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Everything posted by Sammy
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Nutcutter Sammy A question: has anybody noticed any problem at all... short lag or whatever... the moment the RC explodes? edit: One thing to look out for is if you are relatively close to the RC when it explodes and looking at it. And whether it is triggered or shot, if known. I have seen no lag from the RC that I am aware of. Ok thx. Found a potential problem this afternoon while testing stuff at home and it might actually be why I crashed when I got online to play and test it. But it seems it didnt affect anybody else. However at home I was running a listen server and it can amplify problems that might not show up in normal mp games. I also crashed at the end of a map when the EOG timer went to zero. Seems nobody else crashed then either when I asked. Maybe I just have gremlins hiding in my computer.
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I appreciate all the testing and everything else to help figure out the bugs. It will all work. Just a matter of time and figuring out the problems. The more play time to narrow things down and find common causes the better it will be. Strange but one of the two shotgun classes did have a bit of a problem between attachments and perk 1. But the second class did not. It was all fine to start with. To try and break it I was pushing all the arrows like mad and that is when something got out of sync. So something happened. Just not sure what yet.
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Forgot to add, based on comments maybe large use of novagas accompanies lag but its hard to tell really. But rewrote some things that hopefully makes it more stable. edit: another topic, but I tend to see that at different times of the day either the beta server is full or the older 1.4 is full. But never both at the same time. Based on playing both online I personally think the beta is more stable but maybe its the maps? Something else?
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Oh. One thing... I forget if the current beta did it or not... a couple of the custom AR's do not have grenade launchers built into the models. But they are enabled anyways. They all work normally including the animations and menu options. The nades are just fired from an 'invisible' tube, so to speak. I dont know why you are experiencing this but the next update should be out very soon. As described in an earlier post, the LR sniper rifles will not penetrate surfaces. Including glass. This is a game limitation because of the method needed to overcome IW's silly decision to seriously constrict sniper rifle range. It is up to the server whether or not to stick with stock rifles (which is the default for the mod) or LR. I hate that, especially considering my start in online FPS games was sniper servers, but nothing can be done about it.
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Ran a couple tests here and did find a bug that bullet damage was being counted twice. So that has to be fixed thx. Standard damage from an AR when the uav is directly above is 30 points. So 60 with the bug. However it still took 9 shots to get past 500 damage points and blow it up. Only thing I can think of is that perhaps the server has a custom health setting.
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Cannot select PERK 1 in Custom Class 6
Sammy replied to GEORGE_DOUBLEYA's topic in Call of Duty 4's Call Of Duty 4 Discussion
That is interesting. The only one that should pop up with that weapon should say 'grenade attachment'. -
Cannot select PERK 1 in Custom Class 6
Sammy replied to GEORGE_DOUBLEYA's topic in Call of Duty 4's Call Of Duty 4 Discussion
Sorry... also which weapon? You might also want to delete or move your mp_data profile from the mod and start over to reset things. -
Cannot select PERK 1 in Custom Class 6
Sammy replied to GEORGE_DOUBLEYA's topic in Call of Duty 4's Call Of Duty 4 Discussion
What is your attachment? -
Moving smg-class weapons to secondary is not a good idea. But thought of maybe removing all the shotguns as primaries and making one of them as a perk 1 option. But also cut ammo stock in half so its not too powerful. Kind of a CQC alternative to the Crossbow. If you are a Sniper then the shotgun will give you some close range protection. If you are Specops then the Crossbow will give you some long range ability.
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I do miss Overkill with snipers sometimes, depending on server gameplay. Hard to be a sniper on maps with an enemy full of rushers. Especially if the map is designed with them in mind. But the mod was designed to focus more on class specializations, both in weapons and perks, and Overkill was removed in favor of having 10 classes. Instead of Overkill there could be other perk options in the future that would make classes a bit more flexible while still retaining their primary purpose.
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For your impure issue all I can suggest is delete the entire mod folder and redownload all of it. But it sounds like you may have done that. Just wanted to give some info: A couple people have asked me about the long range sniper rifles. To overcome game limitations the rifles have to be changed from bullet weapons into projectiles. Bullets are not physical entities in the game. It just traces a virtual line from the start in whichever direction the rifle is pointing. That direction is altered by adding a little bit of randomness in pitch and yaw. For snipers, holding breath affects how much randomness. Also IW for whatever reason decided snipers didnt need to shoot much farther than assault rifles. However projectiles such as rpg are physical entities that travel from the shooter and interestingly enough allow for much longer distances. Things like stabilization affect its direction as it travels. LR snipers use projectiles in this manner but with very high speed and little stabilization effects. However while bullet weapons can penetrate surfaces projectiles cannot. So the LR rifles will typically be blocked by chain link fences etc. The armor piercing perk will also have no effect so it shouldnt be used for sniper class. So certainly its a matter of what players prefer the server to have. Shorter range but penetration. Or long range but the shooter must have a direct shot.
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btw: on the topic of care packages, in case nobody knows players with Bomb Squad who capture enemy packages will leave them there as booby traps. A "friendly" who tries to capture it blows it up with the force of a C4 charge. At least in all the tests it works that way. In the future the goal is to add things like hacking the sentry and claymores to the perk to make it more valuable. But bug fixes have priority.
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Yes I know that error. Happens in the minigunner heli. Been around for a little while and I am damned if I can find out why. 49 out of 50 times it works. That 1 time it says such-and-such tag is missing. But its not. The tag itself is the one the player himself is bound to when entering the turret. I think. Might try making it so when first put in the heli you are in the center and not actually attached to a turret. You have to pick one. After that you rotate among the three. But since the error is so random I havent been able to find out how to force it to cause the error. Damn Annoying.
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Its three mainly because things were pretty much kept as they are in BO + MW2, more or less, but not exact because several weapons are different. Yes its relatively easy to get for some people. But not so much for others... like me. Then again UAV will usually get the team more kills than the RC. So while annoying you are more likely to get shot than blown up. But yes you are right. Everyone is entitled to their opinion. Not everyone likes the idea of 3X streaks either and some prefer the mayhem of MW2.
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Hmmmm, you should be visible if there is no spawn protection. In which case you should be quite killable, so to speak. Otherwise it should operate like normal spawn protection. I was just about to compile another mod ff update to fix a couple bugs but I will look into that first. Ah well. edit: Yup ok found the bug. Thx.
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Yup LR snipers seem to work well. As evidenced by my 5-23 score when mostly I just hung back as far as I could while still maintaining some visibility. There were a few times where perfect shots on unmoving targets didnt hit anything at all, or at least seemed that way, but many looked to be related to blocking volumes or similar things. However I agree the map today... I forget the name... was really long at 10 minutes. It did not really allow for much advancing to overpower the enemy. So in that particular case the goal was more of a 'best score' map than freezing everybody to win the round. Any ideas on how to customize things for maps like that? Personally I like the variety. Also, at one point I was near an enemy RC but it seemed to 'stutter' or lag. I was able to shoot it thankfully before it got me. Is the RC lagging at all or was that just me?
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Is that mp_blackrock? Had that in my usermaps and tried to run it locally but it was missing a loadscreen. Curious since I dont actually remember downloading it myself and I figure a server that had it in the rotation would be fine.
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ci problems on new mod
Sammy replied to billyblade's topic in Call of Duty 4's Call Of Duty 4 Discussion
RC sound distance is 1000 game units radius. And at that range the sound is pretty low. In terms of Convoy that is about half the distance between the tanks and team spawn areas. Still too far? -
Ok thx for that. There is a built in function for telefrag checks, and is used at the beginning of the round for example so each person has his own spawn. Or best that can be done with large teams. But... dummy that I am... I didnt realize that the checks didnt actually tell which player was in the way. Just that someone was there. So voila, everyone is respawned. I really appreciate all the debugging help.
