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Posts posted by Eagle_cz
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9 minutes ago, Mister J said:
I noticed that too.
So now that everything is back (thanks for that!), we should wait for a stable version of Legacy and then pick this issue up again? I think the only fix will be to change the value of Artillery and Airstrike frequency, which we can't seem to alter now.
To be continued then...
Yeah, would be nice to have one stable but im sure that devs trying to do their best. So we will see soon because a new build comming..
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I had a talk with devs, "set team_maxAirstrikes "1" means how many times per minute arty/air can be sucesfully called. So you can still 'spam' with arty but only one per minute will be done.
if (team_maxAirstrikes.integer) { level.axisAirstrikeCounter += 60000 / team_maxAirstrikes.integer; } else { level.axisAirstrikeCounter += 60000 / G_MaxAvailableAirstrikes(ent); }
int G_MaxAvailableAirstrikes(gentity_t *ent) { int playerCount; int fieldopsCount; playerCount = G_TeamCount(ent, -1); fieldopsCount = G_CountTeamFieldops(ent->client->sess.sessionTeam); if (fieldopsCount > 6) { fieldopsCount = 6; } else if (fieldopsCount < 2) { fieldopsCount = 2; } // max number of airstrikes per team per minute return ceil(fieldopsCount * playerCount * g_heavyWeaponRestriction.integer * 0.01); }
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yo mate did you tried to run it as administrator ? ...just an idea
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we were forced to come back to the 442 version.. so imo all the problems will be gone for now... with etl;devs we will work on another build hopefully more stable... stay turned...
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a mass packet loss just happened, not related to legacy only, it was whole box unavailable .. tried a different sources but finally it started responding from honkong lol .. dunno what happened, searching but it wasn't connected with our box ... well, imo network issue ...
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Welcome to the forums and enjoy your stay here
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Server will stay up a few days so we can hop on instantly for quick afterparty
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Was fun guys... thanks to all who joined
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welcome to the forums and enjoy your stay here
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4 minutes ago, Rammstein said:
still not working for me, tried all of the tips below, server kicking me out right after the downloads, ore awaiting gamestarted
run your et as admin .. thats why ...
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20 minutes ago, Matu said:
download maps and extract it to your etmain directory https://teammuppet.com/home/files/file/246-halloweenmappackzip/
it's not needed .. it will download all the things that are needed but you have to run et as admin ...
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ok, fixed that script finally .. it should work now.
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Server will be tomorrow downgraded to original etl version.. there is nothing what we can do a more with that...
..strange is tha we running an old a same version a in the summer.... really dunno.
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Dear Muppets, visitors, friends, members and anybody around...
after a some time it's time to invite you all to our event (almost a last one this year). It's been a time when we had had a last 'Infected' event. Halloween sounds ideal for that so diferently from a last years, this event will be on the infected mod. You all are welcomed but please, try to connect BEFORE the event will start up. In case of problems, feel free to send me a PM ...
See ya there! Have a fun!
...thanks to all from the event team who worked on this!
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welcome to the forums and enjoy your stay here
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v2.76-442-gb2a9387 is back on the server ... let's see if we will get 999 issue again ...
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13 minutes ago, Voidhead said:
There were about 20 people including specs server reset to venice
Venice is 1st map so its ok, but i dunno what happened because its not in game log - i see that as restart... what map was played before a crash please?
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29 minutes ago, Voidhead said:
Server just crashed again sadly
Whaaaat? Any details about that? ...ok will look into logs... how many ppl were around ?
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New bug found: allies will win every map
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We tried a lot of things and we still searching where the problem is. We also tried to switch the server version from 64 bit architecture to 32 bit but unfortunately it's impossible because of obsolete types of libraries that are needed ... We (as admins) and ET:L developers are under a solid pressure and all of us really trying to fix that asap but it's not easy...
There is a new build of ET:L mod which could be stable and without problem but we can't say it until we will try it on the server at real load. We knows that this kind of problems are deadly to our server but we need to do whatever even a risky things to move on from this point and find a way how to fix it.
In a few minutes server will be updated to latest version of ET:L and we will see...
EDIT: * slow download speed fixed.
EDIT #2: changelog below...
* Fixed NUMLOCK 5 status fail Client * Fixed SND_NOCUT, SND_OKTOCUT, SND_CUTOFF and SND_REQUESTCUT flags options were not handle in start sound function * Added cursor management for edit text/field UI element * Check NUM LOCK status for CGAME input keys Mod Added secondary weapon to class menu selection Fixed gibs are not drawn Added dynamic spawn points selection menu Removed g_countryFlag option to make bots use server location flag Added fading effect on weapons disappearing Added bouncing effect for items (weapons/pack/obj launched/dropped) Fixed weapons reload faster animations Fixed centerprint inserts awkward newlines Fixed cabinets are not affected by cg_autoActivate 0 Added invalid GUID check at client connection (avoid some issue with Skill Rating system) Fixed pick-up weapon when player doesn’t have a primary weapon to drop Removed required tapout when doing selfkill in warmup Fixed cg_gibs cvar Fixed wounded players waiting for revive didn’t gib Fixed chargebar status colour hard to differentiate when at low level Fixed last bullet firing animation on Luger Fixed alternative switch wasn’t possible when weapon fire last bullet in clip/reserve Fixed force alternative switch with cg_noAmmoAutoSwitch 0 Fixed mortar out-of-ammo was playing spinup sound Fixed out-of-ammo delayed weapon were playing EV_NOAMMO twice Fixed no explosion effect on satchel suicide Added cursor mangement in debriefing chat and limbo panel player name field Fixed register images from debriefing were loaded each frame Fixed debriefing was showing spawning place instead of appropriate portal cam Fixed explosion shakes were missing Added shakes from panzer/bazooka and mortar missile explosions Fixed airstrike delay was shorter than it should Fixed airstrike/artillery sounds are now properly played Fixed spawn point counts on command map Added /listspawnpt command to shown available spawn points to use with /setspawnpt command Fixed cg_popupBigFilter had inverse behavior, which made skill upgrades not displayed and played by default Fixed upscaled debris effects of the broken props
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Welcome to the forums and enjoy your stay here
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hehe, funny. For me is more interesting that you/we are still here even after 11 years later ...Thanks for that!
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47 minutes ago, Duro said:
This morning Arno reported to me that the server got really laggy after the tank blew up the doors in the map "marketplace2" he told me it was a known bot bug? I don't really know what he means i'm just relaying the message, hoping you guys could do something with it.
it looks that this was more related to dedi box than with the game ... i found smt but now i need to investigate it more deeply.
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Welcome to the forums and enjoy your stay here
Welcome To TeamMuppet: Reteid
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Welcome to the forums and enjoy your stay here