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Everything posted by Sammy
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Actually the beer is worth much much more than that. It can make many women more beautiful not just one.
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Ah I see, that was my guess. OW/OW2 uses TDM. But yes the server is using the option to force starting spawns only instead of the usual weighted points. Using normal tdm spawn points instead of start spawns on certain small maps could be a fun diversion from time to time.
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I did not know this. Is there something that is specifically more efficient with sab points than tdm? Every mod is different.
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ftag uses TDM spawnpoints. But you should always include all game types anyways for best compatibility. At a bare minimum the game wants DM spawnpoints as the last resort fall-back in case the spawnpoints for the desired gametype (sabotage etc) are missing on that map.
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Well... while I like to think I am quite good at scripting I am totally lost at mapping. Quite a few mapping tuts I see also assume alot. And yes Boomer is right its also a matter of how good somebody is at debugging stuff. Trust me its really agravating even to those who do it every day and you can spend hours trying to track down a problem that ends up being a couple of lines of code. Bah! In any case, for those tunnels also add lots of explosive barrels like in Simple City. Loads of fun.
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I agree 15 is too low especially for big TDM-style servers or FFA... which still needs FFA testing... and that 20 might be more reasonable. But it's going to be at 15 for little while so everybody else can get it and burn Flush to a crisp many times over. Have fun. To deal with campers the best way is to enable the anti-camping functions. Affects all non-sniper classes. Not perfect but it helps somewhat. Can change the timer and the distance required to move if you are caught doing it to re-enable your weapons.
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Hmmm.... tell you what I will do. For testing purposes I will lower it to 15 in the next update which should be online soon. Discovered a couple issues with the nuke under some unusual circumstances causing problems. Looks to be ok now but needs some more 'end of game' testing to make sure the right team wins and it isnt a draw. But for general release it will remain at 25.
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Ah yes the dreaded max activations thing. Do games still do that?
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I guess that is why I see two starkly different opinions on this matter for the 10x crossbow or the 2x explosive bolts. I agree the 10x one is pretty powerful and I tend to use it alot on mid-sized maps with lots of open views. No gravity, an instant hit and can go pretty far. Both have been set to match how it is in Black Ops and in this case its also meant to be somewhat of an Overkill-like option that does not allow explosives or affect the class system. Rugger can drop the 10x to a smaller number if desired. Also max damage. Just a note. In HC games the stock crossbow is supposed to always kill on impact. After that the nade might do more.
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Could always hard code it to my guid so it gives me a nuke every time I spawn. Then I can show it to you as much as you wish. But in all seriousness, it was kept at 25 because of its power as a general loadout option. Especially in objective games because its always an automatic win for that round. But there is enough of a small chance to get it in a package drop to make it worthwhile. http://beta.xfire.com/videos/5747e0/
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Trying To Make A Decision ?
Sammy replied to Katana's topic in Call of Duty 4's Call Of Duty 4 Discussion
I dont know about vista or win7 but look in the admin tools under settings/controlpanel in XP. I assume those two are similar. Did you check if the appropriate ports are open in the router? Typical is 28960 for cod4. I think 20810 also. -
Trying To Make A Decision ?
Sammy replied to Katana's topic in Call of Duty 4's Call Of Duty 4 Discussion
Is the PbB service disabled in the admin tool for services? I doubt it unless you did it yourself but doesnt hurt to look. -
maybe av or firewall is blocking punkbuster? I assume you updated it manually also.
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I'll second that. Please help test things as much as possible, the more players the better, to push the mod and spot any problems. Some things just dont show up unless there are a lot of people at the same time. Just FYI, noticed today ambient emp had a problem if the round ended while the minimap was disabled. A fix will be included soon.
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Forgot to add about Betty, as in MW3 ( and WAW?) quick prone can either reduce or prevent damage. Yes specing your own team is the stock function and has not been changed. The only time you can cycle through all players if you are are a specator and have not joined any team. The server config settings for G13 are like this for spectators I believe. Or is that one only top-down view? Probably FFA will do all players also assuming it has sudden death for it. Ive never actually tried but I dont see why not.
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That is not That is not a bug and part of the stock game during sudden death in all gametypes. In such cases after the 'death' animation is done the player is forced into spectator view. Server options allow for specing high above the map but frozen in the center, above the map and free-move, or watching living players in 3rd person. So as always it depends on what people want.
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Sway is one of those things that go from server to server and the best thing to do is put it up for a vote. Can be made either way in the mod with some file swapping. Same with the Crossbow but does require some other changes in the code since it would no longer be explosive. Anyways, there is a problem in that the mod was pushed too far in terms of strings. So going through and making changes to avoid that problem and will get an update to Rugger as soon as I can.
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Yes Grange is an old problem. The heli streak pickups on top of the building are causing a conflict. The cause is that some weapons mappers build into their maps conflict with the custom versions (new rifle models etc). No way around that except to delete all the pickups while the map loads. A fix should have taken care of that but didnt it seems so I will test that again, Anyways, the string problem looks like there are possibly too many of them. So will be going through to see what I can remove or alter that isnt noticeable or doesnt hurt gameplay. Several large mods have suffered from this in the past and its a matter of trial and error to get under the limit.
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Thx for bug reports. Found a few today. A big one related to care package drops that took me by surprise. The 'index' one shouldnt have happened but will be looking into that today also. Sentrygun and SAM placement by 'drop object' set in multiplayer options. By default the RC is the same as standard player speed. So no you are not running faster than the car even tho it seems that way in 3rd person. But since player classes can have different speeds depending on primary weapon you might be seeing that.
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Depending on your area watch out for gophers. They are greedy little buggers.
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Did the bone error refer to an 'arab assault' model? If so the issue isnt the map but a reoccurring problem with one of the stock arab player models. For whatever reason it has more joints or tags in the skeletal rig than the others. If too many models are attached to the body (claymores, stowed rifles, etc) that error can happen and there is some combination that is just slightly too much. Just dont know which.
