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New version of the MW2 1.47 mod needs testing


Ruggerxi

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First time loading it up:

Server command overflow is the error and it keeps on crashing my pc. 
MP_STORM_B

Put the whole game off, restarted it and it worked fine. 

Looks good for what i have seen.

I would reduce the range of jumping by a small bit. Hoppers like my self can jump pretty far. I would make it a little less to keep it fun for the not hopping players. 

+1 for the more killstreaks 
+1 for the amazing ACOG lens 

Mabye ( if possible ) you shut add a feature that make's it possible to change the color of the scopes crossbar / dot ( for the red dot and the ACOG 

Nice section of crossbows btw, arrows, defroster arrows or explosive. 
Really really nice. 

You shut do the same with the cars. Choose to explode, or to deforst. 

Overall, it looks really cool. Well done. 

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Hey @Twinklestorm thanks to @Ruggerxi this is now a public post all can add their feedback to!

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Great but 3 games was too short

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@Sammy Just saw the server looked like it was hung up, but when I went in got a too many objects 2400 error:  13:10:59 map: mp_flemishtown

So I map_rotated and the next map is playable.

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Hmmm. Thought that one worked when I tested the rotation.

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24 minutes ago, Sammy said:

Hmmm. Thought that one worked when I tested the rotation.

It probably did...

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After running it through cod4x looks like the mod + flemishtown is over budget by somewhere between 10 and 20 image files.

edit: Seems there is some wiggle room, so to speak, and with some work could get it under budget.

Edited by Sammy
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3 hours ago, Sammy said:

After running it through cod4x looks like the mod + flemishtown is over budget by somewhere between 10 and 20 image files.

edit: Seems there is some wiggle room, so to speak, and with some work could get it under budget.

Just did it again, who can take that map out of it's rotation for now?

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Great mod, very nice work!!! Love the visual, the way we move, weapons and accuracy ??

 

But just a few things

- Car seems slower for me, when you get the defrost car, you want to be faster than running and it's slower, but maybe i'm wrong.

 - When you defroze a teammate, sound's loud and visual shinny (it's really beautiful), but you can't defroze quiet when an enemy is near. So you're directly spotted  ?

 - Combat medic is shorter so... little bittle useless, especially cause it's a perk you just have the first seconds of the respawn, not during the whole time you're alive, . Many want it to disappear so it seems it's the way... sad!

 - 3 games too short for me, but for the tests it's ok.

 - I got 3 cars at the end of a round. Next round just one, and I didn't think they get stolen... Bug or just me?

 

Great job anyway!

Edited by Exe
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Actually, the old sound had some good distance as well and the new one is meant to be the same.  However I will double check.

Will run further tests on streaks but thus far havent seen it here.

Checked combat medic time and I think you are right. Will work on it.

If everyone wants to try it, just to see, I can up the rounds for best 4 of 7.

The explosive car is 1.5 times player speed. The defroster car 2.0.

 

edit: unfreeze sound is 1.5x of the older one. Will adjust it.

Edited by Sammy
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1 hour ago, Exe said:

 - I got 3 cars at the end of a round. Next round just one, and I didn't think they get stolen... 

@Exe 

Oh, they did get stolen yesterday our side was cracking up about Deckard and others stealing your cars. 

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Are you going to keep friendly fire on?  I shoot at anything that moves so I guess I won't be playing if it stays on...... :(

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No SPAS-12 and the .44 Mag shoots slower. I've used these two guns for years. I'll have to test the range of the new pump action shotgun, but I'm sad to see the SPAS-12 go. I'd rather see the M1014 go, but I am biased towards pump actions.

Aside from that, Hunter Killer and Stealth are still the same perk spot. Two mods ago, I loved using Scavenger, Stealth, and Hunter Killer with a silenced Intervention sniper rifle. I could truly be stealthy. It takes way too long to steady the crosshair of the sniper rifles. Without Hunter Killer, you waste almost your entire breath to steady it. In other Call of Duty games, I run and gun with sniper rilfes. Here, you're better off with a crossbow or a pistol. I don't know if the defrost mechanic added sway to the crosshair, but to be honest, I'd rather not be able to defrost with the sniper rifle in exchange for shorter steady time. Right now, and even in our current mod, if you don't use a Steady Cam, you literally have to wait a few seconds to even take a shot. 

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Will check the magnum fire time and ksg. The ksg has the stats of the good ol winchester.

FF will be off next map. I must have at some point uploaded a WIP file. :pardon:

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Doing my best today to get the next update up and running for Memorial Day. Among the various fixes etc etc... the rocket gun is in. Will need some good gameplay testing to find the right balance for it as a sidearm. Not too good. Not nerfed. The goal is to make it fun, new, but not overwhelming or pointless.

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Thanks for allowing everyone to view this post now! As well, thanks Sammy and everyone else involved in making this new mod happen! Really enjoying it!! ??

This may be repetitive?... And I apologize if someone has already mentioned what I'm about to write below... If so, please ignore it then haha! But I'm going to put in my 2 cents. 

Love the following: it's hardcore, hitmakers, new perks (especially heist!!!!), best of 5, friendly fire (makes people think in game before they shoot... And if they are just going on a rampage against their own team they are put into time out!)

Questions:

- I know it wasn't mentioned before about the emps not fully defrosting teammates depending if they did not get a direct hit. Is this going to stay? (Aka should I learn how to throw better... I think the answer is yes regardless!)

- once a teammate has been defrosted all the shimmery glittery visuals/noise occurs. I think I've gotten used to it now. But am also wondering if this is to stay or what other people's thoughts are on it? 

Thanks everyone! 

 

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Love it.

 

Things I hate:

Friendly fire - hate hate hate

The lights when defrosting - could live with if had to

The car does not defrost and kill , I do not like the separate cars for each.  hate hate hate

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tactical nuke doesn't seem to work, 16 killstreak with gun only (no killstreaks involved). Didn't get it :(

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43 minutes ago, Wardogs411 said:

tactical nuke doesn't seem to work, 16 killstreak with gun only (no killstreaks involved). Didn't get it :(

Same I think, had 16 in one round and nothing.

Edit - Is there no longer a drop weapon button?

Edited by Sharpe
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Strange. Tested the tacnuke here and got it at a 15 streak. Actually thanks for posting that because it seems its missing the mushroom cloud hud image. However, which weapons did you use? Its possible one of them is not being applied to the streak. In which case it should happen to all awards not just the tac nuke.

EMP nades are distance based. The farther away you are the less of an effect it will have. Like explosives or stun grenades.

Yes the drop weapon button is gone and replaced with the swap weapon button. I dont recall if the online server has the correct text strings in the menu yet. However if there is a real need to simply drop the weapon it can be done. Will take additional scripting since the built in method is no longer used.

Friendly fire should be off. However, whether or not it remains that way is a clan discussion. Or, friendly fire but a non-lethal variation that causes some kind of damage or effect but does not kill.

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Mini nuke works if you get 1 from a care package. The explosive damage range on it isn't much larger than a Hand grenade which sucks but the radiation damage rage is pretty big. The Radiation damage kills really damn slow though. I got 6 hit markers on 1 person before they died. They could of easily ran out of it's range.

 

Pistol range and damage sucks donkey balls. 44 Mag takes 3 shots to the chest to kill and it fires so slow that it's very very hard to get a head shot on a moving target. 

 

I really don't mind that ya slowed down the rate of fire on the pistols. It will help with the dipshits that run around the map rapid firing them. But the bullet damage sucks. Might as well remove Last Stand because it's really damn hard to hit and kill anything with a pistol while in Last Stand unless you really really lucky and get a head shot.  

Oh and I picked up an Assault Rifle 1 time and a RPD (or what ever it's called now) another time while I was in Last Stand. They were laying on the ground close by. It's supposed to do that now?

Edited by J3st3r
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Ooops. No if you are in last stand thats not supposed to happen. Something I didnt account for. Heh.

I dont think bullet damage for pistols is affected. There is however a max range. Maybe sounds like its too short however and will adjust.

edit: Never thought about it. But in the standard game in last stand can you pick up dropped weapons?

Edited by Sammy
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7 hours ago, Sammy said:

Actually, the old sound had some good distance as well and the new one is meant to be the same.  However I will double check.

Will run further tests on streaks but thus far havent seen it here.

Checked combat medic time and I think you are right. Will work on it.

If everyone wants to try it, just to see, I can up the rounds for best 4 of 7.

The explosive car is 1.5 times player speed. The defroster car 2.0.

 

edit: unfreeze sound is 1.5x of the older one. Will adjust it.

Ok so maybe it was my headset bout the sound, I'll check.

About combat medic i'm sure, cause I've tested the same distance on known map. I know the exact second I should appear everytime and it was sooner everytime I've tried

best of 4 could be a compromise.

Ok for the cars, thanks ;)

 

@YACCster : Yeah so it's me probably with stolen shit, I'll be careful bout that next time.

 

And BTW : I love the fucking friendly fire !!!! Less random nade/tube/spamming bullets. So no more bullshit from noob from distance.

And what bout friendly fire bout betty/clay? ?

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Ha! I assume you mean the trip lasers. FF mines is an option. *IF* the clan decision is to turn FF on. I remember playing a server that had it. Does require a team that works together and informing each other where they are so as to stay away. Though it might make some unhappy even more than friendly fire itself. Strictly speaking though... one could argue that mines are smart and use IFF codes.

Anyways...

Beta 3 uploaded as a new server mod and new download. All but one of the files are different so better to do it this way.  Its late, tired, and have to get up very early for work. So I will post an update log tomorrow after work.

Main things: Rocket gun sidearm. C4 should now be available. Frozen bubble and hud elements should be removed on death, overtime or spectate. Rounds increased to best of 7. Various other fixes.

Pretty confident that the rotation should be good but cant promise it. I am hoping this takes care of all significant issues except for tweaks or minor code patches and such.

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