Jump to content

Spyhawk

Tech Support
  • Posts

    148
  • Joined

  • Last visited

  • Days Won

    7

Posts posted by Spyhawk

  1. * cg_bobbing has never been about the gun moving, whatever than means (I have no idea).

    * We don't know yet. That depends on what changes will be done, and if the current database will stay compatible or not. What I do know is that if/when we expand the system on the current foundation, by allowing perks for people that have prestige points, then everybody that made use of the system will have an edge start on people that didn't make use of it. Choose wisely. :P

  2. cg_bobbing accepts value 1 or 0. It is now an off/on setting. You can also use the UI setting option. 

     

    @Ande Previous Prestige data had some inaccurate data because TM initially use wrong settings (many regular players got free Prestige points). This in turn made the data analysis harder than it should have been, as we don't have a truly accurate picture of player data, which will be used to see what should be done to improve it.

    The reset makes it also fair for everybody now.

  3. The correct changelog for this new version:

    Quote

    * Fixed non working hitSounds UI options
    * Fixed revive icon not displayed to following spectator
    * Merged all cg_bob* cvars into cg_bobbing
    * Readded syringe stats
    * Fixed small scoreboard toggle to avoid overflow with many spectators
    * Lowered adrenaline and shield powerup icon priority on HUD
    * Fixed version string cut off in /players commands
    * Fixed dumpstats file not always created on *nix
    * Fixed windowed mode set without border in UI
    * Added better ready icon
    * Fixed kicking wrong player by using robuster client num
    * Fixed shoutcaster can't differentiate spotted landmines
    * Fixed shuffle team string leftover
    * Added prestige popups filter
    * Allow reading custom huds from a local file (hud.dat)
    * Fixed item stutter while stuck in solid
    * Fixed falling sound event timing
    * Added persistent xp save for campaign
    * Fixed dozens of code defects reported by Coverity

     

  4. Link to donation is momentary down, but it will be back.

    This said, our own cost aren't that high and money won't help the effort much. We have all the infrastructure and tooling we need. What we really miss is skilled people willing to tears sweat and blood. Or, you know, unskilled people willing to learn.

  5. 1 hour ago, Svepa said:

    There seems to be a wealth of support for legacy with loads of contributors.

    If you refer to credits, then you should know that everyone that did a minimal contribution once (a single line of translation, or a single bug report, etc.) but disappeared afterward count as "contributor".

    More realistically, and from my own point of view, ETL team looks more like half of a developer, overworking, unpaid, and that usually has to deal with a considerable amount of crap from the community. Not referring to TM, but to the community as a whole in general.

    Don't get the wrong idea: long term maintenance of this project is a constant struggle. It's working out so far, but current situation is far from being ideal.

    Of course, anyone is welcome to join and to help!

     

    Edit: And to answer your question about AC: Bystry is right. Being open source means implementing a traditional AC is near impossible, as it would be very easy to bypass by cheat creator. Not even taking into account our small size as a team, there is indeed very little room for manoeuver.

    • Thanks 1
  6. The timer turning yellow is a visual hint that tells you it might be time to space out so you can respawn. This only happens when you're dead while waiting for a medic, not when you're alive, or in limbo, or specing others players.

    There is no autospawn, so your body might have been gibbed by another player just before the timer ran out.

    • Thanks 1
  7. Thanks to all for your feedback!

    1 hour ago, slowtobi said:

    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've seen another suggestion around to might solve that issue: make BS and LW skill progress much slower than other skills (like 5 times slower), so they'd max out more or less at the same time of all class skills.

    Also, many times I've seen people asking in chat what to do to get PP, so I guess that isn't clear enough. That could be explained in intermission for example, or with an in-game popup.

    I'll soon look into the collected data to have more information, but keep the feedback coming!

  8. Server is misconfigured and the new prestige feature won't work: ensure skills are not set up automatically! Read notes in the sticky post for more info.

    If you want to disable last skill of field ops, use skill_fieldops "20 50 90 -1", not skill_fieldops "20 50 90 10000".

    Alternatively, don't disable the skill and use the default skill_fieldops "20 50 90 140".  The skill_medic cvar has been correctly set, so you got it half right! :P

    This is obviously valid for all skill_* cvars.

    • Thanks 1
  9. It's not that simple: the stats code has some inherent limitation, and to do everything we'd like to do with stats, we'd need to rewrite the entire code but the amount of effort is not worth it.

    This said, I'm not the one that remove that code years ago, so I'll look into it but no promise.

  10. No, levelling difficulty will be the same.

    It could be an interesting feature to add, but it might also be hard to balance. We had a similar idea where prestige point would make players earn ribbon (kinda like medals), with the next ribbon demanding gradually more PP. But at first, we need to check how players adapt to a simple system before maybe complexifying it.

    • Like 1
×
×
  • Create New...