Spyhawk
Tech Support-
Posts
148 -
Joined
-
Last visited
-
Days Won
7
Content Type
Profiles
Forums
Events
Blogs
Downloads
Everything posted by Spyhawk
-
@kitizen We extended the command with an additional parameter (so you can also choose secondary weapon), but if you don't pass it the behaviour should be the same as etpro afaik. It would help if you could give an actual example of the issue.
-
@The Great Pharaoh All right. I initially intended to answer in details about this issue, what happened and why we initially didn't find it after the first complaints about what is indeed a multi layered issue (which include spread, swipe when scoped, recoil, skill levels of light weapon and covops abilities, and some code refactoring on our side). But at this point, I figured cold facts won't change the little crybaby you are. Quite frankly, you aren't worth my time as I have other serious bug fixes to attend. Just so it's done quickly, here are two marvelous screenshots so other, reasonable people have an idea of the reason of your self-proclaimed covops "expertise". Previous test Legacy versions: Current test version (similar to etmain): Notice any difference? Both are traces of FG42 shots, at the Lvl 3 covops and light weapon Lvl 2. The first one shows what happened as a consequence of the unintended double bonuses stacking issue. The second one is what we always aimed for, and that's to stay close to the original gameplay and of basically any other mods out there.
-
Thanks for your help!
-
@kitizen Does this happen on the new test version too (-442)? The old version (-392) had it for sure, but this bug proved to not be easy to track down. In such case, providing a demo might help us to understand in which condition this issue occurs.
-
Yes Phara, it was indeed a bug. A complex, and unintended bug, that was introduced by indirectly adjusting something in another other part of the code resulting in two different bonuses stacking (thus explaining why we didn't see it at first sight), but a bug nonetheless. The spray reduction was 82.5% instead of the expected 35%.
-
I'm not sure what you mean here. We didn't change the behaviour of the cvar. 0 has always been for 3D, complex models (default), while 1 is used for simple 2D items (and they're always been quite ugly and not easy to distinguish, so we're trying to improve them). See here for some screenies of the old version.
-
Yes sorry, the weapons icons themselves are still WIP (they've wrong ratio, and are probably too clunky). Expect better one in the next update! But feel free to comment on their color and size!
-
To expand, no, your own data in DB are accurate with what you see. However, I'm looking closer to see what could have happened to get irregularities in some other data (and again, it might or might not have had an impact on your own data, since SR for each players is computed based on the SR of all players in a match). Will keep you posted.
-
Thanks! Looking closer to the available data I see one weird value. As rating of players is computed using rating of other players, it's possible that this irregularity had an impact on your own rating if you played at the same time as that specific player. I'll investigate. Would you mind playing again with your old ETkey (the one you sent me) and check if your rating goes back to normal after a couple of days?
-
This is likely unrelated. Edit: I have had a look at the SR data records of TM server (thx to Eagle), and I can confirm this is only a display issue. The data of everyone seems to be correctly recorded. @sensi_ Do you mind sending me your GUID in PM (old key)? So I can check what the expected value would be?
-
Next time you see this issue, do you mind doing a /players command and see which slots are concerned? There might be a pattern.
-
No, nothing you can do. But rejoice! If that is the same issue that happened a few months ago with map bias, then your SR is indeed computed correctly server side, and correctly used to update SR of other players. Likely, this should be a display only issue, that happens only with a high number of players on a server. But SR still works correctly internally on the server side. I'll connect on TM and observe the issue, to see under which conditions it happens.
-
Nothing related to SR changed in the last update. I'm however not excluding a client side issue, where a highly populated server like TM would cause some issue we can't catch locally (but server side should work as expected). That would help if you could confirm your player slot when having that issue (/players). And I guess admins could look up in the database file your GUID and see if the mu/sigma value are empty or not. You might want to check in console at debriefing screen. See if delta changed for you (the value is a bit more precise than what's printed in UI). Note it is possible to have a low rating displayed as 0 - that if you've started a series of map losing strike.
-
Keep the default value for omnibot_path. Should work out of the box without any extra config, just use `/bot maxbots 6` to launch OB.
-
Well sorry, but that one is an easy fix that doesn't even require a new test release. The Lua script can indeed be adjusted easily. The index was correct when we first created the file, but the index changed after some refactoring. This second issue is due to a typo in TM config file, so the cvar value for max airstrikes per minute was never applied.
-
Thanks to both of you for the feedback! We'll have a look at these issues asap.
-
Did any of you noticed some weird bugs so far? The past few test releases were quite bumpy, but we didn't hear many complaints about the current one...
-
These are the changes between the old (v2.76-251) and new version (v2.76-392): No changes were done in pure server check, and other people seem to be able to connect without issue. Maybe you've downloaded some pk3 from some other server?
-
Looks like we got some naughty issue with sounds. :/ I'd suggest TM admin to revert to the previous test build while we sort it out. Sorry about that.
-
Yes, default config file has been adjusted for the new system. Just don't use the old values! Also, do note these two issues should be resolved now (we forgot to add these to the changelog): Fixed no weapon on revive issue Fixed riflenade disappearing for no reason
-
Yes, I'm using XPSave-like as a term for "4 lvl for everyone" here, because these settings are intended to replicate the XPSave feature on TM. Anyway, we do understand we need to make the process of leveling up more enjoyable than having fixed levels, and people (bad) habits get in the way, as usual. I like TM server a lot, it's good due to what admins created with lot of work and patience. I do however believe gameplay could be better :)
-
Absolutely not. You didn't get how SR works, at all. Switching team to the losing team won't necessary make SR lower, since time played in both team and other parameters is taken into account, and long term trends are more important than a single game. See the thread below for some explanation. As for XPsave, it's unnecessary. It was only asked because players are used to it, despite total accumulated XP not even been displayed. If populating the server was the objective, it's done and I'm pretty sure these players won't go anywhere soon, because so many others factors were responsible for TM success - the biggest being it being the only really popular pub server running Legacy due to amazing and long term work of admins. Restricting it to XPsave is kinda degrading towards them I'd say. These arguments thus aren't valid. The only reason people like XPSave-like feature is entirely psychological. I wasn't kidding above. Some people like to collect things. They focus on the results and want to be on top. Others focus on the process, and take pleasure in constantly improving themselves. Do some research online and you'll see how this is very well known. XPsave-like feature is the worst that happened to ET in its history, because so many players have never played its good original balance. This also demonstrates we (legacy devs) have to make leveling up and progressing in game fun again - ironically by using the very same psychological effects. Hopefully that will come sooner than later.
-
Sorry, it's actually lvl 3 LW, not lvl 3 covops. Damage is the same, but spread is reduced by 35%.
-
Yes, we understand the psychology aspect behind the need for XP save/skill levels, and why human players "need it". Just keep in mind it indeed introduces a gameplay unbalance at various levels before complaining about it - and that one isn't on the ETL devs, nor it is on the original ET developers that designed the game balance around a gradually leveling skill system. F.e adrenaline feature itself is fine, but it becomes really problematic once all medic players can have access to it 100% of the time without working first to get it. Same for covops with FG42, fieldops with double airstrike, engi with jacket, and so on. This said, we have various ideas to hopefully make the leveling system fun and entertaining again, but that will come much later.
-
"Overpowered" FG42 is not due to the mod itself, but is due to TM settings (lvl 3 covops). I'd personally recommend TM admins to not level 4 everyone by default, and to play the game as it was originally intended without any "XP save"-like feature. But that might be just me.