Moderators: Pardner, TheDoctor
/dev/random wrote:I'm not certain about the interface. If I do modify it, one will have to download a pk3. Since the mod's changes are so small, I'd pefer if it stays serversided.
Redwing wrote:One question I have is whether you can make it so a thrown knife will cause dynamite to explode. Currently it does not. This would be useful for some fun booby traps, eh?
ReD NeCKersoN wrote:/dev/random wrote:I'm not certain about the interface. If I do modify it, one will have to download a pk3.
Couldn't this be done with code? Instruct the non-buyable weapons to stay grayed out permanently? As it is now, once you earn enough money you are given the false impression that you should be able to buy nonplayable items. (Even though you can't, it still looks like you could atm.)
ReD NeCKersoN wrote:As for maps, I'd suggest starting with the smallest levels untill more people become aware of the mod. Train, Hang'em High, Dry, etc.
Couldn't hurt to add /bot_minplayers 3 to the server.cfg either
/dev/random wrote:I'll try whether the bots are useful, since they don't use dynamite or molotov as far as I'm aware. Maybe g_spSkill 5 will help
ReD NeCKersoN wrote:The only reason I suggested bots is to give a single player something to do while he's waiting for other players.
/dev/random wrote:If this summary is too rough, let me now ...
Loading vm file vm/qagame.qvm...
----- Client Shutdown (Client fatal crashed: vm/qagame.qvm does not have a recognisable magic number in its header) -----
RE_Shutdown( 1 )
-----------------------
----- Server Shutdown (Server fatal crashed: vm/qagame.qvm does not have a recognisable magic number in its header) -----
---------------------------
vm/qagame.qvm does not have a recognisable magic number in its header