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hettoo

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Posts posted by hettoo

  1. 15 hours ago, MrMuppet said:

    :)

    I don't know what version the servers use, but here is a modification of the script from the etlegacy repository if you want to take any of its code. It creates a cvar g_reviveConvergence for the convergence point, defaulting to 0.5.

    I've made the behaviour consistent across the two needles, so the weak one heals 1% to 49% and 20% to 30% for instance. Since it doesn't heal much anyway an alternative could be to just revive to the minimum of 50% and the convergence point in this case (so it's never better than the strong one but also never better than healing to 50%). I've attached this version too (but not tested the weak needle with that version because I got to level 3 on my server testing the other and don't know how to reset :p).

    Edit: added a third version, which has a separate g_reviveWeakConvergence cvar for the weak needle, set to 75% (of half the health) by default. It also fixes an error due to forgetting to round (setting HP to non-integers fails) that may occur with the other versions if the cvar isn't set to 0.5... For the original behaviour set both cvars to 0.5.

    medic-syringe-heal.lua medic-syringe-heal-alternative.lua

    medic-syringe-heal-twocvar.lua

  2. Great idea indeed. I think the reason it hasn't been done is because the reviving alive players feature is not part of etlegacy but implemented with a server-side lua script, which cannot change such client-sided view features. So unless the feature officially gets incorporated this probably won't happen.

    Thinking a bit about the revive feature, this is seems to have been the development:

    • Originally players could only be revived when dead. It thus became easiest to heal almost dead players by tk'ing them before reviving, which is not great.
    • As a solution the alive revive feature was introduced. However, now if players are slightly less than almost dead (just above 25%) they still need to be shot before able to get a revive.

    It seems that the feature is more of a partial fix, as teamdamage is still needed/expected but just in a different way. (Not needing the tk is of course a big improvement though.)

    One alternative I thought of is allowing revives below a certain threshold but proportional to how far below the threshold the player is. For instance, say the threshold is 50%. A fully dead player would be fully revived, but a 25% alive player would be revived to 75%, 49% to 51%, and so on. This still means doing some teamdamage allows for a bigger revive, but (I think) to an extent that it's more sensible to use medpacks instead of doing so.

  3. It's a bitflag with, gathering from the code, the following functionality:

    1 - pushing a player upwards becomes dependent on your upwards viewing angles and proportional to the value of g_shove
    2 - unused
    4 - unused
    8 - dynamites show owner identity when aimed at
    16 - landmines show owner identity when aimed at

  4. 17 minutes ago, Sebast1an said:

    I think this is one of those solutions that sound perfect in theory but are not very practical. At least I find it hard to keep track off compared to everyone losing their protection at the same time as it currently is.

    And when you think about it: how does this additional spawn protection help you against spawnkillers if you lose it upon firing your weapon? Someone has to kill the spawnkillers... :D

    😛 indeed, but you can take a good position and aim at the spawn killer without receiving damage, which is an advantage that should balance out the advantage the other has.

    I don't currently count how many seconds I think I have spawn protection left. Most of the time I don't think about it at all. It's just there to help out, and the suggestion is about helping out more. On top of that the potential ability to keep track of these more complex rules would add another dimension of skill to the game.

  5. On 9/3/2020 at 9:59 PM, Ctrz said:

    Its gonna disbalance some maps. Lets say you increase spawn protection up to 3 sec. For example in goldrush sw version its enough time for axis to build truck 1. truck barrier and allies cannot kill them. It also makes battery impossible to play as axis home spawn is in such narrow area that 3 sec can get them very far from spawn. There are more examples talked through in the past that makes this proposition sadly useless. 😕

    How about additional spawn protection as long as the player doesn't fire a weapon _and_ stays within a certain radius of their spawn point _and_ doesn't switch to pliers/dynamite?

  6. 2 hours ago, MrMuppet said:

    Right, ideally this would be implemented directly into the game. Even then though I'm not sure how feasible it is to automatically detect which objectives to lookout for, as it seems the objective status can just be set anywhere in the map script. That's probably why the issue has been open for a year now.

    Edit: etpub seems to do a simulation of what would happen if the dynamites exploded... seems a little dicey to me, as not the entire gamestate is backed up and in theory side-effects could come through.

  7. Ah, so if I understand correctly what's going on in this video the server can playback a demo and clients can connect to watch it together (but it's buggy)? What I had in mind was that the demo files would become visible somewhere on the website for instance and people could download them and watch locally by themselves. Does that have the same issues? When I did a little test earlier it seemed to work fine. The only thing that was weird was that I was watching as a spectator with the same name as the player I was in the demo, which gave some funny warning messages.

  8. I thought I saw this suggestion in a thread somewhere, but can't find it anymore: if a dynamite is planted that may end the map but the timelimit is below 30 seconds, increase the timelimit to allow the dynamite to explode.

    Attached is a simple lua script that does this.

    Some notes about it:

    • Map and objective names need to be hardcoded, as it cannot figure out which objectives might end the map. I've put some for current ETL1 maps. Apart from the map/objective names there is a third parameter in seconds, which is extra seconds to add. This is because on fueldump there is a 3 second delay after the objective is blown up when axis can still win (a map bug imo, but that's how it is). Maybe I'll make it read the data from a separate file later.
    • If there are multiple blowup targets (as on oasis) any one of them will trigger the functionality, just in case the other is already blown up or also being dynamited.
    • Perhaps ideally the timelimit would be reset to what it should have been once the dynamite is defused, but the lua interface does not have access to dynamite identifiers, so they cannot be tracked individually when multiple have been planted.
    • For some reason adding 0.5 of a minute wasn't enough and I had to increase it to 0.53 to be safe. Sometimes it shows as 30 seconds, sometimes as 31. I'm not sure where this (apparent) flimsiness comes from.

    I don't know if people really want this, but maybe it could be fun to try.

    dynamite_overtime.lua

  9. Hello :) it seems it's been a while since there has been much activity in this subforum, so I thought I'd post an overview of what I think is the general sentiment about the current map selection and make some personal suggestions as well. Do take this with a grain of salt; it's just my impressions and opinions.

    These are the maps I think everyone is enjoying, as they get voted frequently:

    caen2
    frostbite
    sp_delivery_te
    venice (I get tired of this, but it gets voted a lot)
    goldrush-gals (same as above)
    adlernest / etl_adlernest_v1
    bremen_final
    braundorf_final
    sw_oasis_b3
    supply
    erdenberg_b3
    pirates
    UJE_italy
    tc_base
    sw_battery

    These ones I haven't played enough to judge:

    raid_final (I quite like it)
    UJE_carentan
    radar
    decay_b7
    lighthouse2 (so far I think it's cute, but axis do get massacred at their spawn and trying to climb up)
    frost2_final
    mlb_hotchkiss (seemed very easy to get lost here the one or two times I played... not convinced)

    Finally, these ones I'm pretty sure people don't like so much:

    western
    tits_b2
    baserace_desert (although some love it... but there is a dedicated baserace server)
    UJE_fueldump_cp (perhaps this is more popular when the server gets busy; I usually play earlier)
    dubrovnik_final (it's not that bad, but I'm pretty sure half of the players are still confused about what's going on in the beginning... I know I am)
    dingenskirchen (very pretty map, but the objective may be a bit much I think)
    

    Personally I would really like to see falcon2 and saberpeak_final, which were played a lot back when I first played this game. These are nice and bright maps (too many dark concrete jungles deter at least me from playing) with what I think are reasonably understandable objectives. I know the first bit of saberpeak may seem a bit big and open, but there is room for closer fights behind the mountains, and there is always the second part.

    I also wouldn't mind trying mlb_temple (perhaps instead of hotchkiss?), although I realise it's quite big... is the server currently using the player count filtering for votable maps (https://github.com/etlegacy/etlegacy/commit/128b9a829704a2929f6d1e94fc7e1844efdcbc66)? This could be useful also for fueldump for instance, and maybe certain small maps could be allowed only with few players.

    As one last crazy request I wouldn't mind seeing more roofs and ledges in goldrush-gals unclipped (the way they are in SuperGoldrush_Final for instance) if there is any mapper around able to do so. That would make the map a bit more exciting again for me. 😛

    Anyway, I hope this is of any use! I'd be happy even if it just turns into a conversation starter on what to add/remove next.

    • Like 1
  10. Thanks for all the welcomes!

    4 hours ago, Bomba said:

    Tell me more, are you born a Dutchman or did you live here temporarily and go back to the UK?

    Btw the offer still stands :P https://teammuppet.com/home/forums/forum/177-tm-recruitment/

    I am Dutch; I moved here for my PhD and then have been staying for the past year as well as a postdoc.

    Haha thanks :) who knows, one day ;)

    29 minutes ago, Mister J said:

    Welcome Hettoo! Super interested in how you reach the balcony in the pirates map! 

    That's one of the ones I wanted to share. I'll just attach a demo to this post for now. I found this after CAROTAL3 showed me how to do the first part with help of a teammate. The one person alternative route I found is a little tricky, but not too hard if you practice a bit. The key is that the little roofed window thingy has a roof covering a slightly smaller area than the bottom ledge, so if you jump against that roof your position clips in such a way you'll be able to make the next jump on the ledge. You'll want to switch strafe at that point, but only after having jumped the ledge.

    12 minutes ago, StarScream said:

    Welcome to the forums!

    That - along with complex systems theory - is an interest of mine, but I fear my mathematical skills will never be sufficient for a deep understanding. What aspect are you researching? It's a pretty broad field!

    Cool, I'm doing automata theory and specifically automatically inferring an automaton describing the behaviour of a system by interacting with it. Even more specifically, I use category theory to transfer algorithms/results between settings of different types of automata. Lots of abstract algebra.

    pirates-balcony.dm_84

    • Like 1
  11. Hi everyone,

    I've been around the servers for several weeks now, and thought I should probably say hi here. I used to play on etpub servers about 15 years ago when I just started high school. After that at some point I played a game called Warsow and did some development for it and in particular its Racesow mod (think timed competitive trickjumping), but I quit once I moved from the Dutch countryside to London. I decided to casually play some ET recently, and it's been quite nice for a bit of distraction.

    I think my aim has been getting better since I started again, but what I like most of all is to jump around the maps. Maybe if there is some interest I could post on these forums a few demos/videos on nice hiding spots to get to.

    If anyone cares about this in real life I research theoretical computer science, and I like art films and exploring parks and pretty much anything that happens in the city.

    Thanks for reading and see you around! :)

    • Like 4
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