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Everything posted by Sammy
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Added first round of hot fixes to the test server. If anyone has time, get together for a couple rounds to see what else might need some improvement. See if you can shoot dem pesky cars. 68.232.176.200:28960
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If anyone uses them... or shoots them... on the test server please tell me how it goes. Currently moving the server to Chicago for a more centralized location. If enough people that play it show a pattern that uav/rc are too easy or too hard to shoot the damage can be tweaked quickly to find a good spot.
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In the new test server there are a couple changes to see how they work. First it was moved to tacmask, since the idea seems to fit better with that perk. But it might not remain there if kept. Second, it doesnt freeze you but instead just partially deflects you away from the player. I invite you all to go to the server and try it out.
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The sniper class is not affected by anti-camping. Unless server admins enable it because they dont like snipers and consider hiding in the grass camping. Note that having a crossbow doesnt make you a sniper. As for freezetag, that will depend on how many players we can get on this server to make sure the new additions + fixes didnt break anything. If there are then they can be fixed much more quickly and in the meantime the beta server would still be running for people to play. When everything is stable will send the files to Rugger for freezetag testing.
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Just to note: the order for loading code and assets is the stock game, the mod, then the map.
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Ah yes, the ambient stuff. All ambient weapons are 1/2 as powerful as their player counterparts. For campers whoever kills him collects the bounty points. Even if the kill was via a streak weapon. The goal was that you really cant stop a camper and at best the usual anti-camper stuff just makes him move a little. Soon as he moves he camps again. This way if you camp you cant 'reset' and start over again. Also, if you suicide the bounty remains.
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I did most of the custom code for the MW2 mod (both XI servers). Havent done a map but the principles for asset limits are the same and all count towards a single total. For mosaic I mean mapping many different quad's to different UV coordinates on a single texture. Just as its done with skinning characters or weapons. Or a better example are fonts. A letter is just a quad but is mapped to a small portion of the one image that has everything. Whether its 2D or 3D the principle is the same.
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Testing server: 8.6.15.133:28960 Most up to date of the mod running 16 slot TDM. Hopefully things are adjusted to promote reasonably faster gameplay to push things along to spot problems quickly and fix them. Plz post any thoughts. And yes for those who have been itching to try it the tac nuke it is 15 kills.
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Yes there is a material limit of 2048 for the game. Like models its the combination of the stock game, your map, and a mod. The material itself is the shader information that uses texture files, tint coloring, blending, procedural shaders, surface type, and stuff like that. Also, much of the time one material has three or four iwis especially for player weapons. Color, specular, normal, and cosine mapping. It is preferable to make a checkerboard mosaic of posters, so to speak, so there is only one material and map the poly to the square with the poster you want. http://wiki.modsrepository.com/index.php/Call_of_Duty_5:_Fixing_2048_materials_Assets_Error A note to the page above, the MW2 mod does have a blank arena file.
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For example 2048x1024 for 8 ( 4 x 2 of 512wh) posters. Map the quad to the section of the image the poster is in. That way only one material is needed not 8.
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The 1000 includes what is in your map itself, what the stock mp game needs, and the mod if there is one. This is what is needed for the M16: 6 viewmodels for the model that has iron sights, rds, and acog. One non-camo and 5 more for the camo versions (M16 Brock etc in the raw folder). 6 viewmodels for the GL version. 6 viewmodels for the silenced version. 3 for the world models used for player bodies, weapon stowing, and pickups. So 21 for that one weapon. Multiply that by 6 for the class and you've got 126 xmodels that count towards the 1000. It adds up fast. In contrast the MW2 mod has 28 custom xmodels in total.
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To keep materials down I imagine its possible to combine many posters into a single 2048x2048 image. Then set the uv's for each poster quad to the specific poster.
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You could make big a poster on a wall of 'caught while escaping' of members that were shot and killed. With a big red 'X' over the pics.
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OW2 = Open Warfare 2 = the MW2 mod. As for which, it depends on your point of view. Either the mod has too many assets to work with the map. Or the map has too many assets to work with the mod. In this case its the number of unique xmodels but could easily be how many materials or effects are used.
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International Freeze-Tag League
Sammy replied to Kymchee's topic in Call of Duty 4's Call Of Duty 4 Discussion
ftag ladder? You mean something like a competative mod? -
LOL didnt think about that for the car and enemies standing there. But that is the whole point of a jammer. If that happens you know exactly where he is even if hidden. Especially if he doesnt move. Tell your teammates and he is a sitting duck for a nade. However, experimented with having the jammer deflect you to one side not freeze you. So the car can still be driven around and triggered. For an anti-jammer, considered the possibility of adding protection against cuav to tacmask in addition to emp/flash/gas and call it something else. "Hardened" maybe... same name as the streak one but actually means something. Could also add an RC anti-jammer to that. Stealth protects you from all AI that can target you. Heli's, sentries etc. As for glow, that is the mod and the thermal used for snipers + streak weapons. But values are also reset to their defaults on player spawn. Glow is on by default. Will see if I can do it another way without upsetting the current glow value.
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Lots of posts to go through and I havent even had my morning coffee yet. Yes currently eavesdrop will jam the car until he moves away from you. Seems its a love/hate thing. Testing range is 256 unit default radius but its a little too big I think. For steyr, the most obvious is that it lacks sway. But also the kick is a little too low. Since the G3 stats are balanced for single-shot this needs to be tweaked. ROF looks fine to me. Streak kills are not supposed to count towards streaks. The decoy one is a bug, thx. The frozen location thing shouldnt happen on the beta. I built in extra reduncancies to ensure that but all I can think of is a peculiarity with the map. If you remember the names, and where you were frozen both times, msg me. Getting stuck after using the RC - for now if you have anything above your head make sure you can stand. Otherwise you might respawn in a structure. In the future you will get a warning message tell you to move away from the obstruction.
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Been checking out weapon balances and after going through the numbers all but one custom weapon closely matches the ones they replaced. But scarh might need a minor tweak for sway. The one weapon... yes... is steyr. I think currently it is acting like a full-auto G3. Just a bit unbalanced. Not sure what to do with it yet since there are a couple options to pursue. So enjoy it while you've you've got it.
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Beta Vs. Chicago Server...
Sammy replied to The Flush's topic in Call of Duty 4's Call Of Duty 4 Discussion
The 30 points of body armor is like 30 points of health. But since this server doesnt have health regen it acts like having them combined into 60 health. If you get the award that is. Or the death streak. But yes its hard to tell in HC with only 30 points normal health. So servers can bump that up if desired. Adding it to the hit indicators so if you shoot someone with it the master chief helmet pops up so you will know. Since you are interested in whether or not it does anything, I am going to recommend that the care package award for it be bumped up to 200 points. Then when you try to shoot someone with it you will know the effect when he just laughs at your bullets and gets close to knife you. -
Beta Vs. Chicago Server...
Sammy replied to The Flush's topic in Call of Duty 4's Call Of Duty 4 Discussion
Why not? But in all seriousness that is obviously the perogative of server admins and clan members. So it is a question to ask amongst yourselves. I can keep an option however that I have been playing around with. Keep health at 30. But on spawn give 30 points of body armor. Half the time it will be enough to stop one max damage round in HC. But once used thats it. No armor regen. -
Redirect To Make Room For Clan Members?
Sammy replied to BANNPIRE's topic in Call of Duty 4's Call Of Duty 4 Discussion
I know. Its a server setting that Rugger has to change. -
Beta Vs. Chicago Server...
Sammy replied to The Flush's topic in Call of Duty 4's Call Of Duty 4 Discussion
Make a backup of your player profile and delete it to create a new one. Earlier version had a bug related to the drop object button. -
Beta Vs. Chicago Server...
Sammy replied to The Flush's topic in Call of Duty 4's Call Of Duty 4 Discussion
Compared to the other servers its likely because health is set at 30... which is the minimum damage for most bullet weapons not counting hit location modifiers or stopping power. So most are one shot one kill and is normal for HC. Pistols do a minimum of 20 and max of 40 (DE does 30 and 50). Range does have an effect. All bullet weapons have a inner radius where max damage is always assumed before modifiers are added. They also have an outer range where anything past is the minimum. 20 points in the case of pistols. You are correct however that pistols can potentially shoot as far as snipers but not with the same accuracy. Game limitation and I have been pistol sniped for years especiallly on HC servers.