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When Com_GameRestart is called, the q3config.cfg is loaded twice. I'm not sure if this is the source of seeing the spam of latched cvars needing to be changed on restart during this case or not but i…
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Instead of the Crowbar just hitting a corpse normally, the Crowbar starts to hit the corpse incredibly fast and gib it almost instantly, the animation of hitting doesn't play and the hitting sound get…
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If making a feature request, you should delete all the pre-filled text here.
If reporting a bug, fill in the following sections:
### Expected behavior
when the match end the server will auto rest…
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Hello,
If we have sv_allchat set to 0 and plugin ( https://forums.alliedmods.net/showthread.php?t=56825 ) enabled, players write double after death.
I propose to add new settings for sv_allchat…
ghost updated
3 years ago
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Recently the TruffleRuby folks optimized class variable access, since they determined that the lookup scope is static. This would be a good optimization to do in JRuby, and would likely optimize as we…
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Attached patch adds g_freeCredits.
setting this cvar to 1 will cause players to spawn with full credits after
each death.
setting g_freeCredits higher than 1 will cause it to decrement on each m…
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The num_reserved_wanderers cvar doesn't seem to do what we thought it did.
Wandering common density is still uneven on 2.2.0.
Possible fixes:
1. Find how the director allocates common, and coerc…
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We should have a crosshair, even if we don't have weapons yet.
The `g_editEntityMode` CVar lets you select entities by shooting at them, and displays the entity number, spawnclass and entity name in t…
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Currently infect HP boosts raise you above your starting HP. We should
include a cvar to limit it. Also, the defaults are really high. 1000HP for
infecting someone is a bit zombie-sided. The…
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This cvar would allow one to build even if out of BPs. It would *not* make buildings powered, though.
The intent is to ease the building of layouts. The author would still see the (negative) number…
ghost updated
6 months ago