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New COD4 MW2 Freezetag Server is open with updated mod


Ruggerxi

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still not connecting its just showing the ip address in the name section

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if you doing it through HLSW shut it all the way down and reboot HLSW

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doing it thru the iwd3mp.exe i dont use the other programs to connect i doit thru the game itself

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Sorry guys but I disagree completely with Cobra and Nut...what's the trouble or hassle in having two mods...if your beloved old mod with the old shitty maps still works so well, play on it.  That is the main complain I hear from people on the old server is that the same maps have been around forever.  The new mod is still in beta and admittedly still needs work (hence BETA) and people seem to gravitate towards that mod first because of the new map selection (in my opinion).  Just as everything else, there are bugs to work out but it is A BETA TEST right now.  How exactly does that turn people away from XI servers altogether?  Having a new beta server doesn't affect the old mod at all, it's still there and is still running the same way it always has.  The beautiful part of it is you can choose which mod you want to play.  If you guys are simply mad or frustrated because not as many people play the old mod as the new, that's part of the excitement of having a new mod come out.  There is a reason that people are choosing that mod first so just because you don't like that its there doesn't mean that others don't.  Am I missing something or is there another reason that you think people won't play XI servers?

 

Hands down our guys and gals run the best servers in the business.  People will ALWAYS play our servers before others so I don't see people leaving altogether because they are trying new things and coming out with new mod options.  IMHO.

 

I for one like the new mod (except the lag and various map issues of course which will get sorted out I'm sure as the beta evolves) so keep up the hard work Sammy and Rugger!

 

Flushy

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CobraBites
and yea i totally agree with nutcutter it is sending people away with the issues with these 2 mods the new one and 1.4 mab we need 2 1.4 or just go back to V.2 for now until things get completely workd out with the newer mods.

Agree with that, it's OK to have the last MW mod in Beta-test, to improve it, and XI members or others players gonna test it (like those last days).

But we must have a mod which works good like the old MW v2, not like the MW 1.4. If we got only 2 servers with crazy lags, it's gonna be boring for everybody :/

Thanks Rugger to put back ON the old MW v2. I'll try after work this evening.

 

I don't think people go away cause the new servers, there will be always players on xi servers Smile

 

Have a great day guys.

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The Flush

I for one like the new mod (except the lag and various map issues of course which will get sorted out I'm sure as the beta evolves) so keep up the hard work Sammy and Rugger!

 

Flushy

+1... gj Sammy and Ruger..!Thank you on behalf of all

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I appreciate all the testing and everything else to help figure out the bugs. It will all work. Just a matter of time and figuring out the problems. The more play time to narrow things down and find common causes the better it will be.

 

Strange but one of the two shotgun classes did have a bit of a problem between attachments and perk 1. But the second class did not. It was all fine to start with. To try and break it I was pushing all the arrows like mad and that is when something got out of sync. So something happened. Just not sure what yet.

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A question: has anybody noticed any problem at all... short lag or whatever... the moment the RC explodes?

 

edit: One thing to look out for is if you are relatively close to the RC when it explodes and looking at it. And whether it is triggered or shot, if known.

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The Flush

Sorry guys but I disagree completely with Cobra and Nut...what's the trouble or hassle in having two mods...if your beloved old mod with the old shitty maps still works so well, play on it.  That is the main complain I hear from people on the old server is that the same maps have been around forever.  The new mod is still in beta and admittedly still needs work (hence BETA) and people seem to gravitate towards that mod first because of the new map selection (in my opinion).  Just as everything else, there are bugs to work out but it is A BETA TEST right now.  How exactly does that turn people away from XI servers altogether?  Having a new beta server doesn't affect the old mod at all, it's still there and is still running the same way it always has.  The beautiful part of it is you can choose which mod you want to play.  If you guys are simply mad or frustrated because not as many people play the old mod as the new, that's part of the excitement of having a new mod come out.  There is a reason that people are choosing that mod first so just because you don't like that its there doesn't mean that others don't.  Am I missing something or is there another reason that you think people won't play XI servers?

 

Hands down our guys and gals run the best servers in the business.  People will ALWAYS play our servers before others so I don't see people leaving altogether because they are trying new things and coming out with new mod options.  IMHO.

 

I for one like the new mod (except the lag and various map issues of course which will get sorted out I'm sure as the beta evolves) so keep up the hard work Sammy and Rugger!

 

Flushy

I agree with what you are saying, and its not the mod I have any problems with, or the maps either. But when the server lags or crashes you are just inviting peeps to play another game or server.

 

Keep in mind losing people on COD4 at this point because of the age of the game can be permanent. I guess that was the point I was trying to make.

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Sammy

A question: has anybody noticed any problem at all... short lag or whatever... the moment the RC explodes?

 

edit: One thing to look out for is if you are relatively close to the RC when it explodes and looking at it. And whether it is triggered or shot, if known.

 

I have seen no lag from the RC that I am aware of.

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Nutcutter
Sammy

A question: has anybody noticed any problem at all... short lag or whatever... the moment the RC explodes?

 

edit: One thing to look out for is if you are relatively close to the RC when it explodes and looking at it. And whether it is triggered or shot, if known.

 

I have seen no lag from the RC that I am aware of.

Ok thx. Found a potential problem this afternoon while testing stuff at home and it might actually be why I crashed when I got online to play and test it. But it seems it didnt affect anybody else. However at home I was running a listen server and it can amplify problems that might not show up in normal mp games.

 

I also crashed at the end of a map when the EOG timer went to zero. Seems nobody else crashed then either when I asked. Maybe I just have gremlins hiding in my computer.

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I agree Nut, hopefully some of them stay because of new mods like this as most games aren't allowing this type of thing anymore (since they can sell "upgraded mods/maps/etc" for profit).  Hopefully once Sammy gets the server in good shape after we finish testing it, this will be a flawless mod and will draw more people back!

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I agree. All these console ports do not allow the user community to create mods and maps to enrich the gaming experience. I hope you guys are able to get ftag working the way you want. We love playing on your servers. I hope that once Sammy gets you guys up and running he will have time to help us out with hns. Looking forward to the freezing all of you ;-)

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i dont know if has been said in this thread (i dont feel like going through all 19 pages of it).

 

but when i kill someone, pick up their gun to replace my pistol and then i use the RC car, the gun I picked up is gone and i have the pistol instead.  i also have all the nades back to use again even if i used them before the car.  like if my class gives me 1 nade and i use it then use the car, I have the 1 nade again after using the car.

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The jumping RC is NOT cool. Gotta fix that.

 

Anyways, yes originally the respawn loadout included a fully restored loadout. Need to add a check for nades to prevent that, thx.

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DramaLlama

but when i kill someone, pick up their gun to replace my pistol and then i use the RC car, the gun I picked up is gone and i have the pistol instead.  i also have all the nades back to use again even if i used them before the car.  like if my class gives me 1 nade and i use it then use the car, I have the 1 nade again after using the car.

I had the same.

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Sammy

The jumping RC is NOT cool. Gotta fix that.

 

Anyways, yes originally the respawn loadout included a fully restored loadout. Need to add a check for nades to prevent that, thx.

 

jumping car not cool???  theres no way to keep it alive unless you jump.  it takes like 2 bullets to kill.  the car needs some more health.

 

why does it have to go back to the original loadout?  seems dumb to me.  plus i hate losing a gun i have picked up along the way.

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also bout the rc car there as been several times i make it explode rt next to enemy it doesnt kill them or get a hit marker.

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Have to look at how to do it but it is possible to retain the exact loadout before and after RC activation. So I will add that as an option when I can.


Health for the RC should be 200 which would take 5 rounds from an AR to kill it. Unless the default health was changed in the server configs but I dont think it was. However quite a few changes were made to hopefully make it more efficient and lets see how it works when the next one is finished.

 

But remember... you are shooting at a little car with a big explosive charge and gas.  I also dont think the car should have the same kind of health as a player with Juggy. Cool

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I had a damn bug after the 'AGM 114 Hellfire' (6 kills) : I still have the predator vision during all the rest of the map... frozen or not ^^

 

121724607-4.jpg

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yea predator is glitched on farthouse cause it wont penetrate bldgs no longer so if u hit the roof of the map it will glitch but if u have predator on that map and aim for solid ground it will not glitch but u wont get any kills at all i ve done tested that theory

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CobraBites
yea predator is glitched on farthouse cause it wont penetrate bldgs no longer so if u hit the roof of the map it will glitch but if u have predator on that map and aim for solid ground it will not glitch but u wont get any kills at all i ve done tested that theory

Ok so i gonna change my perk Tongue out

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CobraBites
yea predator is glitched on farthouse cause it wont penetrate bldgs no longer so if u hit the roof of the map it will glitch but if u have predator on that map and aim for solid ground it will not glitch but u wont get any kills at all i ve done tested that theory

That is not a glitch. Predator uses the same style of figuring out hits as cluster bomb strikes do for each bomblet. So does the B2 carpet bomb strike and the smartbomb.   LOS checks can be ignored for Predator but that would also mean if you are in a cave and it explodes above you it affects you. I dont think people would like that. As for ground hits Predator has gone through some changes so lets see how it works.

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edit: forgot to add that there are mappers that dont think about air weapons like ac130 when designing their maps. So you will see things like one sided roofs and dishes floating in the air. But it is physically still there and will register as a hit. Same with stock maps that have lots of one-sided walls like on Crossfire.

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