What would you resurrect?
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13 Mar 2007, 17:10
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Polls
With the ET Masters going retro and bringing back Battery - which part of the game would you like to see revived?
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34.4 %
(468 votes)
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15.5 %
(210 votes)
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7.9 %
(107 votes)
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3.3 %
(45 votes)
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16.2 %
(220 votes)
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22.7 %
(309 votes)
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really.. man im happy all of that shit was removed:D
EDIT: DAMN.. i would vote nothing, but that wasnt there when i voted for xp ugrades...grrr... change my vote please!!!
It is okay to play without Mortar and also with XP upgrades are very uneven for example the axis got allready fast reload as medic + ammo + fast revive =
NOTHING!
Like
b_hitsound 1 : normal hitsound for you and the enemy.
b_hitsound 0 : no hitsound for you and the enemy
But if you want to switch 1 to 0 you have to do a vid_restart (no lame trick needed !!!).
That why for me to play without hitsound look more skilled than to shoot and trying to hear every sound like a robot.
When you are shooting in the coversops smoke, you try to hear something, is that called opportunism.
Maybe you should to read it again to see what my point really is.
POLL EDITED OMG!
i want nade & arti hit sounds!
-nothing
+nade & arti hit sounds plz
definitely no for mortar.
its fine as it is now after they fix the mappool (battery in is the first step <3 )
mortar sux prone aswell
"Remove hitsounds completely from the game"
I've talked about it often, when configs are on discussion, so I wont go into details why :)
Remove hitsounds and bring back prone (to compensate for the whiners). Without hitsounds, people wont be able to whine about buggy hitboxes on proners :D
And yes I am replying to myself :-/
I really see it as an aid, that isn't necessary... and never has been.
hitsounds makes me feel better:D dont u like the PLING PLING PLING? instead of not knowing if u only had 3 bodyshots. but it was enough since the guy was allready half dead..
Of course hitsounds makes your aim alot better, I remember that going from without hitsounds to hitsounds. To prove my point have a look at the old demo in this comment; it is from an old match back in 2004 (yes some quite n00bish aim once in a while, if you compare to where I/and other people are today).
Playing without hitsounds also brings an element of uncertainty back into the game, which I kind of miss :)
http://rapidshare.com/files/20860045/Ara.RTCW.no.vs.BiO.oasis.rar.html
i know 2hs and few bodies are enough so i stop shooting when i think ive released enough bullets.. i do agree that it gets me killed on occasion wen i miscalculate but hmm i dno its fine without hitsounds ive tried it before..
However as dusty pointed out, using hitsounds to calculate hp is easier, making ET a much more tactical game as it usually interacts with what you are going to do: retreating, attacking ,going rambo, etc. If im standing in a higher position and hitting somebody continuesly i usually keep ramboing as you know the other guy cant really do something if you continuesly keep hitting him from far (the bigger the height difference the more noticeable this gets, as the bugs in ET's antilag will make you unhittable)
If you see ET as an aiming game primarily, removing hitsounds would be a good thing to do. If you look at ET as a tactical game, removing hitsounds doesnt seem to be all that wise. Maybe forcing it to b_hitsounds 2 would be an option?
Forcing b_hitsounds 2 could be an option but this would still result in a non aggressive playing style i.e. "omg first few shots 0 hs gotta retreat!" and people spamming bullets everywhere hoping to get a hit (through bushes, smoke etc.).
Furthermore I recall that hitsounds were put in because hitboxes were fucked up in the beginning of ET but they are kinda fixed now so basically at the moment there is no good reason to have them enabled. Therefore I join Arachon in his 'crusade' against hitsounds! :D
funny coming from the guy with this in his cfg:
r_flares 1
r_dynamiclight 1
cg_shadows 1
b_tracers 1
and all the bob's are not on 0.. gg!!! :P
, all mods should be different, if you make etpro mod the same as jaymod its gonna be pretty lame :(
prone: get movement
mortar: get skill :<
hitsounds: oh yeah!
mortar is lol, but if opppent is it its fucked up:P
xp upgrades ofc !
hitsounds: ofc!
better?
in english?
way easier to aim with rifle then
and xp upgrades too !!!
mortar was cool... nade&fire4effect hitsound will be also nice
- cpma crosshair 9 added
- belgian hitboxfix
added
And no spread would be fucking ownage (I loved that madscientists ?mod?)
i have it for all weapons exept for rail
i love the hitsounds, and imo it should still be in the game..
yeah, lie down on the floor like a bitch...
If yes you would like to see prone back , if not you dont even know what is prone in duel exept in "know" old movie.
If u think of oldschooler as rtcw player, then im not. if u think of oldschooler as players from the beginning of ET, then i am yeah.
but i sucked so badly:D so im more on of the new-age guys..
but ive played with prone.. alot.. and ive played mortal.... alot..
and dont come to me and say prone is good.. prone is just really lame..
You jump around a corner, just to put ur aim right on a guys head.. u pull the trigger, and what the fuck happends? u hit the wall, cause the stupid bitch suddently lies on the floor shooting ur dick off.
seriously.. let the girls be on the floor, and the guys stand up tall!
good eveing
no need xp upgrades
or proners and too much soldiers :P
You should read the baniforums. There are a lot of nice discussion in there that show the total different vision of game devellopers, public players and competition players.
Just remove recoil + non increasing spread
2. xp promotes.
3. nade and arty hitsounds.
and ban all polish laggers.
so ET has XP but RTCW doesnt, so i thing XP has been in ET and always will so pls put XP back
Seriously dude, as someone said earlier... don't dig up what your ancestors buried :)
but XP's were pretty funny. i remember the times on goldrush, having 2 fops, both with lvl 4 ====> SPAMMITY SPAAAAAAAAAAAAAAAM <3
maybe you should stfu?
where get info that i havent played with xp in cw/pcw?
When getting more ammo and the field ops gets bigger ammo packs, you will automatically get more spam. If I remember correct the medics also recieves the capabillity to carry 2 grenades at level 1; this will also enhance the spam :)
SOME STPUID COMMUNITYS HAVE MIXED IT UP !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
nub
But it would be an interesting experiment to play ET without antilag :P
Funny, that's exactly what I'd say about the post he was replying to.
edit:
i know you will reply that et isnt cs, but at the moment people can lag in et like this:
http://web16.webbox446.server-home.org/server.mpg
As I have said many many times before, if someone provides me with a "lag script" that actually DOES something, I'll be happy to do something about it.
Some fucking mpeg movie of some bullshit in CS is not proof.
Until you send the evidence to the correct place, it's just that much more fucking idiotic whine.
edit:
As you may be able to tell, I'm fed up with this. People keep making these claims, but when the time comes to show something more than whine, everything goes quiet. Every time.
bind x "vstr x1"
set x1 "bind x vstr x2; cl_maxpackets 40;cl_packetdup 0;+prone"
set x2 "bind x vstr x1; cl_maxpackets 100;cl_packetdup 4;+prone"
BTW, in 3.2.6, I found and fixed some lag scripts that actually did work. They had nothing to do with netsettings.
I've run a number of blind tests with maxpackets, both fixed values scripts that rapidly change it. No one yet has been able to tell the difference to any significant degree. Including people who swore beforehand that the difference was completely obvious. They could reliably detect very low FPS (<20)
Videos are absolute garbage for diagnosing this kind of things. Demos are marginally better.
After all this whine, you'd think someone would send us one demo that actually shows something, or one script that produces an obvious result. But somehow, as soon as it comes time to do anything other than whine, people go quiet.
So again, please provide some usable demonstration of lag scripts, or shut the fuck up.
I'm completely open to the idea etpro hit detection breaks under some circumstances, but whining and making assumptions that aren't based on facts does not help get it fixed.
the server runs a small lua mod that prevents people from using /players or seeing ping in the score screen.
You have two players: Player A is the person being tested. Player B is the "netlamer".
The players duel, or the A shoots while B dodges. After a few rounds, A reports whether the hit detection and movement felt good, bad or normal. At this point, B says they are changing, and either changes the setting to be tested, or doesn't, without telling A what was changed. B keeps track of what setting was actually used, and what A reported. This is simple single blind test, which isn't ideal, but should be good enough to show if there is a major effect.
Settings tested include FPS, various maxpackets settings, and scripts that change maxpackets every time the player presses or releases a movement key.
I've done this with few skilled players (silver from U5, elf from WS among others). There wasn't any noticeable correlation between when the maxpacket script was in use and when they thought hit detection was bad. As I said before, very low FPS is noticable (it makes the player look a bit jerky) but even then it didn't make the target unhittable. This doesn't mean that maxpackets has no effect, but it does make it very unlikely that it is the problem that people make it out to be.
If you have demos of what you think is etpro hit detection screwing up, I'm happy to look at them. Please provide the time it happened, and describe both what happened and what you think should have happened. If you have specific scripts you think are exploits, feel free to send those too. You can email them to reyalp (at) gmail.com
Be aware that demos don't show you exactly what you saw. In particular, it looks like you are shooting behind your target in proportion to your ping.
Im sorry I can't provide you with any demos, as I have tagged them with frag correlated information rather than the desired situations, and I am not realy up for watching 5 GB of selected demos just to find a bit over 100 obvious situations.
Buuuuuuuuuuuuuuut... I have 1 demo in mind and I will try to find it, TBE.
PS. Shouldn't there be any easier way to detect hitbox problems than rely on the human oppinions? Like letting bots test these stuff for example.
What do you mean "spending". If you saturate or limit your upload, you will lag. Antiwarp should still prevent you from making big warps, although it obviously can't make things completely smooth. If there's a way to get big warps, I'd like to know the specifics.
Doing something along these lines is on my todo list, but it requires more work up front. That said, AFAIK an aimbot with a sten can hold 90% ACC no matter what netlaming the enemy is doing, so the hit boxes can't really be that bad ;)
When testing those bots you should try run them in a perfect enviroment, like no spread etc.
http://ghoul.fragstore.net/swineweb/squall.avi
Once again, people whine but fail to back it up with anything remotely useful.
minute 8:30 at the allies side (round one)
since there was no spread and he was actually on the hitboxes it must be some lagscrript abuse.
There are all kinds of possible bugs that could cause what looks like it should be a hit to not actually be one. I actually fixed one of those not so long ago, but it wouldn't explain this case. You are *assuming* this could only be cause by a "lagscript" but this is simply not true. In fact, given that the target player isn't moving much, the chances of any kind of lag (scripted or otherwise) being a factor are pretty slim.
Again, I appreciate demos of "broken" hit detection. With enough of them, some bugs may be revealed. Jumping to conclusions about the cause isn't helpful.
as long as you can fix it somewhen it's ok :P
HEADSHOT! MULTIKILL! HUMILIATION! GODLIKE! IMPRESSIVE!
But seriously, bring back the good old battery!
We played it yesterday against Zp and it was a lot of fun!
Even when I got owned to my fastly made binds for covert and stuff which I made before the start of the first round :)
Without mines and mortar it's just a great map.
None of adlernest, frost final (just horrible map imo <a lot of more angst here about the map>) or braundorf doesn't come even close.
i would remove all hitsounds if it were up to me
regards
its part of the game live with it -.-
No hitsounds would be cool 2
Unlimited sprint or no sprint at all, but increased g_speed (400?). + that norecoil/limited spread I have mentioned.
++++++++ (that would be the best thing ET could have:D). All sounds adjustable - I would really like to mute sounds made by my teammates and me + rain sounds + lower volume of shooting and explosions.
random quote
brot: shorty hat damals bis zu 3 mal pro in-fight geproned ;D
http://video.google.com/videoplay?docid=-6149754563453670209
MORTAR MORTAR MORTAR MORTAR
MORTAR MORTAR MORTAR MORTAR
MORTAR MORTAR MORTAR MORTAR
MORTAR MORTAR MORTAR MORTAR
MORTAR MORTAR MORTAR MORTAR
it impossible (even with haxx i realised) to hit 3hs on a proning guy with our new SUPER PERFECT hitboxes :<
change nothing imo
Its nice to know if you hitsome with a randomized nade, ofc you could check it with +stats.