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Everything posted by Sammy
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Ea Confirms Battlefield 4
Sammy replied to DEEJAYKEG's topic in Battlefield 3's Battlefield 3 Discussion
I wont. Unless it turns out to be something really special and that wont be known until 3 months after its out. -
In The Not So Near Future
Sammy replied to Boomer's topic in Call of Duty 4's Call Of Duty 4 Discussion
With all those levels its going to be tough trying to find frozen teammates. -
If it ever gets a server crash due to too many entities, too many variables, or something like that let me know. In this server it would be usual to happen since its relatively slow gameplay compared to FFA or TDM but with 31-32 players I dont know. In general 30 is the max I have ever seen any OW-based server but they usually have alot of health packs and weapon pickups. edit: UNUSUAL, sorry.
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I checked out the d2c and crownfort maps. They have some peculiarities about them causing bad calculations for how wide and high the map is and where the edges are. Crownfort seems to be made of two skyboxes. One for each 1/2 of the map with the team spawn. If you spec and can fly around you will be inside one of them but not be able to go into the other or even see inside of it. d2c in particular is really low. In places if you throw a nade too high it can hit the ceiling and will disappear. Might require forcing some height settings for those maps and will see what works. Thx.
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Imp3 Or Whatever Its Called.
Sammy replied to Devilsbed's topic in Call of Duty 4's Call Of Duty 4 Discussion
Been getting alot of that for first time joins. I think its PB related. -
Cod4 New Rambo Mod Is Up And Running
Sammy replied to Ruggerxi's topic in Call of Duty 4's Call Of Duty 4 Discussion
Hehe. Yes that sounds like the UT2K4 Mutant game type. Been working on something similar but with Duke Nukem vs Nazi's. Works just like mutant but Duke is armed with the death machine. But with ow2 I just havent had as much time as I would like for it. I will pop in and try out Rambo. -
Sanya redid the xmodel and weapon files so it can be used for both the Steyr and Hbar. With extra LMG specific stats, attachments and animations certainly. So we will see how that goes. As for the standard sniper rifles a couple things to keep in mind. First of all AR's can potentially shoot the same distance. Not that its too long but sniper rifles were too short. More because IW didnt make big maps and figured sniper rifles didnt need to fire long range. Thus we had the LR rifles for awhile that couldnt penetrate unfortunately. The other is that sniper rifles with sway have been a little bugged since day one of the game and they never fixed it. And so the result was no-sway rifles. Trade offs. But non-snipers dont like that and think its too easy. Sometimes when trying to make things better you just cant win.
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Keep Getting The Pistol...arggghhhh
Sammy replied to billyblade's topic in Call of Duty 4's Call Of Duty 4 Discussion
You are sure its the beta server? I think G13 servers have an 'annoy' feature built in but OW does not. If not I could always add one tho based on popular demand. -
Jamming will be disabled by default but servers can turn it on. But imho considering how many RC's are used in the game one or the other should be enabled. So far in testing the RC can be shot just fine. Standard health is 100 and 4 pistol rounds will kill it. Unless the player has stopping power and it will take 3. Nades are obviously much more. Server options can choose a range from 50 - 200.
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opinions.......... Changing around how the RC jammer works so players are just not frozen, if enabled. The first 'deflector' option had problem under a couple of specific circumstances when testing yesterday. After respawn the turning would not stop unless the player quit the game. I think I fixed that but more testing is required to be sure. The second option is If in range RC speed is cut to 1/2 normal player speed and the fire button is cut off. So if the jamming player sits there you can back up and go elsewhere. But if when the RC backs up he follows it will still be jammed. Then again, he would take the risk that the timer will run out and boom. Of the two, which is preferable?
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If you want to cancel spawn protection early to enable your weapons the button press will enable the weapons but not fire them. The second press will. Also, reenabling weapons is not instant. Just how the game works based on the particular animations of that weapon. If you mean something like being invisible and having weapons... nope.
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True. Its all about choices. But in this case it also means teamwork. If the team wont work together and say 'dont throw in that area' before the round begins then that is another problem. Otho if 4 players throw them in various paths, and everyone has the mask, they can rush through it without issue. Then when you are protected inside and hidden blanket their side of the map with 3x flashbangs and emp since the mask protects you from those also. Oh and get stopping power for when you rush in after they are blinded. Then its good night Gracie. Just my opinionated self.
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The timer for the fx was made to match tabun in cod5 + BO, which is set at 22 seconds. The poison area itself in both games lasts 16. So a bit longer but servers can reduce the poison area itself to 10 seconds. Or up to 60 if they want to be punitive even tho the smoke is no longer there... just to be silly. You wont be stuck if you get the tacmask.
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Purple FX last for 20 seconds starting from the time it explodes. Gas effects timer set by the server but is also 20 seconds by default. That includes the 7 seconds it takes to expand from the moment it explodes to when it fills the area. To match the smoke volume. Longer than the standard smoke but I always thought those were too short anyways considering you could only have one of them.
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In The Not So Near Future
Sammy replied to Boomer's topic in Call of Duty 4's Call Of Duty 4 Discussion
Put a little wire mesh on the top in the middle and its two men enter, one man leaves. -
When you activated, where you under some kind of structure and crouched or prone? If so, when returned you can get stuck in walls and such. Added some extra checks so that if this situation could happen you are told to move to a place you can stand up. You dont have to stand to do it. But you need to be able to. Not exactly a great solution but the only one I could find that reliably worked.
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That is normal. EMP wont destroy the car right away. When hit the car for all intensive purposes is dead but starts a 20 second timer on the explosives. After that it explodes killing enemies around it. You still get credit for the kill. The jammer (which is now a 'deflector') message will be an icon on the screen. Pulses once each time you hit it. That should take care of the problem. Actually thought about, in addition to the timer, allowing an enemy to 'repair' and steal it. Also a red target icon to the original owner. The idea was that more people would try to emp it instead of shoot it in the hopes of stealing it. But didnt know how complicated it would get or if many people would do it.
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Hell no. Dont stop playing the OW2 mod. It would make me very happy.
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Thx. With a really big mod like this there are always sneaky bugs that need to be taken care of. Which is why good beta testing is a must. One was in testing the Summit cod4 remake I was made aware of today by D-tox. He added hurt triggers in some places to keep players from going places they shouldnt. Unfortunately it interfered with the predator in those spots. D-tox made a test map with the various types of triggers he used so I could hit them over and over again and see for myself and debug it. Nothing major and a fixable problem but its often those little things that hardly ever happen that can cause bigger ones.
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Well..... As one of the developers I can say I work on it almost every day. To be honest spending more time on it than I should be. Issues have been resolved for the next build. If its not being released fast enough for you then I cant help that. When I say the admins can do this or that it means one simple thing. Its the XI server not mine. So if its a config change... like the auto balance thing... I can do nothing about it other than suggest what setting should be changed. Same with things like how much health a heli has. It would be highly inappropriate for someone outside to screw around with such things. Perhaps I should just say nothing publicly and just PM an admin. Then again, I have a server up with all these changes and can do whatever is needed as it happens and do quick fixes. But few want to bother with it. So it goes both ways. If you must have the update right this minute then get a group of people and go play it. I will change it from FFA to Freezetag when I upload the next fixes later this evening.