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Posted

Hi all.

 

The MW2 146 beta3 server updated to beta 4. Everyone please check it out. Same server address.

 

First main differences people will notice is the return of claymores and stun grenades. Betties and EMP are still available options. Please test out both. Also try the UAV defroster. There are other differences from beta 3 but I dont remember them all.



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Posted

Sammy can you make FLAMETHROWERS??? lol

 

Thanks for the update.



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Posted

UH!!!!!



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Posted

No flame throwers, sorry. :lol:



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Posted

Sammy can we switch to the new mod (1.46) already? 

 

Also, how about we start giving mod code names. I mean this is mod 1.46, so how about a code name of "Chocolate Fajita", for example. I am sure we can come up with something much better, but you get my point.  It could be like Google's Android release names, they name them after snack items http://en.wikipedia.org/wiki/Android_version_history.



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Posted

Request:

Can you change the Saritech's sound to that of the ACR? Right now all gun and explosions sound like they are low-bit version, as if we turned down the sound settings.



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Posted

I dont know which game the saritech is from the they are the original sounds converted from flac to 16 bit wavs.

 

Code names would be an interesting idea but kind of late for that maybe. I did upload the mod to the noacr server but server logs showed one error I need to fix. Error was due to adding claymores and there is a conflict with an old variable not being used anymore.



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Posted

The 16-bit would explain why the sound sounds muffled. Anyway we can re-record higher bit rate audio?



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Posted

I saw yesterday in   (noacr  server) my    decoy  carepackage    no icon  with containing      .....so everyone knows it's a trap    hmmmmm



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Posted (edited)

Unless someone changed it that was the noacr mod. I didnt. Friendlies dont see an icon.

 

As for sound, the originals are 16 bit so making them 32 bit serves no purpose.

 

edit: just want to clarify that I was not quite right about flac. player weapon sounds like fire, reload, etc are standard 16 bit wavs. Except that some may have non-standard headers that are corrected. Others like explosions in certain games can be flac.

Edited by Sammy


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Posted (edited)

I hate camping but with all of those little explosive fuckers out there you will not see me doing my usual run and gun.Now we have BOTH on 1 mod?Yep I'm gona die atleast 50% more.I'll get confused when I hear the click and just blow up.I usually run Hardline because I can't get kill streaks like the campers do.

 

 

 

 

Body Armor gives a tad to much armor an additional 70 armor is to much.The 40 in the NoAcr server is more than enough.I RPGed a couple people in the new mod they took 2 RPGs AND a 1/2 a clip from the Startch308 before they died.

 

 

 

 

Can we please have Overkill in the new mod? So I can Snipe and mow people down with the RPD?

Edited by Pvt.Death


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Posted

Its the same number of explosives obviously, just two different types. Because claymores have narrow triggers and damage cones they are faster. And before anyone asks, the timer is standard. Two different 'clicks'. One is the normal claymore. The betty one is more of a 'ching' before the rotating sound. Best to remember the differences. Run and gunners always complain about explosives because they dont like having to watch where they are going. Instead they want to degrade what the enemy can do. I suppose that would be an interesting trade. No explosives but no sprint either.

 

Two rpgs and still nothing? Hmm. It would help to hear from whoever you shot at also.

 

70 perk body armor is the default for hard core games and can be adjusted. But I dont know such things unless people play it and tell me. So I will change it when I upload the bug fix.

 

Overkill requires a lot of rewriting and would open a can of worms I have no interest in.  But you can always get the rpd and crossbow. It should currently be set at 10 bolts. Since it is not explosive it is not limited to two. 10 might be too much but we shall see. 5 might be better.



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Posted

2 tubes, a nade, and then  1 clip. That's some awesome body armor shit. 



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Posted

Wow. That shouldnt happen at all. So something is obviously wrong. This is why it is nice to have lots of people test. So I know about these things and can fix them.

 

In any case, I changed the armor so it was supposed to be less effective against explosives. Meaning 1 point of explosive damage will reduce armor by 2. So if an explosive is at extreme range and does 30 damage it would require 60 armor for full protection. Anything less than 60, whatever damage remaining is applied directly to the player.



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Posted

With the slightly lower dmg? on the crossbow it takes 3 head shots to kill with the current 70 Body armor perk.

 

 

I can go ingame with you to test a few things if you want.



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Posted

How do you know they are headshots?



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Posted

There *might* have been a math error with explosive damage. Will run more tests later. I assume you mean the non-exp crossbow.



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Posted

How do you know they are headshots?

 

We see them wearing this condom...err. Body Armor. It only shows up without a kill when its a headshot.



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Posted

Conditions where you will see the armor icon if it absorbed anything: explosives of any kind. primary weapon damage without the AP perk. If you have AP then you get the 'x'.

 

For the crossbow, it has the same 1.4 head and helmet damage modifier as the smg. The crossbow itself, without the modifier, does 70 points base damage. It is only matched by sniper rifles. That plus the 1.4 modifier = 98 points. Few weapons in the game can kill in one shot to the head unless you use stopping power. Always been that way since 2007. Certainly players without armor are dead. No buts. However 30 health + 70 armor (or put another way health + non-regen juggy) is enough to stop one round.



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Posted

Added two hot fixes and restarted server.

 

1: Fixed an error with retrieving or hacking explosives. It should now, for retrieval of your own explosive, restore it to your loadout.

 

2: Explosives + armor. Made a small math change in how things are calculated. For explosives protection (only), 1 point of damage requires 2 armor points to stop it. Example, 60 damage points from an RPG. Player has 60 armor. That 60 armor will only stop 30 damage ( 2 for 1 ). The armor is used up and the remaining 30 damage goes to player health.

 

I invite players to test that from both perspectives for a fair result. It should offer reasonable protection and reasonable explosive power. But not too much either way.



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Posted

Thank you Sammy. What's left to make this new mod (1.46) the primary mod?



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Posted

Lots of testing to look for problems. Any takers?



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Posted

I can work with you over the weekend, if u like. noon'ish on Saturday (PST)?



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Posted

If admins are ok with it I could also just put it up on the main server for a few days and see how it goes. So long as nobody is going to complain and demand the older one back immediately without giving it a chance. :lol:



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Posted

No one likes things to change. They are going to want it back until they get used to the new one. Look at us we still play a 8 year old game.


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