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Everything posted by Sammy
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As always the trailers are just full of cut scenes and such. Little or no actual game play to show whether or not it is any good. I wonder if you get to choose the aliens side.
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Sammy: Mw2 Beta Bug Report
Sammy replied to Bogleg's topic in Call of Duty 4's Call Of Duty 4 Discussion
ooops, skip all that about bo and bo2. I think I had something else in mind. There is so much of it that it is easy to get mixed up. Looked again to be sure and the checks were so the RC didnt fall through a crack in the ground not what is above the player. Duh!!!! Anyways in those games since you are in a way actually mounting a vehicle your player stance cannot be changed while inside of it. So when finished its the same as when you started. Cant mount a vehicle in cod4 multiplayer unfortunately and the workarounds do not allow the locking of player stances. That is also sp only. -
Sammy: Mw2 Beta Bug Report
Sammy replied to Bogleg's topic in Call of Duty 4's Call Of Duty 4 Discussion
Ok, make sure you can stand when doing the RC otherwise you may get stuck. The mod should check for that but to make sure I will go through the code again. Black Ops, and I assume BO2, do the same checks as the mod but more elaborate. One is to account for vehicles somehow and also maybe different surface types. If you do not have enough room to stand then you are told you cannot place the RC there. I guess the developers in that case figured it was better to do something like that instead of getting into the game engine and how blocking volumes are handled. Allowing instances to ignore them would open up hacking. You shouldnt have lost the heli but instead automatically cancelled. Will check that to. Ugh just when its about done. -
Sammy: Mw2 Beta Bug Report
Sammy replied to Bogleg's topic in Call of Duty 4's Call Of Duty 4 Discussion
Ok will check those out. For now, when you activate the RC make sure you can stand up. Do you know which map and where you were? That is one of those problems that the game was not really meant to handle so there are some obvious limitations. It should check for that anyways and tell you if you need more space underneath before it will activate it. For the heli, were you going through the laptop animation at the time? Was it fully open? You were frozen before sudden death then got removed and sent to spectator? Then got the msg? -
DayZ looks like it could be cool but dunno if I would enjoy it without a group I know to buddy up with. Too many other players ready to kill you for your stuff. Will probably buy it when the standalone version is out tho.
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Hmmm.... didnt do a reminder for me on spawn but did when the streak requirement was met. That sucks. edit: Duh........................................................... Whether or not to print the message was checking for streak 1 and 2, but not 3. Thanks for the heads up. Will also move it to the bold print line at the top when you spawn so people cant miss it.
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burgundy or burgundy bulls? The reminder should still be there when you spawn.
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Thus far no map specific settings are needed to work. But still checking a couple things so it will look better. Since you cant have the turret until in the play area you ride in the middle of the heli for a bit and can look around. The one problem with that is... like the turret... if you are outside of the map the heli model isnt drawn nor is there any rotor sound. Soon as you are in the map bounds the heli is there. Not really much that can be done about that with small skyboxes except for having the minigunner magically pop up at the edge instead of flying in. The regular heli attack is similar. On some very small maps as soon as you call it in, boom its there. Those maps do not allow for heli entry nodes to be placed at a decent distance from the play area. IW/Trey had a simple solution for this. Also for the killcam since it suffers from the same issue. Bigger skyboxes. Would have been cool if years ago there was a community made list of standards for map/mod design but too late now.
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I found the cause of that error... finally... and is fixed in the build I am working on. At least so far. What happens is in the minigunner the player is sometimes given a turret while outside of the map. The game doesnt like that. So it now waits until the player is in the play area before giving the turret. The error generally happens on a small percentage of maps with unusually small skyboxes.
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Carepackage Thieves
Sammy replied to CobraBites's topic in Call of Duty 4's Call Of Duty 4 Discussion
The only thing +activate should interfere with is securing the package. But that would do it with all of them. To drop any of the turrets use the drop object key. Bind it in multiplayer options. -
Carepackage Thieves
Sammy replied to CobraBites's topic in Call of Duty 4's Call Of Duty 4 Discussion
Why cant you use a sentrygun? -
Question About Freezetag
Sammy replied to Jeroentjeuh's topic in Call of Duty 4's Call Of Duty 4 Discussion
Assuming you are using the standard Open Warfare mod then in the freezetag cfg file there is a setting for the unfreeze beam. Dunno about other mods. -
Carepackage Thieves
Sammy replied to CobraBites's topic in Call of Duty 4's Call Of Duty 4 Discussion
Yup part of the game. If a friendly behaves like a douche and takes packages without even asking that is another problem. Going to look into adding some bonus points to the owner if a friendly does take it. Like a team helper bonus or something like that. Say 25 points in the normal 10 point per death matches. edit: ok ran some tests. How about this? When a friendly takes your care package you will get a 'sharing' bonus. Yes technically its not sharing. The score starts with a base of +10 points and multiplied by whatever the kill requirement would have been. So a taken UAV would give you +30 points. A B2 would be +80 and so on. And you already get the +10 for calling in the package. Could also be zero, if the server doesnt want to give bonuses. So in the end its conceivable whoever took it will get no kills and no points. You wont get kills either of course but you are guaranteed points. Body armor and resupply are only +10 since they have no kill requirements. Good enough? -
No it wasnt ignored. Pretty sure I said a couple times it's the same as in COD5. But no 3X perk option. However to address some concerns made sure the smoke cloud is 22 seconds (as it is in all games with gas) from the moment the nade explodes to when the cloud is totally gone. Also that the poison area itself and duration of the effects matches the way it is in COD5.
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As always requires workarounds and I wish I could make the tacmap prettier with it but a B2 strike with yaw direction. Because the locator isnt designed to handle two locations, one for target and the other to figure out the yaw, the player presses the button then has to drag+hold for two seconds for where it comes from. Thus far havent been able to see a way for the game to wait for a mouseup while inside of the menu. Something like a directional grenade throwback icon would be great but the game wont allow mods to do that with custom icons. But still... pretty cool.
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PM me the screen shots.
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Yes. It is likely not fixable on this end. But I keep in mind that maybe there is a sound file conflict between one in the mod and one in the map that others dont use. Could be that OSX is a bit more touchy when it comes to assets that maybe have a minor problem since its unix based. Dunno. Not well versed on unix or linux and maybe someone here has seen a situation where a wav will work on a pc but crash the music app on unix. I sent a msg to the map maker to see if he has any clues or any other reports of the issue. The only other times I have seen a crash on a Mac was when there was a corrupt image for the sentrygun but that was fixed a long time ago.
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Ok happens here also. Is this the only one you can recall it happening with? From the crash log it seems to suggest a corrupt sound file. The actual cause of the crash is the audio playback component trying to divide by zero. Assuming this is the case it is something the mapper must fix.
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Any error messages? I know the Mac version isnt very nice in terms of telling people why it crashes. Dunno where it keeps the console or game logs so might want to look for those when it happens and see if there is an error there.
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You dont defuse it. You change it so its yours. Always fun when someone gets blown up by their own mine or boobytrapped care package. Or when it kills someone else on his team. Done that a few times on the server when I got the chance to play.
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If the betty knew an enemy was there he wouldnt be very stealthy. Also kind of odd that it would tell you an enemy was there but decide not to activate itself for some reason. Or maybe it's like the force. "You dont need to pop up and explode. I'm not the enemy you're looking for." Hacker is there for turning enemy equipment friendly. Stealth is certainly very useful to approach any enemy equipment undetected to do this.
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Polls are all fine and good but like all polls its a matter of who takes the time to vote on it. Like the Iowa straw poll that said Michelle Bachman was their choice for president. Yea right. The duration of how long the poison area remains... not the fx smoke itself... can be adjusted down to a minimum of 10 seconds. Minimum recovery time is 1 second after you leave the area, which is the default setting. If this would be a good compromise then those can be done with simple server settings.
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Purple haze...
