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Spyhawk

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Posts posted by Spyhawk

  1. @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:

    2019-07-18-162627-oasis.jpg?width=845&he

    Current test version (similar to etmain):

    2019-07-18-164050-oasis.jpg?width=845&he

    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.

    • Like 3
    • Thanks 1
  2. 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%.

  3. 20 hours ago, Ctrz said:

    If im honest, Ive always preferred simple items. 3D or whatever they are called. :) Why alternate them?

    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.

  4. 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.

  5. 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?

    • Like 1
  6. 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?

    • Thanks 1
  7. 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.

  8. 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.

  9. On 6/26/2019 at 1:02 AM, Mister J said:

    Whenever you heal a fellow teammate while he is still alive, you hear the engineer repairing sound. Cracks me up every time, so no need to rush fixing this! :sarcastichand:

    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. 8)

    On 6/26/2019 at 1:02 AM, Mister J said:

    And indeed something with the artillery. Sometimes there even appear to be two at the same time. For the rest it has run smoothly so far for me, so well done and thanks for the effort!

    This second issue is due to a typo in TM config file, so the cvar value for max airstrikes per minute was never applied. :lol:

    • Thanks 2
  10. 17 hours ago, Eagle_cz said:

    ...I tried to find what exactly was changed, but it's not that easy so you can look on their public changelog here: https://dev.etlegacy.com/projects/etlegacy/wiki/Changelog

    These are the changes between the old (v2.76-251) and new version (v2.76-392):

    Quote
    • Fixed multiple map votes possible by reconnecting in intermission
    • Fixed mapvote tally display when connecting while in intermission
    • Fixed missing default cvars configs
    • Added popup messages filter
    • Reworked airstrike and artillery per-minute limitations
    • Renamed team_airstrikeTime/team_artyTime to team_maxAirtrike/team_maxArtillery (no more time based, but value per minutes)
    • Removed g_misc 4 option to combine team_airstrikeTime and team_artyTime
    • Renamed team_maxMg42s/maxPanzers to generic team_maxMachineguns/team_maxRockets
    • Fixed cg_tracers 3
    • Added power icon colours to show airtrike and artillery availability
    • Removed dynamite tick sound and pulse icon
    • Improved server browser filter ergonomy
    • Fixed in-game UI favorite button to allow to remove favorite
    • Fixed server browser sort would alternate when opening Play Online again
    • Fixed prone hitbox height (was twice as high as desired!)
    • Added slightly lower hitbox when crouching in idle position
    • Improved debug hitbox code
    • Fixed no weapon on revive issue
    • Fixed riflenade disappearing for no reason
    • Fixed team spawn counter is visible in limbo panel when player has not joined team
    • Added genericity for impact mark/sound and make them customizable by surface from weapon file
    • Improved weapon file parser for sound ressources
    • Added back water impact effect for missile (was unused)
    • Increased size of wounded hitbox for syringe
    • Increased compass size on alternate huds
    • Fixed rank display on alternate huds
    • Added popup filter for promotion upgrades
    • Removed g_misc 32 option "loose spawn protection" (use the Lua script instead)
    • Fixed fireteam health color indicator was not in sync with healthbar color
    • Changed simple items colour when not available to class
    • Added objectives as simple items too (use cg_simpleItems 2 to only use simple packs and weapon)
    • Fixed shielded players could be pushed
    • Disabled vertical shoving by default (use g_misc 1 to enable)
    • Removed cg_useScreenshotJPEG cvar
    • Fixed players in limbo and heavy machine guns users would trigger g_inactivity
    • Moved eject brass offset (in first person) computation on fire event received. Was computed each frame even no weapon fire.
    • Added missileFallSound / missileBouncingSound / fireRecoil / adjustLean in weapon file
    • Optimized landmine snapshot callback code
    • Fixed spawn shield displayed on HUD when still in limbo
    • Added shoutcaster mode
    • Added team_riflegrenade cvar for 3vs3 competition
    • Added average team ping display in scoreboard
    • Excluded heavy weapons and knives from accuracy stats computation
    • Fixed session stats always reset between rounds in StopWatch mode
    • Fixed grenade timer was reset while arty was used
    2 hours ago, 0wN1x said:

    I can't connect to the server anymore. I get this error;

    "Game code(ui_mp_x86.dll) failed Pure Server check"

    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?

  11. 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
  12. 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 :) 

  13. 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.

  14. 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.

  15. "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.

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