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Sammy

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Hi all...

 

Just want to give a notification that I am in the process of uploading the next update to the mod to the other 24 slot server and redirect. Hopefully it will be online later this evening barring any problems. Will post when its all ready.

 

Yes, non-solid icebergs.

 

Chinalake is out. M32 mgl with iron sights in its place.

 

Standard Colt 45 is out. In its place is a gold M9, rebalanced to the 45 stats.

 

10 round non-explosive crossbow in perk 1. So now there are two kinds. Note: It fires projectiles not bullets. So at long ranges there is a tiny delay (like projectile based sniper rifles) but no gravity. Yes I did a lot of testing on accuracy but that doesnt compensate for poor aim or not taking your time to line up your targets.

 

War Machine streak at 11 kills. 6+6 rounds. Note: As in BO Zombies there is no manual reload and the full reload sequence must complete or it is cancelled.

WM remains after death. Also available in Attack Package. Has a reflex sight.

 

Added some missing sounds.

 

Custom player skins.

 

No other changes to gameplay or changes in weapon balances. And as always the usual code fixes. For the moment, to spot any problems, it will be a TDM server.

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Thanks Sammy, great work as usual, cant wait to give the update a go! :thumbup:

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Updated mod test server now live. Has the same rotation as the main server. Gametype is TDM. There are six files. The mod.ff and five iwds. Unlike the other server the iwds only have one letter, which had three. The short names hopefully help a little more with checksum mismatches on round changes on some maps. But we shall see. Please get a group together and test everything out.

 

>XI<OW2 1_45i

 

69.9.170.61:28960

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When I joined the map mp_psycho_day for the first time it was black and white. I left and re joined then it was fine

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I've seen that a few times over the years but it was not mod specific exept for an old mod bug that wouldnt shut off the thermal in between rounds.

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I know its like me asking players to be masochists and kick themselves in their own balls then ask for seconds... but if people have time this week I am interested in finding out if there are problems with the mod updates or things need tweaking. :lol:

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Chinalake is out. M32 mgl with iron sights in its place.

 

I think it needs more shells.

Edited by YACCster
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oh, a normal crossbow ? this is like christmas for me :D

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Controlls feel really sluggish in server two compared too one, e.g. you don't get slowed down when u land from a jump in server one.

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The player base speed may be tweaked higher in the other server. I dont remember and will look.

 

edit: Made some tweaks to jumping and moving so things match and restarted the server.

Edited by Sammy
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Opinions...........

 

I asked and thinking about adding the updated mod as an alternative on the main server now and then. But it is not a replacement. Hopefully that would keep the population. However it would only be running while I was there and can keep an eye on things. If there is a problem I could immediately switch it back. Or when the map is done and I have to leave I would switch it. Due to my hours, PST,  it would have to be in the evenings. Does require downloading the new files to a new mod folder.

 

Would this work out for everybody?

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Tbh people have only stopped complaining about the new mod. Do we need a new new mod already?

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Depends. Do you want non-solid icebergs again? Do you want the regular crossbow back? Do you want the m32 +  warmachine? Its not a new mod just mostly some updates and bug fixes. But if nobody wants these things then so be it. Its not like anyone is paying for a new game.

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sammy i say do what you want.   you rock.  thanks for all you do

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sammy i say do what you want.   you rock.  thanks for all you do

+1

 

 

 

 

 

Wake Up , Time To Die

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I'll be honest, I like the mod the way it is.

But I appreciate others may want some tweaks

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I'm okay with the mod, but am always up for something different.  I miss the G-3 and being able to shoot through the ice.  It's harder to defrost in this newer mod too..  Not a big fan of that..

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Actually it is easier to defrost because the target area includes both the player and the ice. When the ice is non-solid your beam must be focused on the player body only. It might seem harder because when you defrost currently the ice shrinks and you may not have the beam on the center. The older way simply forces you to aim better on the target. If you remember, there were complaints especially at longer distances because the ice was basically invisible to the beam. So its a catch-22.

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Actually it is easier to defrost because the target area includes both the player and the ice. When the ice is non-solid your beam must be focused on the player body only. It might seem harder because when you defrost currently the ice shrinks and you may not have the beam on the center. The older way simply forces you to aim better on the target. If you remember, there were complaints especially at longer distances because the ice was basically invisible to the beam. So its a catch-22.

 

I completely disagree.  I use to be able to focus on one point until the defrost finished.  Now, you must move around a bit a lot of the time to completely defrost someone.  Sucks..

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Exactly. Before it forced you to center.  You can still center it. There is just more wiggle room. I imagine what you did before was hold the defrost button down first and move your aim until you got it. Then you didnt move it. Since the only way for that to work was a direct beam on the body there is nothing shrinking. But if you stop your aiming on the edge of ice then it wont be centered. It will be offset.

 

Its no different than players and hit boxes. If a player cant hit something is it because the hitbox isnt significantly bigger than the player? Or is it because a players aim sucks? Like mine does. What is the solution? To make the hitbox even bigger? Or learn to aim better and shoot the target in the torso? Certainly the usual answer is that they want a character the size of a Hobbit to have the hitbox the size of The Hulk.

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On next server restart of the main MW2 server going to try some start spawn changes on two maps. See how they work.

 

Offices v2: both sides now have their spawn points outside the building on different sides. Before allies were outside and axis were inside.

Invade: Axis spawns are totally unbalanced and the only way players can go is down the long street. Allies have multiple exits. So about 1/2 of the axis spawns have been distributed further up the street and not all bunched up at the end.

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Info: Uploaded a few script fixes.  Played a couple maps and didnt notice any CI's. The two main culprits where RC related and SAMs trying to shoot down a Reaper. Defrosting while going to sudden death should be fixed. A couple other minor ones related to players suddenly disconnecting that didnt look to be server killers. Any issues plz let me know.

 

Thx.

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probably get more ppl to test if it was ftag mod ...just saying lol

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Info: Uploaded a few script fixes.  Played a couple maps and didnt notice any CI's. The two main culprits where RC related and SAMs trying to shoot down a Reaper. Defrosting while going to sudden death should be fixed. A couple other minor ones related to players suddenly disconnecting that didnt look to be server killers. Any issues plz let me know.

 

Thx.

map mp_cave is it possible for you to fix the random spawns on that map?

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