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Everything posted by Sammy
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The SAM problem is fixed in the update. The model had a tag in the wrong place. Yea I figured that was the problem with the package. Have to see what I can figure out how to deal with that kind of situation.
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I ran some quick tests that forced three package drops on the same marker. It can happen if done at the same drop point. They would have be so close that helis could have to pretty much occupy the same space at the same time. Close enough to touch or fly threw each other. Or maybe within 1/2 a second or less. In this case perhaps the second drop trace is hitting the first helicopter. If this is the case then I will have to figure out something like a delay in case both drop points are too close but not sure how to do that. In the meantime, dont throw your own marker where another is already there. Wont help if both throw their markers at the same time at the same spot but it should make this problem less likely. This is one of those things that only show up when lots of people test a mod over a decent period of time so I can fix it. As much as XI members hate the gametype its why I prefer TDM on testing, or at least Domination/CTF, because it keeps the pace up and promotes more activity. edit: I dont recall anyone telling me about this in the older mod. Or wasnt specific enough about it and I figured it was just a map height problem.
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Maybe its just me but its really laggy? Between the mod and map there are so many fx that even muzzle flashes wont play. The usual 'too many fx' messages in the console. Unfortunately sometimes between the mod and the map things are just too much.
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I can see a potential problem if the straight down trace is hitting a package in mid-air. It might treat it as an obstruction. But for this to happen the second drop where the package appears would have to be right on top of the first one while it was in the air. The size of the collision area for the trace is the box itself. There is no invisible hitbox that is bigger like there is for players.
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edit: I only see one error in the log related to care packages, unless the server had been restarted in between when this happened and when I got the logs. Happened when one of them exploded and its possible the owner was no longer in the game. For what you saw its possible there might be there is an unusual map ceiling on that map so I need to know which one it was. Techie stuff below so dont have to read if you arent interested. Just for how dropping works. First when you throw the marker it assumes you did so in a valid area. If you do something silly like throw it inside a building it will drop anyways on the roof. It takes the marker, adds a certain height to it, and sets that as the calculated drop point. It also adds a little bit of randomness. When the package is dropped it makes a trace straight down to see where it will land. So it the trace hits a car it will land on the car. Once the package is told to go from point A to point B nothing will stop it unless I specifically tell it to. So a heli can somehow pop up underneath after it dropped and it will fall straight through. Its like airstrikes that fly through buildings. They know where to start. When to drop. And where to leave. All in a straight line. Nothing in the way will affect it. If on a map you see a heli appear, disappear, and reappear above the map then it is a sign that it is too high and I will need to adjust the care package drop height specifically for that map. Also if you see things like dust being thrown up by the rotors. If this happens tell me the map so I can make the proper adjustments.
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I will check it out and see if I can spot the problem. Mismatches often I cant. Unfortunately it can happen with big mods.
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Never seen that one before. I assume in this case each package belonged to a different player and possibly on different teams. What is the name of the map? There could be something strange specific to what is in that one and might require some kind of exception to be added. It would also help if I had a vid of it. Otherwise it could be a needle in a haystack because I have seen at times multiple packages dropped at the beginning of rounds. To fix it I need to be able to reproduce it.
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Bribery for 'Training Camp'
Sammy replied to ManBearPig's topic in Call of Duty 4's Call Of Duty 4 Discussion
Big map. -
The menu item for the key is so you can enter a new one without having to reinstall the game. Wherever it is the key is likely encrypted anyways.
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I didnt need to see that this morning. Serves me right for clicking on a thread with that name.
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I uploaded the script change yesterday so it should now. Since it will work like reaper missiles it will also destroy objects belonging to the owner if it explodes close to them. Which is normal.
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Saw a couple lagging types in the one round I played this afternoon while checking predator. One going from 70 to at times 700. Always when moving out in the open or someone shooting at him. Even so he got shot more than he made kills and left. edit: as for the jitter guy, if I see it again I will write down the name. The original writers' comment on seizures wasnt very funny.
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Zoom just affects fov. Like going from 65 to eighty. The only thing I have seen slightly do this is scoping in with a sniper rifle if 'hold breath' time is changed from its default dvar setting.
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I was asked whether or not predators will damage sentry guns. Checked it out to be sure and the answer is no. It uses the same method of figuring out what damage to cause as airstrikes do, which is all scripted unlike player weapons. Examples of player weapons are the ac130, reaper and rpg. Player weapons automatically damage valid items in its range. Scripted weapons must manually search for what is in the area and calculate things like LOS and distance. I can have predator use the same method as betties do with a code change. That one is not scripted and pretty much just explodes a virtual sphere at the given location with damage and distance parameters. It will require some live server testing with the weapon to see how it works on both players and equipment. Both friend and foe. If this is acceptable then I will do it. However I would ask for no 'you broke it' comments since it will likely work differently than what players are used to.
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I've seen true aimbots in the past on other servers and there is no jitter. Also pretty much instant turning and locking on. Typically they run around with lmgs and the full ammo perk.
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The usual microtransaction thing? No thanks.
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Yup I see the occasional warper moving through dangerous areas. Those are the most obvious to see. However wallspamming is not necessarily hacking. Could be an active UAV. Could be good intel. Could have seen you running in towards a known frozen enemy and waited a couple seconds to spam that area. Just curious, when specing someone you see their view quickly jitter for a moment when focusing somewhere what is that?
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Seems to be fine but I did notice a couple people running around with AP that shot me. When this happens, when you die, the armor amount will still be on your screen because it was ignored. 40 is enough to stop one round but it will still hurt you if it is greater than 40. Its not going to stop two rounds from an AK or a quick burst from an M16. Personally I think it should be a bit higher than 40 because of the low health in this game but this seems to be the number that everyone is comfortable with.
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Ok if anyone wants to get together a group and play Domination I set up the modupdate server for it. Standard game with all the usual MW2 stuff with stock maps. All the files are different so dont copy/paste anything from the main server. One round. Time limit 20 minutes. Score limit 200. No respawn delay. Start spawns. If players want different settings let me know. Or of there are any bugs or server crashes. I dont know if with this gametype rounds are better. One option trying out, on round start no flags can be captured for 30 seconds. So you can spend the time rushing to the middle and fighting over the area until the flags activate without having to worry about your own. Or outflank your enemies to get to their spawn area. Since players are likely to die quickly they will respawn near their own flag and can get it then. Might mix things up in a fun way. Might not. We shall see. 69.9.170.61:28960
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You dont activate. You secure it and its given to you. It shouldnt show 'activate' but I will check it out. When I can I will pop into the server and play a couple rounds with armor and see what happens.
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cod5 might be able to do it. Maybe redline does or will. Havent played the mod.
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Maybe its an addiction and to play anything else requires a 12-step program.
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Tried it. Didnt go anywhere. But the question was whether or not people were just not interested in anything else, or is it that people will just follow the crowd.
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I just popped in and I can still choose it for loadout and the amount shows up on the hud. So it should. 40 points for the perk.
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the md5 hashes for the iwd match between the server and redirect but not with the one I have at home. Mine at home is also a slightly larger by a few bytes. So there is a mismatch somewhere. Could be many things. An image or sound got swapped out from the original. An incomplete upload. Or one is a new compile to fix a bad image glitch but kept the same name. More often its the last one. Best to make sure you have the latest version from the original source, not a download from another server, delete them from the server/redirect and upload again. Also tell everybody to delete it from their own usemap folder just in case. Some servers remove clan logos from maps or put their own for example, which is a rude thing to do, and it populates from there. Unfortunately if another server has the bad one you will get a mismatch there.
