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Everything posted by Sammy
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Hate you? Nah the server likes everybody. But it tends to give deference to those that pay more attention to it. Like people do. edit: In any case its the fairest solution I could come up with. No reason that a player that sucks and a player that is great... but played the same amount of time... should have priority over each other.
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The OW2 redirect for the new mod seems to be working as expected. How it works compared to the various others tried. It is very simple. The more time you play this particular server (with this name) the higher your priority. Clan members are exempt from these checks unless everybody in the server is a clan member. Then the checks are applied to all clan members. If you delete your profile you start over. Like going back to private 1st class.
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The saritch reflex ads animation, if that is what you are using, is off. Fixed in beta 6.
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Thus far only one error in the console log. Which is good. Looks like someone shot down, or tried to, a cuav and it tried to play the smoke fx. Which is the same smoke fx that heli's use. Except that map didnt have heli support so the fx didnt load. Always gotta look out for little things like that.
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K ladies and gents. Uploaded next round of hot fixes to take care of some bugs. Played a couple maps and didnt notice any problems but they were fairly small matches. Will be checking back tomorrow for issues and to see how things are going. Things that should be taken care of: Explosive crossbow and care packages not working. Sam turret looking for the wrong tag on the uav model. air support on equestriana. Should be ok but pretty low because of the low map ceiling. incorrect dead-alive team counts in some circumstances. A few needed exceptions for when players rage quit or suddenly are no longer there that caused errors. melee reroll and secure for care packages should have more tolerance. post streak spawn protection is 5 seconds.
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1.46 Freeze Mod issues
Sammy replied to KicknDatAzz's topic in Call of Duty 4's Call Of Duty 4 Discussion
Crossbow thing was weird. Was missing from a couple grenade watching functions thx. I suggest for reroll in the future look closer to the center of the box based on the center point of the screen. -
Nothing with any mod. Just the way the game does it. Otherwise there is the possibility that the round would never end. However if this is a problem then I am open to suggestions and will see what I can do. Just be careful what you wish for. I could come up with all kinds of crazy shit that would be fun... unless you are on the losing side.
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I want the MW2 ftag mod back!!!
Sammy replied to KillerKitty's topic in Call of Duty 4's Call Of Duty 4 Discussion
Speed should be the same as the noacr server, which is higher than normal. But I will check. Normally speed is dictated by your loadout. LMG is slower than specops. But that has always been overridden afaik. I was going to make that a perk like it is on current games. You run at top speed regardless of your loadout. I think BO2 or one of the others. But that would just add to the bitching. edit: Speed is slightly more than what is considered normal and there are no class modifiers. Not including Lightweight and others. However if you are both running around when you melee then the effects are obviously cumulative. -
Oh and Death... please see my previous post regarding the words 'it sucks'.
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Bandages have been in the mod for a long time. Most people just didnt bother to use them even tho it could save their lives.
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That is what I was thinking. Offhand I dont see any conflicts but still looking. Funny reading about last stand or second chance around the net. If used properly among a team it can certainly be very helpful. But of course there are those that hate it. More properly, they hate it when the enemies have it. Or if they insist on 'realism' in an arcade game. As tho soldiers instantly die when shot in the foot with a pistol shot 1/2 way across the map. Same arguments about Juggernaut. Or bunny hoppers... as much as I hate them. There is a reasonable argument about two players constantly reviving each other but might do something like allow a player to be revived only a few times. Just to prevent exploitation. Also, being killed off with a Venom round or a headshot is instant death. As always, my opinion is to not take away or cripple things because some dont like them but offer ways to counter them. Opinions?
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Yes if it doesnt happen I might have to go the nuclear option again.
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See? I cant win. Perks in beta 6 right now. tier 1: steady aim, double tap, stopping power, sonic boom, sleight of hand, ap, infected tier 2: objective, scavenger, dead silence, hardwired, hardline, commando, hacker tier 3: tacmask, hunter, last stand, combat medic, ballistic vest, stealth, flak jacket, gambler. If I move hardwired to tier 3 then something from there goes to tier 2. Whatever is moved should not conflict with other things or remove needed combinations.
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I am looking on how to arrange some perks. Any further changes will be added to beta 6. In this particular case, since no matter what change I make someone might not be happy, if Hardwired was moved to tier 3 would there be any objections? At least among those that bother to read posts?
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On beta 6 only way to know if for the server to actually be full.
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1.46 Freeze Mod issues
Sammy replied to KicknDatAzz's topic in Call of Duty 4's Call Of Duty 4 Discussion
sc2010 and saritch might have had incorrect sound settings. All the rest look correct. -
Just want to make a quick post about an issue players sometimes experience near bubbles (friend and foe) and they can hardly move. It is a symptom of all games and it is not related to any mod. It happens when two players... or more properly the cylinders used for collision detection... occupy the same space at the same time. In game terms this is 'telefragging'. So if you stand on top of a dead body to get a dropped weapon, and the dead player respawns frozen, you are both occupying the same space. Eventually the cylinders will move away from each other, barring game geometry being in the way, but it takes time. The RC does this in that if an enemy stands on the place the owner needs to respawn the enemy is killed and frozen there. They are still telefragging each other but since they cannot move anyways it doesnt matter. On defrost the player respawns normally somewhere else. Many games use this as a feature or possibly a weapon (Unreal). If you are standing on a spawn point and someone spawns on it you die. Or for the weapon you shoot a disk at an enemies feet then push a button to materialize there and kill the enemy. Then you pick up the disk so you can do it again. http://quake.wikia.com/wiki/Telefrag
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READ ME!!!!!!!!!!!!!!!!!!!!!!!!! This is why I implore people to at least try out the various weapons in mod updates in addition to general stability, new features or any script errrors when they have a little bit of spare time. I noticed a problem with the reflex ads fire for the Saritch early yesterday after I uploaded all the files for beta 6. It was really bad. Iron sights and acog were fine. Turns out it was simply because I had the wrong fire animation for it (three missing letters... ads... in the setting). That was all. Now its all good but I havent uploaded it yet. Will do that later. There are so many weapon+attachment combos that its hard to test them all out myself. The only other thing I noticed that was wrong with the Saritch, compared to what it should be, is the ammo counts. They are slightly too large. According to the cod wiki it should be 20 for the mag + 60 more in stock on spawn. With Scavenger max ammo count should be 160. This is the kind of thing I am hoping to know about so I can fix them early. Oh and yes the RC-XD sound distance looks to maybe be too short so I will be extending it by %50 and see what happens.
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One of the most hated things about LS was that while you fall you cant be shot. As a practical matter this kind of thing is required or LS would be worthless. But neither is it fair for you to be able to shoot back at this time. So that was delayed. Timings will likely need to be tweaked but in the end the goal is that if you can shoot the enemy then the enemy can shoot you. But not until then. I invite people to go try it out for themselves and see.
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1.46 Freeze Mod issues
Sammy replied to KicknDatAzz's topic in Call of Duty 4's Call Of Duty 4 Discussion
EMP nade throw speed will be faster. More like stun nades. That should help. Also keep in mind that under normal conditions the EMP nades as they are work fine. The problem is that this server set the RC speed to maximum. Double that of normal player speed. Making any change like that cascades and can mess up other things. Like this one did. edit: EMP added a very short stun effect at the beginning. At the time there wasnt an actual stun nade in the mod yet. But now that there is I might revisit this. -
COD5 DM1 Goes Hardcore!
Sammy replied to djMot's topic in Call of Duty: World At War's Call Of Duty: World At War Discussion
Its realistic to die by getting shot in the foot? -
Ok guys and gals uploaded the next compile for the mod to the test server. Hopefully the known issues like incorrect team counts and too loud weapons fire for sc2010 and saritch should be taken care of. As always, the more people that play it the better things will be. Three files have been updated: modff, i.iwd and w.iwd. So you dont have to download the others again make a copy of the xi_mw2_146b5 folder. Rename it b6 instead of b5. It should ignore the unchanged files. Added... Last Stand. Yes that one. Operates as normal except for two changes. You dont get your pistol until after you fall. A bit over one second since you were shot. So while you will be invulnerable at this time (due to the player animations) you wont be able to fire back. Will see how the timing goes and if 1 second is a tad too long. The second change is that LS lasts 30 seconds instead of 10 to be more in line with cod5 and others. During this time Combat Medics can heal you and you will be restored to 1/2 max health (might change that to full). However players in LS cannot heal themselves with their own medkits. Takes 1 second for a medic to heal the downed player. You will see your weapon drop and the medkit icon. While you are healing... the icon on the screen... you cannot be shot for that 1 second. Enemies that shoot medics should be flogged.
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COD5 DM1 Goes Hardcore!
Sammy replied to djMot's topic in Call of Duty: World At War's Call Of Duty: World At War Discussion
Hardcore is overrated. But in any case, if its enabled, get juggy. I assume ACE has it. Its pretty much an essential on HC servers if you want to live. As for the talking icons, unless the mod added a new setting, it will not work in HC. At least in cod4. I assume cod5 is the same. -
Yea I found that one earlier this week. Thanks.
