Bugs to be fixed in 1.6.5

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Bugs to be fixed in 1.6.5

Postby Black » Sun Jul 25, 2010 7:58 pm

A reminder for Dinius:

*Goback location will not reset with trigger_savereset
*Giving yourself ammo as FOps allows you to have grenades in a noexplosives enabled map
*Iwant & goto enabled at default, should be disabled by default
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Re: Bugs to be fixed in 1.6.5

Postby Zero » Mon Jul 26, 2010 8:11 am

Black wrote:A reminder for Dinius:

*Goback location will not reset with trigger_savereset
*Giving yourself ammo as FOps allows you to have grenades in a noexplosives enabled map
*Iwant & goto enabled at default, should be disabled by default

1. Err, not exactly a bug.
2. no.
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Re: Bugs to be fixed in 1.6.5

Postby Dinius » Mon Jul 26, 2010 10:27 am

oh black... I thought you meant goback didn't reset when the player used some savereset command..

So:
1: Fuck off with your scripts.
2: Will fix, but keep in mind this is a server setting as well and not only a map one if there's a map setting for it I don't remember:P
3: Will not be disabled by default, but will be a cvar for the player to enable it to be disabled. e.g. tj_disableiwantnogoto which is 0 by default and u can set it to 1 and disable stuff. :P

<3

oh, and 4: Irritating mapscript things along the lines of refinery will be 100% disabled with no option to turn it back on.. (kind of a joke but I'd rather make that than any of the above:D)


Anyways, the noexplosives thing, if it's as you say, is a proper bug which I'll fix. The #1 thing can fuck off, and the #3 thing isn't much of a bug either so dunno if I cba to do it since as I said I'm fixing bugs, not adding features to tjmod:P

You could always try to convince zero, but I doubt he'll do it :lol:
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Re: Bugs to be fixed in 1.6.5

Postby Zero » Mon Jul 26, 2010 11:57 am

Dinius wrote:oh black... I thought you meant goback didn't reset when the player used some savereset command..

So:
1: Fuck off with your scripts.
2: Will fix, but keep in mind this is a server setting as well and not only a map one if there's a map setting for it I don't remember:P
3: Will not be disabled by default, but will be a cvar for the player to enable it to be disabled. e.g. tj_disableiwantnogoto which is 0 by default and u can set it to 1 and disable stuff. :P

<3

oh, and 4: Irritating mapscript things along the lines of refinery will be 100% disabled with no option to turn it back on.. (kind of a joke but I'd rather make that than any of the above:D)


Anyways, the noexplosives thing, if it's as you say, is a proper bug which I'll fix. The #1 thing can fuck off, and the #3 thing isn't much of a bug either so dunno if I cba to do it since as I said I'm fixing bugs, not adding features to tjmod:P

You could always try to convince zero, but I doubt he'll do it :lol:

Fuck no, can't help the noobs when they don't even know how to type that in console.
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