fm033: pm skins and louder model sounds. (only at genius yet)|
IMPORTANT: If you can't connect anymore to genius after this update because YOU or a lovely serveradmin f*cked up your config follow the instructions here, especially the DELETE part! If you receive an error msg with instructions try that first! Also try setting
The following models have pm skins now: smarine/pm sarge/pm major/pm.
Select models with:
Select colors with:
Enable forcing by typing
Note: Both model cvars must be set to make it work, otherwise you fall back to old
The settable colors are in hexadecimal RGB notation with a preceding 0x like in QL and other OA mods.
Here is a sketch to have an idea about the format of the cvars and their values, and to imagine how the colors would look on models. The penis on the right represents the enemy with default settings, while the dildo on the left means your team.
Click the buttons to change colors! The corresponding cvar in the middle will change on-the-fly! Copy-paste the resulting settings into your autoexec.cfg! (Find help here on locating that file)
Note: in-game the models are much brighter than these because of gamma. The default slight pink tint is barely noticable.
Tip: Always keep the thin lightness slider (on the right side of color selector) at the top, you want bright skins afterall! Select the desired color from the top of the hue selector (the large rectangular area), then carefully click lower vertically while keeping the hue (the horizontal position) intact. You should receive a nice usable brightskin color!
Alternatively, you can just use
Note: Disable your old
Tip: you can still force sounds while using pm skins with
IMPORTANT: These cvars are NOT archived by default! If you have found a nice color-combo you should do a
Sarge and Smarine received superloud sounds, Major was already loud enough. Default value for forcesound is not that useful anymore, consider forcing sarge or smarine instead!
If you are coming from stupid or insta the sounds will still sound quiet.
Try some preconfigured statusbars:|
if you are too lazy to set your own!
Tip: You can use one of the preconfigureds as a skeleton and modify only the settings you don't like!
Crosshairs are not eggshaped anymore when using a weird resolution by default.
Drop things with
For example: You have a powerup and you are the carrier, and you have this bind:
If you want to get good also consider using
Customize the statusbar with
The cvars are:
x y are coords, w and h are font widths and heights, g is gap between numbers, i means icon, s stands for size.
More info at cvars.
With this new bot-balancer seeing 9vs9 while it's 9vs7 in reality became annoying (wasn't a problem when bots left when it was more than 2v2). Fixed, the 'vs' field counts only humans.
There is a
(The old serverside-only hackish .acc way still works)
Individual weapon accuracies are displayed anyway at the bottom of the screen when the scoreboard is visible - the board is visible if you press your +scores bind or you die, so don't really have to bind +acc. Just use your scoreboard bind (Tab by default)! Or even better: just simply die! Voilà!
Some cvars were added or their function have been modified: (click for detailed description)
When the losing team has less players a bot (or bots) join to help out the struggling team until someone switches or says the magic word ('TEAMS') or until they start winning with less players.
When teams become balanced the bot leaves. This feature is only active at 'stupid'.|
Joining to make really weird teams (more than 2 teamsize diff) is not allowed anymore, even when trying to join losing team. (The infamous ragelosejoin, when the winning team quits, and noone is switching from losers, noone is autoforced, the 'winners' start ragelosejoin. But why? They will be the first to be balanced back to their old team.. and their advantage's gone)
The long-awaited cvar list is finally getting ready!|
New cvars are incoming, brace yourselves!
Replaced getgood with the cvarlist; Weirdly enough, it was receiving the most hits. Ppl just click on
getting good - yes, shouldn't have been that quick adding non-existent menu items: cleaned up, no more dead menus.
And the mini-live has gotten even more awesome.
|the snow is slowly melting but the railjump stays.|
if you want to disable that effect, use
you might barely see sh*t including your crosshair, because people don't think the snow be like it is, but it do. play with
the superbright green triangle was confusing and required too much brainpower to distinguish from forced green enemies. it is not that fully saturated bright green anymore. almost white, with a touch of
green. the original bright one was moved to |
default railtrail is
rockets are picmippable again like they used to be in baseoa.
teaminfo is much more responsive (and the friendsprite too).
month is selectable for mystats and mygames, killmatrix.
railshot colors are now forceable for your team and for the enemy!
the rail trail style is selectable from preconfigured styles. the core in general is fatter now, more easy to see, not that puny anymore. maybe at first it looks weird coming from baseoa but in the long-run it is a better choice for sure.
1 similar to baseoa's /cg_oldrail 0, but nonmippable and the core is much stronger. 2 same as 1, but the swirl is more emphasized. it's a good choice if you don't force swirl color for your team! 3 this is almost like baseoa with oldrail at 0. puny core with swirl, picmippable. (the swirl is not!) 4 only the core; but the new strong one. 5 mippable core only, and the old one from baseoa. exactly like cg_oldrail 1 in baseoa 6 the new fat core with raildiscs like in old q3. this too might be a good choice: force only the core for your team or even for enemy! to distinguish between players but still see if the rail is from your team or enemy! play with /r_railWidth! 48 and upwards for cool looking disks. the oa default is way too low! 7 same as 6 but mipmapable.
the color of all enemy rail trails will be forced to this color. single digit numbers only force the CORE of the trail! use double digits to force the swirl/disks (depending on
use 0 to skip forcing either the swirl or the core! like this:
accepts the same values as the forementioned
a good practice for competitiveness could be if you force enemy's rail fully, ie:
you could agree with your team to use different
you can even go as far as forcing enemy rail's color partially, (THE CORE) to an easy to see color like yellow
force your team's railcore to a more faint color, like red or blue (1, 4) - more easy to distinguish - and leave the swirl to their
the colorpalette does not match oa's naming and console color convention, but its railcolor palette. those you use for your
1: blue (001) 2: green (010) 3: cyan (011) 4: red (100) 5: purple (101) 6: yellow (110) 7: white (111)
for example you get purple by adding red and blue: binay 101 = 5; cyan is green+blue: 011 = 3;
yes, could have gone with full rgb notation (ie: #ff7700) but at the end of the day people force green or yellow or something simple, don't they?
NOTE: neither of these cvars are archived by default, use seta (ex:
or edit your autoexec.cfg.
rockets and their explosions are not mipped anymore, will be selectable in the future, (i preferred the
damageplum numbers are more easy to see, hopefully they don't fade into background that much anymore.
0: mod and server default it is a yellow triangle with a size of 14
2: this one is good. the rectangle changes color depending on your teammate's health! the colors correspond to the HUD hp colors. ie: if you see a white triangle it means that player's hp is between 80-100 as you would see in your own HUD with that many hp
the thresholds are (hp has to be above!):
0 red ;danger 33 yellow ;not too ok 80 white ;okay. (not railable at least!) 100 green ;above 100, fresh spawn or picked up 5hp bubbles, not directrocketable 125 blue ;mega zone3: same as 2 but more steps. yellow by default is a too broad range, and was split here. the bottom range of yellow is orange. and bottom red is dark red.
0 dark red 10 red 33 orange 55 yellow 80 white 100 green 125 blue4: the triangle gradually changes color from red - white - green depending on hp of 0 - 100 - 200. for example 13hp will be quite reddish 89 is almost white with a touch of red. 196 is green
5: same as 4 but red - white - blue
the size of the triangle. mod default is 14 right now. it means if you are using 0 (0 means mod default setting in general in fm) it results in a size of 14. oa default is size 10, and it was like that in fm until now!
max allowed size is 30
at genius you can see your mate's position thru the walls for more teamplay. (not sure whether it will be kept this way.)
and the wh glow around the flag carrier is gone.
pul1's floor is not that awfully bright anymore.
333fps cheaters will not be happy about the change at genius: fps is limited to 250 max. use 125, that is the q3 industry standard fps! maps were made for 125.|
also, if you played there last night at about 11pm your maxfps setting is likely compromised and was set to 250. sorry, a bug:(
fixed, but you should fix your config!
a new (test) site as you can see.|
the good news is: from now on once you have been recognized, you can change IP! the server links your cookie to your guid instead!
finish a game (even is spec) and refresh the stats page to be recognized!
these seemed to be the most missed by the most, so here they are:
come, help us inflating the bubble! use @bitcoin (or @btc) often!
- avgspeed is back (some people missed it)
- default chat fontsize is bigger. many play on small laptopscreen with low res. do not worry, you can customize it with
- genius lost the nailgun and the proxylauncher :/ more weapons = more fun but geniuses don't like fun. also it is 5v5 max now
- damage numbers on website (oh well not done yet. in a few)
- minor fixes (eg spectator hears the flagdrop now, ready during intermission....)
yes, this is the new server.|
your rights should be back soon
zooming is a bit faster by default (100ms, was 150ms).
the shotgun shoots 22 pellets now with 5 damage each. it used to be 11 pellets and 10 damage: a full blast is the same 110dmg as before
however it has just a slightly bigger spread now: 800 vs 700. shouldnt be noticeable.
these skins are already available, so why not:
damageplums are not affected by zoom anymore, the shotgun also received the plums.
+some minor things as usual
1 mech. skelebot, smarine and idk who else. this is a good choice
2 flesh. iirc gargoyle makes these sounds when walking, a really good choice imo.
somewhat reminds me of keel.
3 energy. ayumi's energy skates. no
4 boots. no
5 normal. no
teaminfo is updated more frequently now (400ms)
fixed the announcer sounds for spectators
not following: you wont be disturbed with flagreturn tunes, etc
following: correct sounds will be played (no more sad trombone when your team captures, etc)
and lot of minor additions and bugfixes noone will notice.
you can pick any baseoa model's sounds
pick LOUD sounds as enemy. ayumi is a good one, but might be annoying. penguin is also an annoying good choice
pick loud sounds for your team but a different one. maybe even diff gender
pick a silent one as your own model
will add some more custom sounds, like loud sarge, distorted sarge, etc
pm skins soon! or not that soon, these should be totally fine even for pros
you have to edit your config files to make these settings permanent! they will not be autosaved yet!!
free rocketjumps and fast swimming at stupid!!! hurry up, get them while they last!|
0 is mod default, -1 disables.
thx fxr for the dropsounds!
default chatbeep is not that loud anymore. old baseoa beep is at
ps: these cvars are still not automatically archived
a general facelift, the whole thing looks much better now!
some new cvars:
ps: the mod's vars are not archived by default (still in test phase) set it in your autoexec.cfg if you want them to stick! (
:F ctf for GENIUSES|
plus: brightskins, unlagged projectiles, damageproportional hitbeeps, a nicer hud, and much-much more (this page is way too small to list them!)
come, discover it yourself! evolve from stupidity finally, be a GENIUS!
minus: the /+forward afktards, the retarded teamshooters like ceppy, the ragequitter turds. the full of hatred morons.
hint: behave like a true genius. rampant stupidity is not tolerated over there!
edit: not needed anymore, still, set it as 1 will be a healthbar there soon
there is that new sound when the carrier drops the flag.|
disable with /cg_flagDropSound -1 if you dont like it and please send me your preferred wav.
i will add some more selectable sounds later, this one right now is not the best choice.
or maybe it is, give it some time! it might feel weird at first but knowing when your or enemy's carrier is down is a very useful thing.
open console, type fm press [TAB] to see the available fmvars
they are quite self-explanatory but here are some docu
COLORS!failmod (v0.10, 0.11+) has its own extended /colorpalette now!
HOW TO DJ???|
you only need this:
1) type .cn in public chat to get the clientnumbers
@put clientnumber teamto put them in desired team!
this puts player with client number 4 in red team:
@put 4 r
this puts player with client number 13 in blue team:
@put 13 b
this puts player with client number 9 in spectator team:
@put 9 s
this one kicks player number 18
and this one kicks him for the duration of the map
CONGRATULATIONS, YOU ARE A DJ!!
thanks to anti-winjoin, he will not be able to rejoin the wrong team after a .put! have fun!