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Sammy

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Everything posted by Sammy

  1. drunksniper - LAG AND HIGH PING Hi .... are the servers still under attack or ar we having problems with the new mod . we are still havin loads of issues with the server. I know you are probably aware of this but thought i would give ya some info mate ... i still think it needs fixing Many Regards Damon If possible can you tell me what was happening at the time? How many people? What map etc? At the moment I am pretty sure the lag that was caused by an occasional issue when players are frozen should be fixed. Or at least that is what I have heard. The only other I know if is when semtex gets stuck to a player, caused by a conflict between the throw timer and the player-stick timer. A line that was supposed to wait a moment before exploding tried to wait a negative amount. Reason? I did something similar to the NASA error that caused their multi-million Mars probe to crash and got seconds and milliseconds mixed up. We are doing what we can to get the next release with bug fixes out as soon as we can and any issues we can find now would help.
  2. Thx. The mod is Sledgehammer's. But 4-5 months ago I was asked to help out debugging some things. Later I offered to add projects from an old mod of mine that didnt really take off. Then added all the new things. And on and on. Never seems to end. Everyone probably knows already but the nade launcher doesnt work for the scarh and famas. It needs to be added to their respective models and the animations made. They are on the to-do list.
  3. Forgot to ask... For the novagas does it happen with the airstrike? Or just the nades? The nades themselves are just stock smoke but purple. Each one does have a radius for the gas effects but the aistrike has 8 of them at once and uses the same code. The main difference however is that the strike does not actually throw nades and plays the smoke fx manually. Oh and yes, the fx for it is named Purple Haze. So I am wondering if the game in general has a problem with 4 smoke nades at once when the server is full. Or if its the number of affected players in a single radius. Maybe if a player is being affected by two that are overlapping? If anyone experiences the ping problems and any of these consistently seem to be true let Rugger know.
  4. Ruggerxi For the new 1.4 mw2 mod, this is not a server issue, its a MOD issue. The mod maker has been into our with with us when it happens and is working on getting the problem resolved. The only way to fix this problem right now would be to change the mod back to the old MW V2 mod. Hi all, my first post. I just want to give a brief description of a couple of the problems the 1.4 server occasionally experiences. The main CI looks like it might be caused by a timing issue with the way the iceberg model is handled and an array that holds the other frozen players on the team. Previously there were two models, one blue and one red. To help with xmodel limits and allow more room for new things they were combined into one model with two parts. The part shown depends on the team. Hopefully a freezetag game file with a hotfix on the server will take care of it until the next revision is out. As a last resort it will go back to two models and if limits are an issue we will figure something out to compensate. Also, I was just told the sentry goes after frozen players and it will be fixed as soon as we can. I've loved freezetag since playing it in UT2K4 and want it to work. Another seems to be an oversight in the menu where the grey pistol attachment buttons should not respond to the Desert Eagle. The loadout is looking for an attachment that doesnt exist so it gets stuck in a fast loop it cant get out of. It lags the server until the loop is killed. It is a common problem and usually just requires a short delay so it doesnt overload the server. But in this case the loop itself shouldnt even work. We do greatly appreciate putting up with the bugs and also the help in finding them to squash them dead.
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