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Everything posted by Sammy
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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.
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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
Yea the car has an extra explosion sound for the car owner to hear that is better. It is played locally to the player that doesnt come from a specific location. Same with the ac130 if you are hit by a missile. Like the briefcase bomb is just a stereo wav file. Everybody else just hears the regular one. edit: The sc2010 did have one setting wrong for world weapon fire sounds compared to others. So will change that and on next update will see what happens. If you suspect any other weapons let me know. edit again: The smr/saritch had the wrong setting also. I dont actually know if that was the problem yet but I set it to work like all the others on the next mod compile. -
Thank you all I will try those. Funny thing is, after thinking about it I was sure I had another one of these around that I didnt use anymore. But I cant find it.
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Not really computer related.... I emptied out the washing machine and I discovered I did something stupid. I washed my cellphone! Its an old flipphone so really no big loss but I cannot get a replacement right now. Is it possible to bring it back to life by carefully using a hairdryer or something? Or is it dead? The screen did power on for a moment, no text or pictures just blank, but no sound and the lcd itself looks damaged.
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Right now. Nothing. But funny thing today. Going into Costco for Saturday shopping a father was taking his son to the car. Couldnt have been more than 3 or 4. The son was humming the Imperial March perfectly. Gotta love it. 2015 and a 3 year old kid knows the original Star Wars trilogy.
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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
Yes the bubble was changed back to what it was previously because of people exploiting it and standing inside of it while firing out. I dont know what you want me to do about the sounds. They are direct ports from the originals. Unless the later games screw around with playback somehow. Which sound for the car are you talking about. The putt-putt? As for the test server I will be using it today or tomorrow for beta 6 to find any kinks. No I dont mean kinky players. Tho I am sure there are a few here. -
Yes there were some compromises. Because of quick switching like that it caused problems with internal timings and events. Some may remember that awhile back. So a couple mandatory delays were needed to prevent switching until a particular weapon was fully lowered and whichever streak activation weapon had started its raise functions. This is the hiccup you see when using the cellphone. Controls have to be locked until the current weapon is fully lowered and the cellphone starts its raising process. However, if there is something I could do that might help keep keypress mistakes like that to a minimum let me know and I will look into it. Could do a double-key kind of thing. Press 7, 8 or 9 to set whichever streak you want to use next. Then press 6 to actually use it when desired. That would probably prevent choosing the wrong one because you already selected it before hand but if you are in a hurry it might not be a good thing.
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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
I have heard about some weapon sounds being heard from too far away. I know it's difficult to figure it out but one thing that would help is to monitor when someone gets killed when you hear it. The kill icon would narrow things down a great deal from 30 possible weapons to 4 or 5. If you want an M4 weapon choose the HK416. It is a direct replacement. All stats are the same. -
I want the MW2 ftag mod back!!!
Sammy replied to KillerKitty's topic in Call of Duty 4's Call Of Duty 4 Discussion
What exactly do you have to learn? Some of the loadouts are certainly different. Others are not. Perhaps being restricted to explosives and two perks is better than the way it is now? Losing streaks if you dont use them immediately is better for you? EMP grenades that dont have saturation areas are better than those that do? It was better without stun grenades? Slow heli/ac130 dropped care packages were better? Better when a single armor vest can protect against bullets and explosives? Or when you had to choose between armor and stopping power? I can go on. So if you can, help me and specifically say what is difficult to learn or use and why. Perhaps I can check into it. I dont want things to be too easy. Players should be required to work at whatever they want to accomplish. Especially player weapons. But neither should it be too hard. Like how Stealth and Hacker were put into the same tier. Made hacking anything near impossible. Not good. I didnt think about that and when it was pointed out to me I changed it. Yes I do make mistakes. Believe it or not modders are human and have the same feelings as everyone else. However the usual 'hit boxes' argument I have zero control over. Because of lamer hackers fucking us all over that was taken entirely out of modders hands in a patch and hard coded into the engine. There is no way at all I can change it. A bullet hits it (friend and foe alike) or it doesnt. Then I can do things like applying stopping power or ignore it for spawn protection. Said it several times before but sometimes it needs to be said again because people forget. Yea yea I know people will, from their POV, hit someone dead on but not get the hit marker. For one its just the way it is for MP games all the way back to the first. And so there was the stupid invention of the lag compensator. Drop everyone to the lowest common denominator. Also have to keep in mind people could be playing others 1/2 way around the world and that will have the usual effects. Thus there was all the very hard work in finding the best server and location possible. And then? People with lag binds. Dont kid yourself they are around even here. Consistent ones have gotten good at hiding it. And yes hiccups in the game scripts can do it. Also heavy effects and the simple fact that its a big mod. So timings for how long it takes to complete certain tasks are important and they are monitored constantly during debugging. The heaviest load on the game script is when a player is killed. There is a lot of stuff to do and anything that can be delayed (like awarding challenges/unlocks in the stock game, bonuses in the mod or awarding killstreaks) is put off until later. So... If anything is simply too difficult to use properly then tell me about it and how or why. Constructively. None of the 'it sucks' stuff. That helps nobody. Might simply mean it takes practice. I know people dont like to hear it but things do take practice. All of you, even in my own mod, play and practice a hell of a lot more than I do which is why I am not very good in comparison. But then again maybe it is something else. -
People survived headshots with juggernaut unless you had a sniper rifle and stopping power. So this is nothing new.
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http://coed.com/2015/05/04/60-worst-mother-selfies-of-all-time-photos/
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Canal bf3 is a very big map. Perfect for 32 player matches but terrible for small ones.
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Wow. Ok that shouldnt have happened.
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Could you be more specific? Are you saying it defrosted an enemy player? You will only see their positions if they fire non-silenced weapons. Just to note, with team headicons they will know where he is. Or the general direction if they are far away. Both defrosters need a direct LOS. Like sentryguns.
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You mean like the usual ready up thing for 30 seconds? Yea that can be done.
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If it still doesnt work after server restart make a post. The friendly names are still there, I think, so there is some overlap.
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Was off in the server settings. Should be restored next server restart.