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Posted: Sun Jun 23, 2013 5:38 pm
by grmg.pl
Second thing - Yalkt camps in ONE spot entire games. All the time. Not forbidden, but PATHETIC.

Posted: Sun Jun 23, 2013 6:48 pm
by Raptor
lol iremember that he reset admin levles for no reason

Posted: Sun Jun 23, 2013 10:24 pm
by TheMuffinMann
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.

Posted: Mon Jun 24, 2013 11:09 pm
by Spl@
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.

Posted: Tue Jun 25, 2013 5:02 am
by lamefun
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".

Posted: Tue Jun 25, 2013 6:06 am
by iain
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

Posted: Tue Jun 25, 2013 7:59 am
by Weed
Everyone has their own opinion about his mod/him.

Posted: Tue Jun 25, 2013 8:37 am
by grmg.pl
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.

Posted: Tue Jun 25, 2013 9:08 am
by Redman
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.

Posted: Tue Jun 25, 2013 9:15 am
by grmg.pl
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).

Posted: Tue Jun 25, 2013 9:32 am
by Redman
Let me clarify that for you.
I was referring to everyone participating in this thread.

Posted: Tue Jun 25, 2013 9:34 am
by Weed
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

Posted: Tue Jun 25, 2013 9:44 am
by Redman
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).

Posted: Tue Jun 25, 2013 10:22 am
by iain
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...

Posted: Tue Jun 25, 2013 11:39 am
by Fang152
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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