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Sammy

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Everything posted by Sammy

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. ftag ladder? You mean something like a competative mod?
  8. 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.
  9. 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.
  10. It's staying in the game. One of my fav weapons actually. But will be rebalanced so it's not like a G3 on a scroll wheel.
  11. 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.
  12. 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.
  13. 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.
  14. I know. Its a server setting that Rugger has to change.
  15. 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.
  16. 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.
  17. At 30 health, if close enough to the attacker (range depending on the weapon class) everything will kill you in one shot if its at the torso or the head. Ran damage tests for every new weapon and compared them with their stock counterparts. Will check out the sway. All weapons (including snipers) should have it in the current revision. Including snipers.
  18. How do you get the >XI< tags in player names? Cant seem to get the >< characters when creating a profile. The system does work as it should testing locally and kicks to make room for me in a maxed out server but my profile name doesnt have any special characters. edit: As for who to kick, its a weighted score of clan membership, playing time, and player score. Not random. Admins need to have their guid's added to the server configs to have top priority but they havent been added yet it seems.
  19. OW2 has a blank arena file. Even if the rotation only has one map if the combination is over 1000 xmodels it wont work. Which is the case for the map when I tried to load it. All you can do is remove some xmodel types entirely. Not just reduce the number of copies. 2 or 3 stock maps wont work with this mod either because of the number of custom models the developers put in. Broadcast is one. Backlot is another. It will take time but if you must have all those models then the only option is to combine several types into one and hide parts. Many mappers do that and its not uncommon.
  20. Well I cant speak to that.... But to change it all that needs to be done is change one setting in the server config files. So whoever has access to them can do it at any time.
  21. The 1000 limit is for a combination of map, stock mp game assets, and mod if there is one. Just fyi, the beta mod has the potential for 31 custom xmodels in a game. That includes custom weapons, vehicles and player hands etc. To be fair thats more than most mods but has always been a hard limit to keep it in line with the total 1.3 had. A couple custom maps I have played push it so much that nothing but modwarfare... with zero custom xmodels at all... would work without that error. Designer decision on how compatible their map is to be and there is no right answer.
  22. They might if the teleporters go into some really nice areas. Such as if they were the only ways to get into the tall guard towers with the turrets... assuming they are added to one or two of them. Its all about making the risk worth it.
  23. If you do that print a message... "Go directly to jail! Do not pass Go! Do not collect $200!". To be fair need a timer of maybe 3 minutes. But give every teleporter the ability to do it. Just takes a little bit of scripting I imagine added to the trigger. %10 chance you go to jail.
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