Search found 65 matches

by Dragon
Mon Apr 11, 2011 6:55 am
Forum: Features Requests
Topic: g_truePing
Replies: 2
Views: 1654

Re: g_truePing

Ah, sorry then, mate. I just never noticed it while configuring the Jaymod on the server.

Sorry again for wasting your time reading this ;)
by Dragon
Sun Apr 10, 2011 10:37 am
Forum: Features Requests
Topic: g_truePing
Replies: 2
Views: 1654

g_truePing

Shows real pings instead of calculated ones.

NQ/N!tmod/ETPub's feature.
by Dragon
Sat Apr 09, 2011 2:19 am
Forum: Features Requests
Topic: New commands
Replies: 5
Views: 2215

Re: New commands

Here you go, mate.
by Dragon
Fri Apr 08, 2011 2:00 pm
Forum: Features Requests
Topic: laser trip mines
Replies: 4
Views: 3671

Re: laser trip mines

But the thing is, Trip Mines has nothing to do with World War II, other thing is Molotov coctail cause I love to use it ;)
by Dragon
Fri Apr 08, 2011 1:57 pm
Forum: Features Requests
Topic: New commands
Replies: 5
Views: 2215

Re: New commands

1. Too lazy to use !putteam? :D
2. Maybe better would be new gametype - Team Deathmatch, but even if jaybird agree, it would be implemented in distant future, but... jaybird came back and he's faster than he was :lol:.
4. You can use LUA instead.
by Dragon
Thu Apr 07, 2011 10:24 am
Forum: General Discussion
Topic: 2.1.9 changelog so far
Replies: 16
Views: 9318

Re: 2.1.9 changelog so far

While I'm not sure what some of those renderer cvars do, most of that makes sense. I don't know few of the commands too, just didn't change it, this forcecvar file is provided with a mod I just changed few values from commands I know. While I'm not sure what some of those renderer cvars do, most of...
by Dragon
Thu Apr 07, 2011 8:45 am
Forum: General Discussion
Topic: 2.1.9 changelog so far
Replies: 16
Views: 9318

Re: 2.1.9 changelog so far

For example my forcecvar file from N!tmod: forcecvar snaps 20 sv_cvar cg_fov IN 90 120 forcecvar r_ambientScale 0.5 sv_cvar rate IN 25000 45000 forcecvar cl_maxpackets 100 forcecvar r_colorMipLevels 0 forcecvar r_drawentities 1 forcecvar r_drawworld 1 forcecvar r_lightmap 0 forcecvar r_showmodelboun...
by Dragon
Thu Apr 07, 2011 7:44 am
Forum: General Discussion
Topic: 2.1.9 changelog so far
Replies: 16
Views: 9318

Re: 2.1.9 changelog so far

Please, try to implement forcecvar and sv_cvar to the 2.1.9 otherwise there won't be any reason to migrate from 2.1.7 by RedSector to 2.1.9. It's the most important thing which should be available in Jaymod IMO.
by Dragon
Tue Apr 05, 2011 1:32 pm
Forum: General Discussion
Topic: 2.1.8 ready for consumption, redux
Replies: 42
Views: 22224

Re: 2.1.8 ready for consumption, redux

Mateos wrote:The flags has only a function: show where from is a player. Why do you NEED new ones? Why not remake all icons or gfx things, so Jaymod will be different from other mods? Why not make a mod about 30 Mo of reworked tiles?
:lol: it's redicilus what I've read. File with flags has 1MB ;)
by Dragon
Sun Apr 03, 2011 1:38 pm
Forum: General Discussion
Topic: Mod updates
Replies: 49
Views: 20461

Re: Mod updates

stealth wrote:PB is not different per mod
I agree, PB is not different per mod but mods are different for PB :lol:
Even someone from NQ team said that they will try to optimize their mod for working with PB on.
by Dragon
Sat Apr 02, 2011 3:06 pm
Forum: General Discussion
Topic: Mod updates
Replies: 49
Views: 20461

Re: Mod updates

PB doesn't lag with Jaymod, it's not NQ where PB ON causes unplayable lags.
by Dragon
Thu Mar 31, 2011 2:28 pm
Forum: Bug Reports
Topic: 2.1.8 Bug Motar
Replies: 6
Views: 14675

Re: 2.1.8 Bug Motar

jaybird is back and he's faster than he was :D
by Dragon
Wed Mar 30, 2011 9:32 am
Forum: General Discussion
Topic: 2.1.8 ready for consumption, redux
Replies: 42
Views: 22224

Re: 2.1.8 ready for consumption, redux

jaybird wrote:Do you have some custom cg_fov setting? That gun looks rather skinny.
Yep, 110 or 115.
by Dragon
Wed Mar 30, 2011 8:56 am
Forum: General Discussion
Topic: 2.1.8 ready for consumption, redux
Replies: 42
Views: 22224

Re: 2.1.8 ready for consumption, redux

Oh, I forgot to ask, did you implement forcecvar and sv_cvar? It's needed to force stuff like cl_maxpackets or rate cause newbies don't know they should change it and then they lag.

BTW, widescreen support looks cool even on my monitor:
Image
by Dragon
Wed Mar 30, 2011 8:13 am
Forum: General Discussion
Topic: 2.1.8 ready for consumption, redux
Replies: 42
Views: 22224

Re: 2.1.8 ready for consumption, redux

Wow, you're very fast Jay :D