockback?

 

I just got home, and am going to start looking at the cvars once i finish my lunch.

Ill post more here later once i have had a chance to go over everything.

 

 

 

Jec



#71
teetsjones

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It seems the physics of the knock back are different. It seems the same to me but, in pub you could still hit your opponent , in this version of silent  that is more difficult. I don't know if dropping knockback down will help but worth a shot.

As far as the other cvars I wonder if the cfg was edited using rcon, as you already know those changes reset when the server restarts to the previous values.

 

Thanks Jec. pey and zozz


Edited by teetsjones, 09 February 2014 - 08:02 PM.


#72
Jecoliah

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Ok, so check this out.

I had maps set either to g_misc 1190 or 1191(DJ) for pub...

ETPUB

 

g_misc [integer]

    This is a bitflag cvar that currently supports the following flags:

    1
        Enable double jump.

    2
        Enable binoc master competition. Requires g_weapons 64 to be set. (etpubclient >= 20050927 required)

    4
        When a player is killed he'll see the HP the killer has left (as a centerprint)

    8
        Disable self damage
    16
        Players can not jump if stamina is too low. (etpubclient > 20050927 required)
    32
        Players cannot put their heads into other solids when prone/playdead. This is the behaviour of etpub 0.5.x. (etpubclient required). If using etpubclient before 20050927, this must be enabled.

    64
        Disable Falling Damage.
    128
        Announce revives.

    256
        Considers heads, bodies, and leg boxes in collision detections.
    512
        Stock Et prone box height.
    1024
        Old crouch box height (= crouch viewheight).


    Imporant note: in etpub 0.8.1 the flags 256, 512 and 1024 were added, because some server admins had problems with the collision boxes. Enabling 256 and 1024 might bring back some old prone bugs, so use them at own risk. See this topic for more information.

    Default is 256

 

Here is the documentation for silEnT...

 

silEnT

 

 g_misc

Description

Miscallenous options.

Parameters

Type: bitmask

1 Enable double jump.

2 Enable binoc master competition. Requires g_weapons 64 to be set.

4 When a player is killed he can see the HP the killer has left.

8 Disable self damage.

16 Players can not jump if stamina is too low.

32 Enable Jaymod style doublejump.

64 Disable Falling Damage.

128 Announce revives.

256 Setting this flag disables the "First Blood" announcement.

512 Full body predict. This makes it harder to get inside for example walls and stones. Same as ETPub g_misc 32 + 256. Do note that this can cause problems when proning through windows and similar narrow passages

Default: 0

 

So, the g_misc is set in each individual map config and is currently either set to 1190 or 1191(DJ)

As you can see in the above quote, silEnT does not have 1024 and also 32 is different between mods. (which may be causing the DJ issue)

 

So! I am going to have to go into each map config and update the g_misc value to 134 or 135(DJ)

I highligted the choices in the above quote.

 

I will add 512 if anybody can exploit through walls etc..

Which, by the way, i checked the Karsiah_te2 map with either 134 (no 512) and 646(with 512) and tried to get through the window that Bill mentioned but could not get through with either setting.

 

So, that is something with the collision boxes in silEnT.

I will assume that is true for now until i finish all my research into these cvars, which i just started with g_misc and am now moving on to the rest.

 

I Will keep you guys updated as to what i find.

Because they changed this cvar (g_misc) then i will have to check "all" other cvar's to see if there are any similar changes and if values will need to be adjusted.

 

:coffee:

 

 

 

Jec


Edited by Jecoliah, 09 February 2014 - 09:21 PM.


#73
Jecoliah

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All the maps in the current rotation are "now" updated to either g_misc 134 or 135(DJ)

So because in silEnT...

 

32 Enable Jaymod style doublejump.

 

And is "not" enabled, tell me if this fixes the perceived issue that is/was going on with DJ!

If so, then we can mark that one off the list.

 

More later...

 

 

 

Jec


Edited by Jecoliah, 09 February 2014 - 11:07 PM.


#74
neurosis

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I loved that style of DJ.  :)



#75
Jecoliah

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I loved that style of DJ.  :)

 

Somebody said (while on the server) that DJ was not right, so i checked into it.

 

 

The bitmask works so that flag 1 enables the double jump in general and if in addition the flag 32 is set, the second jump can be done even after the first jump has depleted the upward velocity. It is generally known as Jaymod style double jump.

 

I don't think we need this extra setting for DJ.

We can always change it later but for now lets get this Mod as close to the B1 pub settings as we can.

 

 

 

Jec



#76
Red

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Just turn DJ off for pete's sake! lol



#77
Jecoliah

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Just turn DJ off for pete's sake! lol

 

It is only turned on for a handful of maps, fun maps.

When i first started managing the server, about 60% of maps had DJ enabled (this was 5+ years ago) and i disabled DJ on almost all of those maps then.

 

 

 

Jec


Edited by Jecoliah, 10 February 2014 - 03:53 AM.


#78
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I went over every single server cvar and i took notes as to what i changed (very little).

I am going to go over this entire thread and make a list of everything that is still an issue.

 

I will post that stuff tomorrow probably.

 

 

 

Jec



#79
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Below are the Weapons settings.

Radius and Damage etc...

 

 

// Weapon damages and radius settings
set g_dmgKnife 10
set g_dmgSten 14
set g_dmgFG42 15
set g_dmgPistol 18
set g_dmgSMG 18
set g_dmgPPSh 19
set g_dmgMG42 18
set g_dmgMG 20
set g_dmgFG42Scope 30
set g_dmgInfRifle 34
set g_dmgSniper 50
set g_dmgFlamer 5
set g_dmgGrenade 250
set g_dmgGrenadeRadius 250
set g_dmgGLauncher 250
set g_dmgGLauncherRadius 250
set g_dmgLandmine 250
set g_dmgLandmineRadius 250
set g_dmgSatchel 250
set g_dmgSatchelRadius 250
set g_dmgPanzer 400
set g_dmgPanzerRadius 300
set g_dmgMortar 400
set g_dmgMortarRadius 400
set g_dmgDynamite 400
set g_dmgDynamiteRadius 400
set g_dmgAir 400
set g_dmgAirRadius 400
set g_dmgArty 400
set g_dmgArtyRadius 400
set g_dmg 64
set g_dmgHeadShotMin 50
set g_dmgHeadShotRatio 2.0
set g_dmgTMine 260
set g_knifeThrowDamage 10

 

These are all default and are the same as in B1 pub settings.

SO, if there is any difference as you guys state it has to be silEnT.

 

Look it over and see if you all see any problem with the above settings.

 

 

 

Jec



#80
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I combed over every single cvar and below are the only things that i changed, everything else was the same as the old B1 Pub config...

 

 

//set g_warningOptions 29 // Options 1,4,8,16
set g_warningOptions 0 // Jeco, Turned off due to Players always joking with each other doing example: !warn jec stop killing me 2/9/2014

set g_maxIgnoresPerMap 256 // Jeco 2/9/2014 added, was missing, 256 unlimited ignores.

set g_realHead 1 // Jeco 2/9/2014 added, was missing, test (this setting was absent from the config and when i tested the value on the server it returned no value at all, so now it is enabled and returns a value, per docs this option was removed and is always supposed to be enabled so adding this may make no difference at all)
//set g_poison 15 // Options 1,2,4,8
//set g_poisonFlags 7 <---- was the problem
set g_poison 15 // Jeco 2014
set g_poisonFlags 15 // Jeco was 7 i set to 15 2/9/2014 Options 1,2,4,8 <------ should work correctly now

set g_dropHealth -1 // Jeco, was 3, set to -1 to match pub
set g_dropAmmo -1 // Jeco, was 2, set to -1 to match pub

//set g_asblock 0 // Options 1,2,16,32
set g_asblock 59 // Options 1,2,8,16,32 Jeco ^ was set to 0
set g_panzersVulnerable 1 // Jeco changed to match pub setting 2/9/2014

//set g_spreeOptions 3839 // Options 1,2,4,8,16,32,64,128,512,1024,2048
set g_spreeOptions 2815 // Jeco, 2815 matches pub setting 2/9/2014

set g_maxMarkers 0 // Jeco turned off to match pub 2/9/2014

g_unevenTeamDiff 2 // Jeco added, good for reminding players to even up teams 2/9/2014
g_unevenTeamFreq 30 // Jeco ^
 

 

So as you can see, nothing major was changed by me as all other settings are already correct or match B1 pub settings.

 

As far as g_knockback, i will get on the server tonight and we will play with that setting and you guys can tell me when it feels right.

I am not sure why this is different in silEnT then Pub as the value is 1000 for both but we will try different values tonight.

 

  • Adrenaline damage is same as pub %50, i do not know why anybody feels it is different, some proof of this is required as the setting is the same as in B1 pub settings.
  • Prown delay is disabled, i don't know what Prownd is compalining about, i can't tell any difference myself.

 

set g_proneDelay 0

 

  • Spawn timers are the same as in pub, each one is set in the mapconfigs for each map individually. (so no change, not sure why anybody thinks there is)
  • Levels are gained at the Same Rate as in B1 pubs settings, i am not sure why anobody thinks this is different.

 

 

So, about the hitboxes, here is the documentation...

 

 

 g_realBody

Description

If server admin sets this, the player hitboxes are adjusted smaller

and harder to hit. Value 0 corresponds to the hitboxes used up to

0.5.0.

Parameters:

0 Hitboxes used up to 0.5.0

1 Use smaller hitboxes

Default: 0

Minimum required version: 0.5.1

^We have  g_realBody set to 1 (enabled).

 

g_realhead...

 

g_realHead

Description

Enable ETPro headboxes.

Type: [0|1]

Parameters:

0 Regular headbox positions.

1 Server tracks the animations so the headbox will match the playermodels exactly. This is the recommended value.

Default: 1

Note:

This code was originally from ETPro (b_realhead). It was contributed by zinx and added to ETPub by forty. silEnT is based on the ETPub source and this code has not been altered from the ETPub.

Change log:

  • 0.5.1 - The option was removed. The ETPro headboxes are always used.

^I tested this and it "can" be set to value of 0 (or at least when i change it and test the value on the server it returns a value of 0), so if this needs to be turned off i believe we can however this was enabled in B1 pub settings.

---------------------------------------------------------

 

Other settings that would be of interest and their values which match B1 pub settings...

 

set g_fixedphysics 1
set g_fixedphysicsfps 125

set g_antilag 1

set g_antilagDelay 0

set g_antiwarp 1
set g_maxWarp 5
set g_skipCorrection 1

 

 

So below are the things that i believe can not be changed in the silEnT mod...

 

  • Throwing nades out of the water can not be changed as far as i know.
  • Knife action (damage and delay are already fixed but the actual action can not be changed).
  • The collison boxes that would allow (in pub) to go through some tight spaces can not be done in silEnT.
  • Switching weapons is reported as being slower, this must be a silEnT issue, it is not adjustable as far as i know.
  • Spotting mines is the same "setting" as in Pub however, the distance mines can be spotted must be a silEnT issue that can not be adjusted and the report of a 5 sec delay before it is reported in chat is not something that can be adjusted as far as i know.
  • The 3-4 second delay reported when firing a panzer must be a silEnT issue as i do not know of any adjustment for this (this may have to do with what level heavy weapons you are though).
  • Side to Side slow movement reported, must be a silEnT issue, i do not know of any way to adjust.

 

If you all have any other issues not addressed here then please post about them and also if any of you have a resolution to the above issues then please post about it here as well.

 

I did a through investigation of all the cvar's and all the issues reported so the above list "is" what we can not change in silEnT so you all can decide if you want to keep silEnT or go back to Pub based on this information (unless any resolutions can be made after this post).

 

Other then that is there anything else that needs to be addressed?

 

 

 

Jec


Edited by Jecoliah, 12 February 2014 - 03:23 AM.