Author Topic: Hexer - Version 0.9.3 released!  (Read 62996 times)

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Offline Avarax

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Re: Hexer mod (RPG script) - NA server back online as pub
« Reply #140 on: June 03, 2007, 03:13:42 pm »
i do and it still only works 4 times.
I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host

Offline Paintd

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Re: Hexer mod (RPG script) - NA server back online as pub
« Reply #141 on: June 03, 2007, 07:42:40 pm »
Moar max players.

Offline numgun

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Re: Hexer mod (RPG script) - NA server back online as pub
« Reply #142 on: June 03, 2007, 08:03:14 pm »
In soviet hexer servers, the spas kills you.

Srsly, I was playing on 2wai's hexer server and I fired my spas and I got about 60% damage from that. Whats causing this since the spas works normally on non-hexer games.

Offline Avarax

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Re: Hexer mod (RPG script) - NA server back online as pub
« Reply #143 on: June 04, 2007, 04:07:16 pm »
2.6.1 has a bugged weapons.ini, all weapons that use the the same bullettype as the flamer will deal damage to their owner on shot. I use bullettype = 3 to make my flamer the boosting weapon for kamikazes and sprint, therefore spas deals self damage. i disabled the spas on my servers because of that because i didn't want to cut out the whole code for sprint & kamikaze until we get a server fix.
i've already informed MM and enesce about this bug.
I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host

Offline MORTUS

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Re: Hexer mod (RPG script) - NA server back online as pub
« Reply #144 on: June 05, 2007, 06:32:03 am »
the writing on the screen is still too big.. im running it at the smallest screen size tho...
maybe thats why...
i freakin love hexer if only there were more servers...
also i have an idea....

like auto save every 10  mins...

Offline Avarax

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Re: Hexer mod (RPG script) - 0.9.1b version online
« Reply #145 on: June 06, 2007, 03:19:43 pm »
no, accounts are autosaved with every mapchange and those are usually every 20 minutes which is definitly enough. It will autosave your account when you leave aswell.


Code: [Select]
<<-- Hexer Mod v0.9.1 -->>
-added beta version of global accounts (only on server #2 and #3)
-added Mana Shield
-added Pilferage
-added full and fast customizability for server hosters via an INI
-added "Ghoul" and "Kamikaze" can't be used as playername
-added Ghouls and Kamikazes now yield EP
-modified EP needed (less exponential), this should be the last account reset
-modified these skill's power:
      Body Double improved, Ghouls nerfed, Kamikaze improved,
      Warmth nerfed, Disarm improved
-removed /myskilldraw, shortened /myskilltext to /myskill
-fixed own ghouls give EP if they kill you after teamchange
-many other fixes / additions / modifications, don't remember everything


Code: [Select]
<<-- Hexer Mod v0.9.1b -->>
-added autoteambalance based on levels (!balance)
-added chat message for Kamikazes and Ghouls
-fixed huge fonts and increased staytime of on screen messages
-modified Body Double now steals effects of:
   Mana Shield, Holy Medikit, Bladerage and Sprint
-modified Mana Shield will now not increase other spells on cast,
  but will increase it's own when you're hit during the shield.
-modified Mana Shield heals you when it's over depending on how much
  you were hit (more hits = less heal, max. 10 hits, 5% heal per no hit).
-modified pilferage will now only destroy bullets, not give 1 to you.
-modified Sprint will put flamer on your BACK to make your primary ammunition
  stay. Duration increased by 1 to compensate.
-increased regeneration of Warmth to 2,5% and HP threshold to 40%
-increased Mana Shield cooldown to 48 seconds, duration to 4-5 seconds
-increased Body Double cooldown to 80 seconds
-increased Pilferage chances
-increased Kamikaze duration to 2 minutes, cooldown to 250 seconds
-temporarily disabled Spas-12 due to a bug in server version 2.6.1
-decreased Ghoul armor to 12 times armorlevel of caster, reduced cooldown to 440 seconds
I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host

Offline zyxstand

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Re: Hexer mod (RPG script) - new v0.9.1b online
« Reply #146 on: June 09, 2007, 08:29:19 am »
Can somebody please tell WTF is going on in this demo?!!?
I never thought I'd see that on AVARX's hexer server (85.14.219.24).
Please watch the attached file.
Can't think of anything original to put here...

Offline Avarax

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Re: Hexer mod (RPG script) - new v0.9.1b online
« Reply #147 on: June 09, 2007, 08:43:02 am »
and.... what's wrong? o_O
i don't see any kind of hack in that demo
I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host

Offline freestyler

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Re: Hexer mod (RPG script) - new v0.9.1b online
« Reply #148 on: June 09, 2007, 08:48:48 am »
It's not hack. It looks like players keep on moving when proned, I think it's some kind of server-side 'crouchbug'. By the way, zyxstand, on that demo you're moving like that as well.

Offline zyxstand

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Re: Hexer mod (RPG script) - new v0.9.1b online
« Reply #149 on: June 09, 2007, 03:03:46 pm »
lmao in all my soldat career I've never seen that.  I just played it back and after a while I saw myself in the demo as if I was holding down the prone key (x) without being affected by it.  The others still looked as if they were statically on prone.  Would a server restart fix it?

Date Posted: June 09, 2007, 10:49:23 AM
the glitches keep coming...
watch the attached file*
this problem was seen by everyone -> it's a server-side glitch...

d.l and watch attached files*

few things that error up:
- returning flag even when it's in base
- score resets to 0-0 ever so often (doesn't reset just once)
- vote map didn't seem to work... at first this problem was seen only in ctf_ash (saw it twice) but then it appeared in the next map (forgot name - next map in rotation)
Can't think of anything original to put here...

Offline chron1c.

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Re: Hexer mod (RPG script) - new v0.9.1b online
« Reply #150 on: June 10, 2007, 01:15:07 pm »
I was playing on the selfkill server a lil bit ago and all of a sudden my game froze and now im banned from the server. Is there anyway that I could be un-banned? And i cant join the other two servers.
« Last Edit: June 10, 2007, 01:18:31 pm by chron1c. »

Offline zyxstand

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Re: Hexer mod (RPG script) - new v0.9.1b online
« Reply #151 on: June 11, 2007, 12:03:11 am »
It was probably not an admin who banned you but rather the server having an overflow (?) or something with you.  Those kinds of bands aren't permanent but I don't know how long it lasts...
Can't think of anything original to put here...

Offline chron1c.

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Re: Hexer mod (RPG script) - new v0.9.1b online
« Reply #152 on: June 11, 2007, 05:00:55 am »
Yea I was unbanned later.

Offline Zero

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Re: Hexer mod (RPG script) - new v0.9.1b online
« Reply #153 on: June 11, 2007, 08:55:33 am »
For some reason now, the server won't allow me to login :/

Edit: Nvm it works now
« Last Edit: June 11, 2007, 11:47:35 am by Zero »
True warriors know the destructiveness of power-and how and when to use it.

Offline chron1c.

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Re: Hexer mod (RPG script) - new v0.9.1b online
« Reply #154 on: June 11, 2007, 09:17:58 am »
yea same and does anyone know where i could get a hotkey editor?

Offline zyxstand

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Re: Hexer mod (RPG script) - new v0.9.1b online
« Reply #155 on: June 11, 2007, 11:27:17 am »
Selfkill TauntEdit v2
That's the one I use - very simple to use taunt editor.
How to use:  If you have registered version and have an account on your computer, click open in the Taunt Editor and browse your for "\soldat\Profiles\YourName.txt" and open it.  The rest is self explanatory.  I believe if you don't have an account you have to edit "\soldat\taunts.txt"

So nobody's downloading those two demos to see the funky glitch?
Can't think of anything original to put here...

Offline Avarax

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Re: Hexer mod (RPG script) - new v0.9.1b online
« Reply #156 on: June 11, 2007, 02:21:38 pm »
i'm not watching them zyxstand because i don't think those bugs have anything to do with my script, i guess it was simply the server being ****ed up.
I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host

Offline PQ

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Re: Hexer mod (RPG script) - new v0.9.1b online
« Reply #157 on: June 12, 2007, 02:33:21 pm »
well those bugs are all day already now, I recompiled the script but that didnt work..
#2Wai.soldat @ quakenet.org Soldat's heaven


Offline Avarax

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Re: Hexer mod (RPG script) - new v0.9.1b online
« Reply #158 on: June 12, 2007, 04:40:02 pm »
Code: [Select]
<<-- Hexer Mod v0.9.1c -->>
-fixed Mana Shield having way too high cooldown
-fixed spells with duration no longer stay after death
-modified Pilferage is now based on bullets left in targets magazine
-modified autobalance is now more based upon playercount than levels
-increased Warmth heal effect to 2.6% (starting value)
-increased Critical Strike damage bonus to 100% (starting value)
-increased Sprint duration to 9 seconds (starting value)
-increased Sprint cooldown by 20 seconds (starting value now 98)
-decreased Sprint cooldownreduction per level to -3
-decreased Pierce Armor's effect to 3.5% (starting value)
-decreased Critical Strike chance to 10.5% (starting value)
-decreased exponential multiplier of EP needed for next level by 15%
-optimized charactersystem CPU and memory usage
I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host

Offline Zero

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Re: Hexer mod (RPG script) - UPDATE: v0.9.1c
« Reply #159 on: June 12, 2007, 05:31:43 pm »
Does the server save the accounts when its has a connection problem?

True warriors know the destructiveness of power-and how and when to use it.