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Ctrz

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Posts posted by Ctrz

  1. 5 hours ago, Bystry said:

    Nice effort m8, however, this fix (glass roofs for anti-sk) is perfectly possible to do with a simple map script (mapscripts/mapname.script). An example:

    
    create
            {
                scriptName "spawnroof1"
                classname "func_fakebrush"
                origin "2757 -759 100"
                contents 1  // SOLID
                mins "-360 -375 -88"
                maxs "360 375 88"
            }

    This one is for invisible glass roof on goldrush. 

    How come we dont have it on maps yet? @Charlie

  2. 2 hours ago, Spyhawk said:

    Do admin shuffle in intermission, really?

    The missing stats in debriefing is a known issue. We don't know what's causing it yet.

    I do personally. Thats one of the best moments to do it. We dont do it when map is already running. 

    59 minutes ago, ddifof said:

    If it is of any help it I have seen it happen to me often when I `/team s` myself during intermission

    Yes, if you change team [due forced shuffle or by going other team (including spec)] then you get 0 stats. That has been there long time I reckon. Didnt think of it as a bug or something beeing broken.

  3. @Warden - I just ask to have more understanding what can and cannot be done. You dont have to make maps to show me as Im not the one who decides. But its very handy to have some knowledge, what can and cannot be done/edited.  :)  I know we have had some talks about some maps where people cross the line over what rules allowes to do and would be just much easier and consistent if we have problem fixed or prevented instead of punishing afterwards. 

  4. 14 hours ago, Charlie said:

    The Vimeo links don't go anywhere.

    We did used to have glass roofs on certain maps (Oasis springs to mind) and it may very well be something we want to include again. I'm honestly not sure if we have any on the maps right now. We do have glass walls on some maps though. The second version where it pushes said players away sounds too intrusive on the gameplay in my opinion, but that's without seeing it or testing it. It would have to be on something very specific and not just the general spawn area on goldrush for example, I think.

    I'll see what the admins say and we'll get back to you on it all. Personally, I'm impressed by it all :D 

    Well some suggestions from top of my head:

    Supply - allied 2nd spawn upper exit - I would put roof that area because until command post, its the only way out for allied.

    Goldrush - axis 2nd spawn and the zone behind tank (so no mortar could hit there)

    Bremen - axis 2nd spawnhouse area

    Pirates - axis 2nd spawn upper area door/ledge against allied mortar

    Oasis - axis 2nd spawn

    These are some suggestions.
     

    @|Warden - if I understand correctly - glass roof also denies someone in there shooting out - correct? For example if we glassroof the axis 2nd spawn in goldrush then mortar cannot sit in spawn and shoot out? :)

  5. 2 hours ago, ZeroDC00L said:

    0 XP sux and I just don't like playing with slow reload and only 30ammo as medic. Or maybe this just isn't for me  :?

     

    1 hour ago, Bystry said:

    Well, that's kinda the point of the campaign mode... You start with 0 XP and 0 levels and you slowly level up and gain XP throughout campaign... 

    Zero, I agree that it much harder and different from main server, but these lads has idea and vision to fill a gap in legacy server list and I think theyre vision is working well as I still hear good recommendations from people who come from there and are sometimes unhappy with main server ways. I dont think 2nd server is backup server for people if 1st server is full but its a place with different maps, microclima, settings etc and that is very nice to give 2 very different experiences to guest and members. :) 

    • Like 3
  6. On 3/31/2020 at 2:30 PM, Svepa said:

    Did all this happen when using the mortar? If so i’m sure I heard someone recently say the marker is still off, so you aim on the map but the mortar actually lands away from that marker.

    If it’s still off, that might explain some things, if it’s not off then it won’t

    Mortar is currently on point. Tested it out on 3 different maps and was able to shoot and destroy tank and was able to shoot targeted/asked areas.

     

  7. 9 hours ago, Cycki z Polski said:

    I started to play when i was maybe 130cm high :D long time ago. It was the best multiplayer in my life. I was waiting about 10 years to play it again for the first time and it was like a "Back to the future"  :) Its 1 of 2 games that i will always come back even in 2080, blind, deaf and shooting to the walls from wheelchair :D 

    How tall are you now? :D

    Welcome!

  8. 19 hours ago, Jane0754 said:

    if u can nudge u can space

    What do you mean exactly by "nudge" or "space"? If you are killed, you have 5 scenarios : a) teammate revives and you live on;  b) you tap out and respawn;  c) enemy gibs your body and you will respawn; d) PVE element like vehicle (tank or truck) hits you/run over you, will gib you and you respawn; e) none of those 4 scenarious do not happen, you dont tap out and you will be staying there until map ends. I don't know if any AFK script will interrupt while you await for revive but imagine, it shouldnt.  There is no admin interruption possible or completed to "auto space" or "nudge" you.

    Only PVE elements admin can do is "throw" that will push you high up, "fling/flinga" that will throw you unexpected direction (or does it have pattern?), use gravity settings that will levitate you and then revert setting to drop you down, "disorient" that will turn screen 180 degrees (to upside-down), "freeze" that will prevent you moving forward.  Maybe I missed some, but I have not seen any autospace/gib command since rtcw multiplayer first days arund 2001/02.

  9. 1 hour ago, 0wN1x said:

    At first I had my doubts about the new prestige feature, but I really like it. I wouldn't make leveling up going slower though. I personally wouldn't slow anything down. Fewer riffle grenades, panzer, artillery etc sounds like settings medic etpro players would want, but we represent more than the etpro community. Just my 2 cents :)

    Im no etpro community :D 

  10. 1 hour ago, entranced said:

    okay pls unban ptain if he is banned thx

    I think we should look into what his past has been. If hes been breaking rules, then I think some cooldown time should be fine.

  11. 3 hours ago, ryven said:

    I am definitely for any level reset (as this gives us better idea if things are functioning properly), we are having more fun with it on a Campaign server, but tbh resetting it just 2-3 times a year would make absolutely no sense - levels are gathered back relatively fast, you can even do that during a single game session, thus if you can level up so quickly makes such rare resetting out of place.

    However, this gave me an interesting idea. We already had some thoughts about adding dynamic campaign (campaign of n length, consisting of randomly preselected maps). Now what i am thinking, is adding so called "pseudo campaign" of n length, where free map voting still would remain. After the campaign is done, level resets would happen. You could then, using cvar, configure how many maps it takes for level reset to happen, effectively simulating the campaign mode, and making game more vanilla-ish (and balanced).

    I'm just thinking out loud. Some player connect prestige, some dont. Some strong players already have their LW+Battle+ medic full and thats what they will keep and will dominate while others are in struggle to come close. The slower gameplay (due lower levels) = less arty/strike, panzer, rnades, dynas, mines naturally. I've got so many compliments during that time that game seems like it used to be. That (for example) fueldump gets planted by 1 dyna because of engi recharge time beeing slow. With full levels you could actually plant 2 dynas almost same time when you timed them well. And plant usually 3rd or even 4th before first defusing engi arrived.

    I dont know how TM members and stuff likes this bit more vanilla and slow gameplay .. if I could do, I would keep the skill levels much more slower. Like not 20skill level points to have lvl 1 in light weapons, but 120. :D 

  12. 52 minutes ago, slowtobi said:

    For me this Prestige points thing is alright. Progression in Skillpoints needed to make higher prestige levels harder  would be nice, but not necessary (to celebrate our best players we still have SR).
    In my last 2 weeks experience, i see much more different classes on the server. That is good but imo not always good for objective play.

    Overall i think the speed decreased a lot, not so much FOP spam (it will return as not many care about Prestige yet) but lots of mines. I see this really positive as it returns some gameplay even on full servers.
     

    For improvement i would suggest 5 out of 7 skills max should be sufficient for a prestige point, otherwise everyone (even me) is running around with BS4 and LW4 for ages (mines...).

    I think the overall reset of XP made games .. better? People are not spamming heavy weapons so often (riflenades included). Much less arty or strikes and even mines are not that easy to put down with lower xp levels. Now I even think - maybe reset levels after every fixed time? Like 2-3 times a year maybe? What do we think about that? Who thinks gaming has gone smoother and who thinks its pain in the behind?

  13. 2 hours ago, Spyhawk said:

    Did you even read the purpose of the feature before commenting? ...

    To be fair, I have now trialed this prestige thing a little time and I must say - its bit more challenging. Also there are people who likes to have full stats and easier game but I've taken the challenge. :)

    Only thing to do is to us to think 'what can we do with these prestige points' overall as a community :). But I'll write about it in some other place when have some ideas.

     

    • Thanks 1
  14. 2 hours ago, Boosted said:

    In other words, Maps with vehicles would never be finished again :D

    If you play a little with damage model, then maybe raise vehicle HP also a bit :)

    2 hours ago, Spyhawk said:

    Is this possible? Oh yeah, sure.

    But if this is a feature request, then this is most probably out of scope of Legacy project, and a big "No".

    Would add some realism. :) 

  15. 1 hour ago, Spyhawk said:

    Note: This new snapshot also has an important hit detection fix. We're eager to know if you feel something different in your aim!

    After 1 game session - SMG seem the same, maybe rifle hits better? Or maybe its just the fact there is less shootingspam everywhere and easier to focus? Surely it takes some time when bit weaker player collect their XP because currently stronger players are really advancing faster and further. Its more vanilla-gaming feeling when panzerloading takes time and there are less panzer/riflenades all around.

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