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Found 14 results

  1. Hello Everyone, unKnow here I have a question for the F | A community, is anyone interested in playing trickjump (etjump) currently im good at tj and i like to teach people to play something if anyone is interested in that I could help them to play, here a photo of probably the most difficult gamma if you want to try,pm me Greetings
  2. I don't know why, but it seems like lately (last month+), Silent1 has become overrun with medics. Many great matches have been ruined because you have what seems like on average 60%+ of a team being medics, and of course that's usually the class of choice of a lot of the really good players that frequent the server. I'd like to suggest that you take one (or both) of the following options: 1. Limit the medic class to X percentage of the team. You already limit Panzers to 1, Flamethrower to 1 and 2 or 3 MGs for soldiers, so why not limit medics too which ruin games more than any of those weapons for soldiers do? I'd suggest that perhaps limit the medic class to a maximum of 25% (or less). This means that if the server averages 10 players per side, 2 of the 10 could be medics (and 5 of 20, 6 of 25, 7 of 30, etc). That would be plenty in my opinion, and perhaps even too much). 2. Perhaps even adjust max health that medics have. HP maxes out at 156hp. That's roughly 25%-50% more than non-medic class. An excellent player that typically (or even usually/only) plays medic class, with 156hp, is practically invincible. In fact, I'm not sure I can remember the bulk of the really excellent players on the server being engineers or really anything helpful. A lot of the times they don't even bother healing or reviving others when they play medics as they just play for stats. Some can argue that medics SHOULDN'T have more hp than other classes. Some can argue that they should. Not sure I care to suggest whether they should or shouldn't, but I would suggest that the 156hp gets lowered to something more reasonable. Seems like Field Ops max out at perhaps 125hp? Maybe I've seen 135hp, but that might've been another class. I would suggest maxing medics out even at 135hp. Lastly, I'd just like to point out that server rules, banners, and admins are always reminding players to keep the teams fair and that team play is a must. I'd argue that keeping teams fair isn't just about the numbers on each side, but also about keeping the % of medics on each team to a playable value. Not sure I've seen anything kill the server more than having the match just become one big medic war. I've seen, on multiple occasions, a largely full server emptying out fairly quickly because the game just becomes unbearable. Also, like I said before, a lot of the times, forget it when it comes to needing healing or reviving from a medic a lot of the times. A lot of the good players choose medics and only play for stats it seems, so that whole team play rule doesn't really seem to be monitored in that case. Sorry for the long whine. I've whined plenty of times on the server about it but figured I'd put in a more formal "complaint" with what I feel are well thought out points on why I believe medics should be limited not just in numbers but also in their hp. I don't say the following as a means of "threatening to try and get my way", but I've found it less and less enjoyable over the last month or so playing on the server (and I'm guessing the other servers have this issue as well). I'm not sure I can or want to continue playing much longer when seemingly every time I come on to play and have some fun, it just isn't fun because of the ridiculous amounts of medics on the server. It's one thing to get owned constantly by better players. I can handle that and I'm used to that (lol), but when those better players are always medics and you have practically ZERO chance against them, it becomes tiresome. Thanks for reading and considering. Sorry for taking half of your life to get to the end. Hoping some good discussions can come of this, even if no changes are ultimately implemented.
  3. Lately, one of your admins in particular (Icicel) has been calling "next map" votes the moment he joins or the moment a map is voted on when he doesn't like it and no other admins are present. This has happened several times. Now, you could argue that it's a vote so therefore it's democratic if the vote gets passed. Problem with that is, firstly, I actually use a windows partition on a mac to play ET and the F keys don't work. Secondly, most players don't end up voting anyway. When Icicel calls these votes, even if 3 people voted for a prior map, you wind up with 2-3 people voting total. Basically, the person calling "next map" knows that the people who don't like the map will be eager to vote while the other players who either like or don't mind the map are likely too apathetic to do anything. And mind you, these votes are not called when lots of players are complaining or there is a glitch in the map that makes it impossible to play or finish. I also have the ability to call "next map" votes, but I only do when no other players are playing and it's on a map I don't care for. Since I'm the only one playing, nobody will mind if I skip a map. If I log on and someone's playing a map I don't like, I either wait until it's over or leave. Icicel logs on, joins the game, an 5 seconds later calls a vote, even if you're in the middle of a map and nobody is complaining. That is some selfish bullshit and the guy has done it numerous times. Even yesterday we voted for Warbell, and the moment the map started he called a "next map" vote because it's not what he wanted to play. Sorry, but I was under the impression the server was for players, and that admins are there solely to control and facilitate gameplay, not conform gameplay to everything they want. Apparently if players vote to play a map, if Icicel doesn't like it, he will call a vote in a matter of seconds and hope to squeeze out a cheap "majority". I suggest making "next map" votes similar to an old server I used to play on where you needed a high percentage of the players currently playing to vote for it to even matter. If 7 guys are playing and 2 people vote, the vote dies. If people really hate the map and are complaining and you get 6 or 7 votes and it passes, no problem with that at all. The way it's currently set up, you just enable selfish players and admins to abuse that privilege knowing that more often than not they're going to get their way. I know Icicel has been confronted by another admin over this same thing and sees no issue with such conduct, amongst other very petty conduct. I suppose if nobody else here does, I may also have to find another server to frequent. I respect the rules and the objective/teamplay when I'm on. It doesn't particularly thrill me when your admins try to use their privileges solely for themselves. Respectfully.
  4. Hey guys, I posted this here bc the ET Sounds section hasn't had a post in forever. I propose to change the DoA sound on our servers to the Super Mario Goomba stomp sound. Here's a clip: We had this on my old clan and it almost acted as a reminder that you can goomba people. So little people actively try to goomba now that it feels like a lost art lol. More goombas! All in favor, comment I!
  5. Is there rules about stacking? There is couple of players who never play on defending team, or just plays allies..
  6. Silent doesn't show as being active via xfire, no response from the server. Doesn't show ping. well it doesn't show anything about silent. Never mind by the time this got posted it is now back up. Thanks
  7. Hi been having problems and others have complained about lag spikes. Here is my winmtr- |------------------------------------------------------------------------------------------| | WinMTR statistics | | Host - % | Sent | Recv | Best | Avrg | Wrst | Last | |------------------------------------------------|------|------|------|------|------|------| | CISCO05055 - 0 | 71 | 71 | 0 | 0 | 0 | 0 | | 10.104.198.1 - 0 | 71 | 71 | 6 | 24 | 58 | 17 | |dtr03knwcwa-tge-0-0-0-1.knwc.wa.charter.com - 0 | 71 | 71 | 6 | 17 | 61 | 6 | |crr01yakmwa-tge-0-0-0-4.yakm.wa.charter.com - 0 | 71 | 71 | 10 | 27 | 48 | 23 | |bbr02snjsca-tge-0-2-0-2.snjs.ca.charter.com - 0 | 71 | 71 | 36 | 48 | 96 | 39 | |bbr01rvsdca-tge-0-1-0-13.rvsd.ca.charter.com - 0 | 71 | 71 | 46 | 62 | 87 | 74 | | prr01lsanca-tge-2-2.lsan.ca.charter.com - 0 | 71 | 71 | 46 | 62 | 105 | 59 | | 96-34-156-18.static.unas.mo.charter.com - 0 | 71 | 71 | 47 | 66 | 96 | 55 | | 69.174.120.182 - 0 | 71 | 71 | 55 | 74 | 116 | 70 | | 69.174.120.177 - 0 | 71 | 71 | 57 | 77 | 107 | 73 | | te2-0.cr1.chi1.us.packetexchange.net - 18 | 40 | 33 | 0 | 112 | 139 | 111 | | edge1.chi2.ubiquityservers.com - 18 | 40 | 33 | 0 | 119 | 131 | 117 | | 174.34.164.92.rdns.ubiquityservers.com - 6 | 57 | 54 | 0 | 107 | 140 | 105 | |________________________________________________|______|______|______|______|______|______| WinMTR v0.92 GPL V2 by Appnor MSP - Fully Managed Hosting & Cloud Provider Not sure if you can help with this but it's at least a heads up. The SS are from the 20th but they apply for today as well Update: I disabled my PB and seems ok... Also tech ticket at Charter they said theres a problem with my modem, sending someone out tomorrow... but that has been done before so I dont expect much to come of it. This has happened before where it clears up for an evening or for a hour or so and the next day the lag comes back...
  8. Every time when i connect to Silent or Hardcore my game starts to record demo itself without any command,and if i try to check my minimap(what is G in every other server)it gives me line of smileyfaces( :d:d.....)in various colors.And in Hardcore my XP is gone every time when i connect but i still have my admin level. Any advice how to fix those little things? Thanks in advance, Spit
  9. File Name: La Rochelle Beta 2 - rochelle_b2.pk3 File Submitter: Strobel File Submitted: 19 Dec 2011 File Category: Maps Download pk3 name : rochelle_b2.pk3 Map name : La Rochelle Beta 2 ------------------------------------------------- Info from the readme: Author: Ifurita and Brevik Build Time: ~110 Hours Status: Beta 2 Number of Players: 12+ Credits Detoeni: Torpedo and submarine models: Midnight Oil and the rest of the WolfProject crew: Locomotive, coal car prefabs) Brevik: Submarine Pen, overall architechtural design Leno: Flak 37 model Chruker: Garage doors and tags for sub model Hummer and Shield: Command map icons for crane and hand, as well as scripting guidance for the crane ShitStorm and the numerous clans affiliated with www.et1337.net for extensive testing, scrimming, and feedback Scenario: "The US 8th Air Force has failed to take the heavily fortified U-Boat pens at La Rochelle out of the war so the Resistance has smuggled a strike team into the base to destroy the target from the inside. The team must take the crane control module from the loading docks to the control room on the middle platform, use the crane to transfer explosives from a munitions train to the submarine, and use them to destroy the two submarines inside." Objectives: Phase 1: (Starts completed if playing Stopwatch) - Activate the crane controls by taking code module from Loading Docks (1) to Railyard Control Building (2) Phase 2: - Control the switch in the Railyard Control Building (2) long enough to move the pallet of explosives from the munitions train (3) to the submarine pen (6) Phase 3: - Dynamite the two submarines docked inside the submarine pen Other Notes: - If the allies build the CP, they will gain access to the sub pen via the loading docks - If the axis build the CP, they will be able to spawn in the east pen barrack room Changelog: B1 to B2 - Dyno lights sub properly - Reduce height of railings slightly, so that you can shoot over them easier - Move controls building a smidge closer to allied spawn - Move north supports by controls building a bit to block shots from the axis spawn - Added voice announcements "switch lowered' and "switch raised" - Rearranged some cover by the first platform - Added dyno side door to building 3 (the first one by allied spawn) - Changed arrangement of some train cars - Think any issues with dyno falling thru sub are fixed - Moved CP into a side room so that it cannot be dyno'd from the catwalk - Added ammo and health racks in Workshop 2, only available in Campaign and Objective - Moved North rail supports to partially block direct fire from Axis spawn into control bunker - Added target_locations A2 to B1 - Added some sounds - Fixed crane path moving thru the wall - Made gameplay dependant on gametype; Phase 1 (cap) starts completed and timelimit goes to 15 for stopwatch only Click here to download this file
  10. File Name: pak2.pk3 File Submitter: jaie File Submitted: 16 Dec 2011 File Category: Mods Regarding Silent MOD @ Hardcore server Yesterday, lots of people became unable to connect to the hardcore server (running Silent 0.5.0) and recieved "warning: Couldn't find image for shader ui/assets/themes/2/*" ... in their console It apperas that the problem was caused because they were missing pak2.pk3 in their etmain directory. so the solution is to download this file into your etmain directory Click here to download this file
  11. jaie

    pak2.pk3

    159 downloads

    Regarding Silent MOD @ Hardcore server Yesterday, lots of people became unable to connect to the hardcore server (running Silent 0.5.0) and recieved "warning: Couldn't find image for shader ui/assets/themes/2/*" ... in their console It apperas that the problem was caused because they were missing pak2.pk3 in their etmain directory. so the solution is to download this file into your etmain directory
  12. Hey.. I'm hoping someone can explain to me what the !console command I have in my command list on hardcore is supposed to do.. It returns no error or result.. It seems empty? Looks like a custom command / LUA since it's not on the silEnT shrubbot list.. Anyone know? Chuck
  13. File Name: silEnT 0.5.0 File Submitter: (Snake) File Submitted: 23 Nov 2011 File Category: Mods The 0.5.0 version of silEnT mod is out. The amount of changes below might suggest that 0.5.0 is not a huge improvement, but believe us it is a huge step forward. Here we present the main features: silEnT GUID, the new silEnT GUIDs replace the PB GUIDs in everywhere, but compatibility is provided for the old PB GUIDs also Admin Level Protection (ALP), with this mechanism, the server can ensure that admins on protected levels are properly authenticated g_cheatLog, server will log all non gaming related information into this log if enabled g_XPSaveMinXP, when this value is set to above 0 or above, the XP save system will use different timestamp for the XP save then the rest of the database. This allows cvars like g_XPSaveMaxAge_xp to work correctly. Referee hack attempts are logged dboptimize server console command. Read the manual for more information. Do note that this command is server resource intensive and should not be used often. Support for revive spree sounds. Admins can add custom sound files revive3.wav, revive5.wav and revive10.wav under the sound/announces if they like. Debriefing, mouse wheel scrolling of the lists when the cursor is over the list, not only over the scroll bar Omnibot (unofficial 0.82) support for tripmines (tripmines can be planted by bots) And the change log: Added: dboptimize server console command. Read the manual for more information.Do note that this command is server resource intensive and should not be used often. Added: support for revive spree sounds. Admins can add custom sound files revive3.wav, revive5.wav and revive10.wav under the sound/announces if they like. Added: g_XPSaveMinXP, when this value is set to above 0 or above, the XP save system will use different timestamp for the XP save then the rest of the database. This allows cvars like g_XPSaveMaxAge_xp to work correctly. Added: referee hack attempts are logged Added: Admin Level Protection (ALP), with this mechanism, the server can ensure that admins on protected levels are properly authenticated Added: silEnT GUID, the new silEnT GUIDs replace the PB GUIDs in everywhere, but compatibility is provided for the old PB GUIDs also Added: g_cheatLog, server will log all non gaming related information into this log if enabled Added: debriefing, mouse wheel scrolling of the lists when the cursor is over the list, not only over the scroll bar Added: omnibot support for tripmines (tripmines can be planted by bots) Fixed: vote blocking will not block referee commands Fixed: missing original mouse cursor in the menus for Windows builds Fixed: silenced colt anim bug Fixed: XP for team kills made with tripmines Reworked: tripmines can't be destroyed when they are not armed, now it takes 2 shots instead of 1 to destroy the tmine. Click here to download this file
  14. I have updated silent server to new version 0.3.0. There are few new things in new version. Spree display counter. You can enable spree, death and total kills display counter from HUD. Example 1 Example 2 All new spree counters, weapon bank display, etc is customizable and can be enabled/disabled from HUD editor. New weapon bank display. It can be enabled/disabled as per client likes. Settings for weapon bank: HUD editor now comes with 15+ preloaded HUD's. More optimizations. Stable 125 FPS with PB On. New Model for gun. Old option but still posting so new users know it. Feel free to change fonts as per your likes. This are just visual changes. New version has few more things for admins and new gametypes. If you have any suggestions regarding mod, feel free to suggest on mod forums.

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