Yalt.

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grmg.pl
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#16 Post by grmg.pl » Sun Jun 23, 2013 5:38 pm

Second thing - Yalkt camps in ONE spot entire games. All the time. Not forbidden, but PATHETIC.

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Raptor
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#17 Post by Raptor » Sun Jun 23, 2013 6:48 pm

lol iremember that he reset admin levles for no reason
Beware THE CREATOR OF THE GRANGER!

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#18 Post by TheMuffinMann » Sun Jun 23, 2013 10:24 pm

A quick note to both of you:

camping isn't a crime, it often is just shaming and lame.


Yalt's resetting: He does this every second or third day, if you do not happend to be online 4 hours each day, or to say the least the whole day, each day, every day.
A signature, for me?

Stop it, you. :$

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#19 Post by Spl@ » Mon Jun 24, 2013 11:09 pm

Cleaning up by de-registering identities which haven't been used for months is fine, but not used for just a few days? I'd call that excessive.
Oh look. Killed again. Back to the tent…

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#20 Post by lamefun » Tue Jun 25, 2013 5:02 am

I can't edit maps with this mod, turns everything into complete garbage, no team selector, human base turns into garbage composed of alien structures, even after /team h trying to spawn yields: "The Overmind can not control any more alien structures".

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#21 Post by iain » Tue Jun 25, 2013 6:06 am

So we've gone from: a general inquiry about yalt's gameplay style and his coding skills, to his way of adminning a server, to actual technical problems and general bitchiness...

All on a forum that he can no longer access....

I can see why this was posted in the *anything else* section

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#22 Post by Weed » Tue Jun 25, 2013 7:59 am

Everyone has their own opinion about his mod/him.

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#23 Post by grmg.pl » Tue Jun 25, 2013 8:37 am

everything into complete garbage, no team selector, human base turns into garbage composed of alien structures, even after /team h trying to spawn yields: "The Overmind can not control any more alien structures".
Exactly what I get in demos.

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#24 Post by Redman » Tue Jun 25, 2013 9:08 am

Let me clarify that for you.

It's not yalt's fault that the demos/local servers are screwed up. His code is fine.

What isn't fine is Tremulous 1.2's mod files handling. If it worked, each mod could be given a separate directory with separate configs and demos (just like it was done in 1.1), but because all config is saved to the hardcoded default mod "gpp", new mods would have no configuration at all (because they look for it in "base"). The solution would be to patch the fucked code in the client code (which would require every user to download an executable).

Summary: two or more mods can't co-exist without clusterfucks in Tremulous 1.2.
Also known as the invisible man.

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#25 Post by grmg.pl » Tue Jun 25, 2013 9:15 am

I never said that it's Yalt's fault that he screw ups demos or that his mod is shitty (it's actually quite good).

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#26 Post by Redman » Tue Jun 25, 2013 9:32 am

Let me clarify that for you.
I was referring to everyone participating in this thread.
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#27 Post by Weed » Tue Jun 25, 2013 9:34 am

Redman wrote:
Let me clarify that for you.
I was referring to everyone participating in this thread.
So why you don't make a patch ? :P

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#28 Post by Redman » Tue Jun 25, 2013 9:44 am

Weed wrote:So why you don't make a patch ? :P
Redman wrote:The solution would be to patch the fucked code in the client code (which would require every user to download an executable).
Also known as the invisible man.

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#29 Post by iain » Tue Jun 25, 2013 10:22 am

Redman wrote:
Weed wrote:So why you don't make a patch ? :P
Redman wrote:The solution would be to patch the fucked code in the client code (which would require every user to download an executable).
Ironically the fix is actually contained in quite a few bot codes...

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#30 Post by Fang152 » Tue Jun 25, 2013 11:39 am

iain wrote:
Redman wrote:
Weed wrote:So why you don't make a patch ? :P
Redman wrote:The solution would be to patch the fucked code in the client code (which would require every user to download an executable).
Ironically the fix is actually contained in quite a few bot codes...

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