/dev/random wrote:You can compile AAS separately from your BSP file. You could use a stripped down version which just has additional botclips and use that as a base.
This way you can use the lowest graphical settings or might even be able to use a decompiled version of a map.
torhu wrote:What is WAD?
Myrmidonas wrote:I had 2 bugs too, the one was the 60 sec bug at the beginning of the round (I couldn't buy anything)
// if it's to late to buy
if(cg.time - cg.roundstarttime > BUY_TIME && cgs.gametype >= GT_RTP){
CG_Printf("60 seconds have passed ... you can't buy anything\n");
return;
}
Bodie wrote:Is there any way on the server side to limit client's usage of cl_timenudge, by reducing how high the nudge can be set (for example cutting it from -50 <-> 50 to -25 <-> 25 range?
7. Rifle damage is reduced close range, is this WAD?
Also, spawn bugs are still very much in the game, I had one today on Durango together with Spaylin, was told of another on the new Train. Is that code merged that supposedly moved players and prevented spawn bugs?
Joe Kari wrote:Also, spawn bugs are still very much in the game, I had one today on Durango together with Spaylin, was told of another on the new Train. Is that code merged that supposedly moved players and prevented spawn bugs?
Erf... this one should have been fixed by Tequila a long time ago... Really strange you still get it, I haven't seen it in 1.1 branches for years :S
Joe Kari wrote:Anyway, I'm currently uploading SG 1.1 RC1 to Mod DB, it should be ready soon (Mod DB staff should validate it).
If you've been bad - Lord I bet you have
And you've not been hit by flying lead
You'd better close your eyes, bow your head
Wait for the ricochet
ricochet wrote:I think this is a misunderstanding. What rane is referring to as spawn bugs is players beeing stuck in one another at the beginning of rounds. This has never been fixed to my knowledge, has it?
What has been fixed in 1.1 is the type of spawnbug where on player dies at the beginning of the round (... tried to invade ...'s personal space), which typically occurs when there are more than eight players in a team.