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27th August, 2002, 07:45 PM
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OK,
How about having the hitsound only work if you hit the enemy and not for when you hit your own team too?
I think I saw in a previous thread about having end of game stats pop up next to players names, like their hit accuracy. I have seen just this addition (I believe it was on a SOY server?).
However I do feel (in my very humble opinion) That Pure is best at doing what its designed for, making cheating alot harder. Though in reality, so long as we can switch it off, so us mere admins don't have to use it if we don't want to, then any addition is really a bonus. To this end, having an addition as mentioned in this post http://www.midnightinteractive.com/forums/...s=&threadid=971 would be a benefit to pure, though I'm sure the coders of this (already installed on the clans server) addon would be none to pleased...
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27th August, 2002, 07:50 PM
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Quote:
Originally posted by Fluxism
How about having the hitsound only work if you hit the enemy and not for when you hit your own team too?
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Already fixed this for next pure. When teamdamage is off, you won't get hitsounds from hitting teammates in teamgames.
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27th August, 2002, 09:05 PM
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Ok I come from Low-G Instagib so we use the opposite of what fluxism wants...
I like having the sound for boosts... which are strictly timed and perfected to land in certain spots etc... so when I hear the sound 3 times I know not to boost my teamate again. It works great cause when they are damn near across the map its hard to judge if your even hitting them or not. Also in instagib its real easy to tell if you hit an enemy...
THEY DIE!
Anyway lets take this whole bitch-fest thats been going on and make it a positive thing. Can you setup the option in the ini files to allow:
Default [0] both make sounds.
[1] teamates make sounds
[2] enemy makes sounds
[3] no hit sounds
?
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27th August, 2002, 09:17 PM
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Quote:
Originally posted by TNSe
Agree, this error is quite the annoying thing, and I will see if I can trace it down, it seems like it is related to high framerates? Something weird anyway... Not sure if the error is in the client or the server.
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I get this error pretty often as well.
Fact: It only happens when I'm experiencing (or have experienced) packet loss. On my system, at least, it is independant of framerate. I've gotten this error during high and low FPS periods.
Speculation: Seems that the client must send a "confirmation" packet to the server, confirming the end of a dodge. If this packet gets lost, you are unable to dodge until you send the packet again through other means (jumping, etc.).....just what it seems like - might give you an idea of what exactly to analyze.
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27th August, 2002, 09:33 PM
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Additionally, here's some more info to add to the netcode debate. This doesn't really pertain to the F6 thing, but more to the "roughness" that some have seen with the latest version of Pure. This is in Instagib, btw. I don't know anything about these issues with regards to weapons, or whether weapons servers are affected the same way.
On my current connection, I am getting constant packetloss from the line (iow, completely unrelated to UT). It fluctuates anywhere between 2% - 20% every second. Under these conditions, this roughness (which I suppose has something to do with location corrections from the server) has a very steep curve according to ping.
To a server where I ping 80 - 90 (F1), gameplay is still very tolerable. Occasionally, I press fire, hear the sound, but my weapon doesn't shoot - but of course, that's to be expected with packet loss on the line. I can't really tell a difference between a Pure server and a regular server at this level.
To a server where I ping 180 (F1), gameplay is impossible. It is almost impossible to hit other players, with the display being entirely non-continuous (lots of warps, jerks, and skips). Under these circumstances, aiming has absolutely no effect, and the best I can do is shoot in the direction of the player and hope that I hit them. There is a noticable difference between a server running Pure and the same server not running Pure WHEN I am experiencing packet loss this bad and WHEN my ping to the server is above a certain amount.
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27th August, 2002, 09:45 PM
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Quote:
Originally posted by Evolution
There is a noticable difference between a server running Pure and the same server not running Pure WHEN I am experiencing packet loss this bad and WHEN my ping to the server is above a certain amount.
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Which version of Pure, and is it "Better" With or without pure.
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27th August, 2002, 10:13 PM
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I like hitsound, and maybe it's just me, but I don't care for the actual hitsound sound. I like the hitsound used in Q3, but the one in UT Pure sounds over compressed or something. Hmm...
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28th August, 2002, 01:46 AM
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I have experienced this dodge probelm when connecting to my server via LAN, and have a consistant 0% pl
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28th August, 2002, 08:55 AM
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Quote:
Originally posted by ]KiK[-NuFF$@iD
make the hud display efficiency and netspeed along with ping and packetloss also make it so players can use the mutate show ip's commands instead of logging in as admin. ill think of something propper when i get some free time .
Maybe add the banhappy mod to pure with a mutate accept command from ingame.
Hows about some sort of lag kicker to kick peeps with realy high pings . A guy playing zp with 800 ping is kinda annoying as they warp everywhere would be nice to see him auto kicked via server.
AntiCamper for lms and ctf
Function in ctf to stop lift ,telleport,flag campers and a special feature so the flagcarrier doesent get punnished and remains exempt from the camper mod whilst he has the flag.
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Actually, if you do this ip thing, and you get some trouble with a cheater and you cant kick him with admin, the possibility being hacked is high :-( Dont think this is a good idea!
This lag mod would be nice. Players over constant ping 150 or 200 for 1 or 2 minutes, autokicked. :-D
The hitsound ROCKS. Really nice work m8s
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28th August, 2002, 12:10 PM
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Next Pure...would be nice with implemented option for BehindView, just like the option for CenterView.
BehindView is now disablet on several instagib-ladders.
The mod used by ClanBase can be located here:
http://stfu.orangenet.dk/filez/server-stuff/antibv.zip
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28th August, 2002, 01:32 PM
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Quote:
Originally posted by rivmin
Next Pure...would be nice with implemented option for BehindView, just like the option for CenterView.
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Did you read the first post in the thread?
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28th August, 2002, 01:37 PM
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Quote:
Originally posted by TNSe
Did you read the first post in the thread?
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Ups...need glasses :-)
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28th August, 2002, 01:56 PM
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1.) Nice to read, that one can choose between old and changed netcode.
2.) Plz disable the hitsounds by default and make it configurable in the .int file.
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28th August, 2002, 04:39 PM
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integrate ashockho stuff?
(i'd prefer an option for silent mode=log only, without announcing cheatah binds)
autopause? (also in 1v1)
score resume after disconnect/reconnect?
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28th August, 2002, 06:10 PM
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Grave,
1) ASH comes with a ini to set what type of logging/reporting you wish to do.
2) ASH is not supported by the Pure team - TheCatcher wrote/writes ASH.
3) ASH is for netting newbs and the like, its not solid in its current form.
It would be wise to keep the two completly separate and not ask the Pure team to improve something TheCatcher wrote IMO.
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28th August, 2002, 07:54 PM
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DivInfo Add in the functionality of that also. Or at least just the force start.
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29th August, 2002, 04:39 PM
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1. Fix the chat box spam bug so when auto pause is used the chat box buffer never gets full. Phear managed it for League Assault so im sure u could fix it for Pure.
2. How about a built in reporter bot, one which reports multi/ultra/monster kills the way it did before, until pure broke it. I know it was ment as a spectator reporter but it used to fuction exactly the same when used as a player until Pure broke something in it. Not all servers have server reporters (and then they dont even report ultra's etc).
3. Eliminate netspeed cheating. Make a player suicide if there netspeed is changed during a game. It would make no difference to a fair player, cos if ur changing netspeed honestly u will always be standing still and not in any action.
4. Since ngstats seem shagged, how about logging all the kills etc that stats do (when they work) and have it outputted at the end of the map into a nice readable form. Which could then easily be pasted on to match reports?
Cant think of anything else atm, but when i do u will be the first to hear of it
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29th August, 2002, 04:43 PM
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Quote:
4. Since ngstats seem shagged....
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Regarding what to do with ngStats... see my thread here
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29th August, 2002, 06:40 PM
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you should ban all set and exec commands that u cannot play with so called "tweaks". with them you can modify nearly everything in ut.. i also got lightning players with this *****tweaks. so plz try it :-)
i can send this tweak.ini (made by me) to you.
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29th August, 2002, 12:47 PM
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Quote:
Originally posted by Grave
integrate ashockho stuff?
(i'd prefer an option for silent mode=log only, without announcing cheatah binds)
autopause? (also in 1v1)
score resume after disconnect/reconnect?
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Actually, I think Grave's on to something here.
I don't know about the ladders you compete on, but the main one for my community is OGL. OGL (like most other ladders) does NOT require the game to be paused if a player disconnects, as this could be abused.
If pure could check whether the server was in Tourney Mode and automatically pause the server on a disconnect, it would avoid many of the most common issues that are brought up in ladders (which is capping after a player disconnects). Maybe even include a configurable countdown timer for restarts (IE if you don't get a player within 5 minutes, the game will restart, and u'll play a man down). Last but not least, it would be nice if it were configurable (IE a maximum of 3 pauses per game or whatever the admin/ladder rules are etc).
Possible? Good idea? No?
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