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New version of the MW2 1.47 mod needs testing


Ruggerxi

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That one comes from promod. They have a pretty big list of checks but only a few are used here. Had to look that one up and what it was for. But no, since its a regular player option it will be removed.

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Except for the inevitable fixes, such as the mag size above, all stats should match their originals. That was the goal. Stick to original game balances for stats. You are probably right about not being HC since I uploaded configs as they are here at home.

Also, try not to compare real life to the game. Unless you are looking for ultra-realism. I suppose ARMA the the closest you can get for that, but I never play it. In-game: AK47 = 700 RPM. HK416/M4 = 850. :2guns:

 

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2 hours ago, Ruggerxi said:

Thanks for the reply

thanks for tagging me @Sharpe but hey we moved on to newer games mw2019  bf5 and all what comes out in the future   but  nice to see  the cod4  mod getting upgraded.

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Everyone has already probably noticed but you need a new keybind for weapon pickups. The built in one was replaced to allow for more options and also so it no longer interferes with the USE button when defrosting etc.

Noticed online that I dropped the machine pistol instead of the primary. Experimented with adding sidearms to the list of droppable weapons, not just primaries. Was sure I turned that one off before uploading. :wallbash:

Uploaded fixes: Changed to HC, streak invisbility, 308 mag size now 30 (45 with extended mags). Machine pistol mag size dropped to 20 and start/max ammo reduced.

edit: Jump slowdown should also be disabled.

Edited by Sammy
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1 hour ago, Sammy said:

Everyone has already probably noticed but you need a new keybind for weapon pickups. The built in one was replaced to allow for more options and also so it no longer interferes with the USE button when defrosting etc.

Noticed online that I dropped the machine pistol instead of the primary. Experimented with adding sidearms to the list of droppable weapons, not just primaries. Was sure I turned that one off before uploading. :wallbash:

Uploaded fixes: Changed to HC, streak invisbility, 308 mag size now 30 (45 with extended mags). Machine pistol mag size dropped to 20 and start/max ammo reduced.

edit: Jump slowdown should also be disabled.

I was able to pick up another weapon last night once, according to the key it said I should use, but after that I couldn't pick up any further weapons.

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3 hours ago, Sammy said:

You are probably right about not being HC since I uploaded configs as they are here at home.

 

Awe that explains alot.

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The weapon pickup issue seems to be related to using /+activate and checks to ensure players dont try to do it while holding anything but a primary/secondary weapon, or no weapon at all. An example being planting/defusing the suitcase bomb, which are considered weapons internally. Will be adding an exception for the ftag gametype and it seems to take care of it.

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Played for an hour or so tonight. The red screen for certain commands is awesome. 

Tried out the trophy system it's pretty weird lol. Not sure what to make of the different rcxds, I think the one that blows up is a little slower, haven't had a chance to try the defroster one. It's hard to say what effects these changes will have on the feel of the server so to speak, it would be interesting to play a few rounds of freeze tag with a fullish server with them.

Not sure I like the warning of an enemy in your spawn, seems a bit of a giveaway.

Am I right in thinking that you have different hit damage depending on where you shoot someone? Not sure if that exists on the current server but it seemed more pronounced? Didn't thoroughly test that but if so not sure what to make of that, would definitely add another element to the server making it a little harder.

The only thing I'd definitely like to stay like in the current server so far is the semtex. The new one that just blows up when you rethrow after having picked it up takes a way a learned skill.

That's what comes to mind at the moment. I think it would interesting to get a bunch of people in one night and thoroughly test it in freezetag.

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The explosive RC is slower compared to now, on par with the standard RC in the games. The Defroster is faster and has more health. Working on defrost time but to make it fair will likely be a bit faster than players do it. Not sure how I would do it but one idea was to give the defroster car a certain number of droppable EMP rounds (in place of C4) instead of sitting there so its not a sitting duck.

Forgot about the spawn area warning until I was told about it. Just an idea and IIRC the requirements for it to activate is to be very close to the average of all enemy spawn points. Closer than the range of C4. And only if the weapon used is a primary or a headshot.

There are two differences for hit damage compared to the standard multipliers. Headshots are instakills in all cases regardless of weapon, range, obstructions, or armor. In return, no damage to feet and hands. I will have to double check to make sure there are no other variables in play but there shouldnt be. Currently, it is a standard openwarfare option but not enabled.

The Semtex change is a balance with the addition of the Contact nade, which serves the same purpose but without the need to prime it first nor hold onto it. So you can still have your main weapon at the ready. However, if you desire, you can still prime a semtex and run towards your enemy then let it go.

And yes, I have done that myself now and then if I am low on ammo and it was a last resort. Quite frankly, most players here are much better than I am. Funny when it worked and the FU's. Kind of like an idea a certain someone had with not having to throw C4 before clicking the trigger. I think the idea was to run into the enemy spawn and take one for the team. Kaboom. ;-)

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gametype switched to freezetag. Two files replaced to download.

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11 minutes ago, Sammy said:

gametype switched to freezetag. Two files replaced to download.

Do you know if these updates are going to mess with the current custom maps that work with the mod? Will it limit it more or open more maps up?

 

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Should remain the same. At the moment there is only one issue that might cause a problem for a small number of maps because of the increased mod.ff size, around 1 mb, but working on that also. Thus far, none have crashed except those that are already on the non-compatible list. Informed of players being kicked yesterday due to a mismatch but I think that should be taken care of now and uploaded.

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On 5/12/2020 at 11:48 AM, Sammy said:

Bullets no. Projectiles (grenade launchers, frags, smaws, rpgs, etc) as well as predators and reapers. Three rounds (as in MW:2019).  Radius is 384 units (apx 10 meters). Its in the tactical loadout so you throw it fast without having to switch weapons like claymores/betties.

The 308 ammo is too low. Should be 30 per magazine. With a max of 180 with scavenger. Will fix that today. Note that player primary weapons are to the match the stats of the weapons they replace. In this case the 308 = the g36c.

protect u against car 2?

 

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I'm still not a fan of the font, but how about scheduling a play 'after work today' say 6pm - 7pm eastern?

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4 minutes ago, YACCster said:

I'm still not a fan of the font, but how about scheduling a play 'after work today' say 6pm - 7pm eastern?

I will be present 

Probably closer to 7 eastern

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7 eastern sounds good.

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The font is from MW2 and will be removed. Wrote up a change log and will be going through it again this evening and then upload.

If I get the time I will try out the rc defroster emp drops idea. It would be signifantly different than the proximity method currently but might be an interesting difference.

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Hoppers are amazing!!! ❤️❤️❤️ its just part of the mod, its been for that for like 12 years, change it now would be an stupid idea. 

I do feel we need to change these cars still, explode or defrost, not both. 
Invisible in kill streaks ❤️ 
A hot fix for being shot in spawn protection ❤️ 
and more kill streaks, add a ton exciting new one's. 
And new guns :D:D:D 
And ban thunder>XI< for life. 

And @Ruggerxi is a horny good looking sob. 

Edited by Dukoo
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Anything else? ?

Not sure what other streaks to add that wouldn't fall under variations on a theme. Game asset limits not withstanding.  I have the ion cannon FX files from the old X4 mod for example but except for looks it's basically an air strike.

IMO there are a lot of streaks but currently it's WRCX New York. All cars, all the time. Will be curious how things go with them split up.

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I will have to check it out

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@Sammy, we played earlier this evening and found a few things to let you know about.  

1.  Enemy tags show up throughout gameplay.  We used to only see an enemy's tag if they were frozen.  

2.  When testing out the rc-defroster, no timer appeared for me.

3.  Not sure if this is just for me, but not all inventory is unlocked.  I couldn't choose "trophy" and a couple of others.

4.  Enemy in spawn message - is that staying?

5.  There were several times that a message was rapidly appearing in the lower left area stating "lower message not defined"

6.  It seemed that most if not all of us could not pick up weapons even after setting a key for it.

7.  Defroster crossbow did not thaw anyone

8.  The message "steal a killstreak from the enemy" pops up every time you are near a frozen player, even if you don't have the perk "heist", or if they do not have a killstreak to steal.

9.  We can see the spawn protection countdown timer, but someone said they were shot while still in spawn protection, with several seconds remaining.

Thanks for taking a look at our list - I know you've fixed a few of these already, but I just wanted to put everything we had from today's test.

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Does that mean you dont ever buy shit unless its broken?

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As a defrosting whore it makes me sad that you don't get as many points for defrosting as the other freeze tag. That's my only negative observation. ? It was fun!!

I'll just have to get use to being on the bottom....BOOOOOO........Hehehe  ;)

 

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Many server settings... such as points... are not yet transferred over.

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