dePARAJoin Date: 2011-04-29Member: 96321Members, Squad Five Blue
How about implementing a very simple "anti-stack mechanism":
If you type j1 in console to join marines and the team is full you get a 5 sec cooldown before you can type it again.
Every try to spam the command increase the cooldown by another 5 sec.
So if some1 is spamming it 6 times, he has to wait 30 sec.
SamusDroidColoradoJoin Date: 2013-05-13Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited November 2013
Put down your coffee and sit down before you click this spoiler
I am 80% sure I've fixed the gun jams :>
http://steamcommunity.com/sharedfiles/filedetails/?id=193947060
modID B8F65B4
I need YOU to help test this, as this is a very random bug, is very hard to reproduce, and requires a lot of people to test.
PLEASE PLEASE PLEASE report ANY gun jams on the forums or workshop page. Give as many details as you can. What were you doing, when did it happen, what gun, everything you can. Thanks.
This is still in a "beta" stage I guess you could call it, but it's 1 file, and I've been vigorously testing this and everything seems like it's working exactly how it was before. If you notice anything odd, or different, please report that too. If you run this, mention it so I can maybe join, and make sure you tell people before the round starts what I've said here. Report any gun jams to the forums or workshop page, and any abnormalities you notice.
This also fixes guns jamming if you attack while you are entering a CC
Fixed
Ignore YouTube cutting the last second off videos, it didn't jam again the last second of that last clip...stupid youtube...
I've also added a fix for the double whip bug, (what a PITA it was to dig around for the cause of this)
Today I noticed that midway into a beacon, maybe a minute and a quarter of the soundfx, I started reloading.
Then when I teleported, the gun wouldnt fire and it had to reload again even though it said 50 bullets in the magazine.
Keep in mind the reload animation finished until half a second after the beacon.
SamusDroidColoradoJoin Date: 2013-05-13Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited November 2013
Rifle fix isn't in this mod btw. It's a seperate mod because I want to keep this one stable. I also had to remove the Whip fix because the Whip model is 22 mb ****
Put down your coffee and sit down before you click this spoiler
I am 80% sure I've fixed the gun jams :>
http://steamcommunity.com/sharedfiles/filedetails/?id=193947060
modID B8F65B4
I need YOU to help test this, as this is a very random bug, is very hard to reproduce, and requires a lot of people to test.
PLEASE PLEASE PLEASE report ANY gun jams on the forums or workshop page. Give as many details as you can. What were you doing, when did it happen, what gun, everything you can. Thanks.
This is still in a "beta" stage I guess you could call it, but it's 1 file, and I've been vigorously testing this and everything seems like it's working exactly how it was before. If you notice anything odd, or different, please report that too. If you run this, mention it so I can maybe join, and make sure you tell people before the round starts what I've said here. Report any gun jams to the forums or workshop page, and any abnormalities you notice.
This also fixes guns jamming if you attack while you are entering a CC
Fixed
Ignore YouTube cutting the last second off videos, it didn't jam again the last second of that last clip...stupid youtube...
I've also added a fix for the double whip bug, (what a PITA it was to dig around for the cause of this)
Put down your coffee and sit down before you click this spoiler
I am 80% sure I've fixed the gun jams :>
http://steamcommunity.com/sharedfiles/filedetails/?id=193947060
modID B8F65B4
I need YOU to help test this, as this is a very random bug, is very hard to reproduce, and requires a lot of people to test.
PLEASE PLEASE PLEASE report ANY gun jams on the forums or workshop page. Give as many details as you can. What were you doing, when did it happen, what gun, everything you can. Thanks.
This is still in a "beta" stage I guess you could call it, but it's 1 file, and I've been vigorously testing this and everything seems like it's working exactly how it was before. If you notice anything odd, or different, please report that too. If you run this, mention it so I can maybe join, and make sure you tell people before the round starts what I've said here. Report any gun jams to the forums or workshop page, and any abnormalities you notice.
This also fixes guns jamming if you attack while you are entering a CC
Fixed
Ignore YouTube cutting the last second off videos, it didn't jam again the last second of that last clip...stupid youtube...
I've also added a fix for the double whip bug, (what a PITA it was to dig around for the cause of this)
Any servers running this?
In europe: survival of the fattest, hbz, i think slaughterhouse, too.
In europe: survival of the fattest, hbz, i think slaughterhouse, too.
He is asking for a server with the gun jam fix. Afaik there i no server yet running this fix. I could add it to my server,but as it is a beta i hope it will be included into the improvement mod soon.
@Samusdroid I've tested the gun jam fix, seems to be working, didn't noticed any side effects either. Maybe give it a try and add it to the improvement mod.
In europe: survival of the fattest, hbz, i think slaughterhouse, too.
He is asking for a server with the gun jam fix. Afaik there i no server yet running this fix. I could add it to my server,but as it is a beta i hope it will be included into the improvement mod soon.
@Samusdroid I've tested the gun jam fix, seems to be working, didn't noticed any side effects either. Maybe give it a try and add it to the improvement mod.
SamusDroidColoradoJoin Date: 2013-05-13Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
It's not really in "beta" it's just something that in extreme circumstances could act differently than normally, something server admins who previously did not agree to when they added the mod, as that is all stable stuff. Adding the gun jam fix would be adding something potentially buggy (even if it's only 5% unsure if it will break something, I rather keep it separate so server admins know what exactly they are installing, if that makes sense. Even though I'm 95% sure it is working, and that it would not cause any problems. I'll consider it though.
SamusDroidColoradoJoin Date: 2013-05-13Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited November 2013
Alright, next update of fixes arrives soon, fresh out of the oven. Had to dig deeep into the backlog for some of these :P
Fixed glitchy view model when you get stomped
Fixed Lerk's not having an emissive property when they should
Fixed Exo damaged effects remaining on screen while spawning
Fixed death messages cutting off long names
Fixed Fade and Onos view models are being outlined when they shouldn't be
Fixed gamestrings file having out of date information, and some grammar/spelling issues
Fixed bots moving while evolving (thanks Ghoul)
FIXED scoreboard KAD to KDA on scoreboard, but decided against it.
Fixed Prototype Lab map blip using the RT icon
Like 6 of those were fixed today :> , some a day or two ago
I wonder how many fixes it takes before UWE feel embarassed
I think that's very easy to say, but actually rather unfair on UWE. What they've achieved already since launch is pretty incredible given the team size, and if you factor in the number of coders and weigh it up against all the work they've already done, hell those guys have been working their asses off.
It's fantastic that Samusdroid is able to get to the bottom of these bugs, and it should help UWE a lot, though it will still take them quite some effort to get all of his fixes into vanilla as they do need to go through the QA process to make sure that nothing else is broken at the same time.
It's precisely this type of community effort that will stand NS2 in good stead for a good long time to come. UWE doesn't owe us anything on NS2: we're 13 months post-release, and they've already sunk a vast amount of time and effort into updates to the game. Any other game dev would have released maybe 1 or 2 patches to fix really glaring bugs, then dropped it completely and moved onto the next game.
GhoulofGSG9Join Date: 2013-03-31Member: 184566Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Reinforced - Supporter, WC 2013 - Supporter, Pistachionauts
edited November 2013
Totally agree with the Roobubba, yet i request from @UWE to finally open Mantis for other modders out there. I'm not going to start to fix anything without knowing what uwe is currently working on.
Maybe give us a officiall form of sending in fixes somehow.
SamusDroidColoradoJoin Date: 2013-05-13Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited November 2013
That's also kind of the point of this mod. Stesstests changes and fixes so there is less QA testing to be done when implementing, but I don't like to consider this a Patches Test mod because it's not, these things have already been through pretty thorough testing by me, using nonhackish fixes.
That's also kind of the point of this mod. Stesstests changes and fixes so there is less QA testing to be done when implementing, but I don't like to consider this a Patches Test mod because it's not, these things have already been through pretty thorough testing by me, using nonhackish fixes.
We (Server Admins) would kill SamusDroid if that wasn't true
Totally agree with the Roobubba, yet i request from @UWE to finally open Mantis for other modders out there. I'm not going to start to fix anything without knowing what uwe is currently working on.
Maybe give us a officiall form of sending in fixes somehow.
You can always apply as a playtester. Mantis wont be opened, because it can potentially contain exploits that should be kept private until a patch is released.
You can always apply as a playtester. Mantis wont be opened, because it can potentially contain exploits that should be kept private until a patch is released.
Beside the fact i applied over a half year ago without any answer, most modders don't have the time for the playtests. Also modders debug in another way than playtesters, thats why there are people called SQEs. And do you really think a modder would abuse those exploits? If I wanted to abuse anything i would just look at the code.
JektJoin Date: 2012-02-05Member: 143714Members, Squad Five Blue, Reinforced - Shadow
edited November 2013
People like KAD? Really? Remember when it was first implemented and you always thought your deaths looked a little high? How ever many months later and I still do that.
K | D is just the natural way of looking at it. And the way its done in every single other multi player game ever.
People like KAD? Really? Remember when it was first implemented and you always thought your deaths looked a little high? How ever many months later and I still do that.
Why not just give the K, D, A numbers slightly different colors? eg. Green for Kills, Red for Deaths and White for Assists. Would make it much easier to see no matter how you sort it.
Comments
If you type j1 in console to join marines and the team is full you get a 5 sec cooldown before you can type it again.
Every try to spam the command increase the cooldown by another 5 sec.
So if some1 is spamming it 6 times, he has to wait 30 sec.
modID B8F65B4
I need YOU to help test this, as this is a very random bug, is very hard to reproduce, and requires a lot of people to test.
PLEASE PLEASE PLEASE report ANY gun jams on the forums or workshop page. Give as many details as you can. What were you doing, when did it happen, what gun, everything you can. Thanks.
This is still in a "beta" stage I guess you could call it, but it's 1 file, and I've been vigorously testing this and everything seems like it's working exactly how it was before. If you notice anything odd, or different, please report that too. If you run this, mention it so I can maybe join, and make sure you tell people before the round starts what I've said here. Report any gun jams to the forums or workshop page, and any abnormalities you notice.
This also fixes guns jamming if you attack while you are entering a CC
I've also added a fix for the double whip bug, (what a PITA it was to dig around for the cause of this)
Then when I teleported, the gun wouldnt fire and it had to reload again even though it said 50 bullets in the magazine.
Keep in mind the reload animation finished until half a second after the beacon.
Any servers running this?
In europe: survival of the fattest, hbz, i think slaughterhouse, too.
He is asking for a server with the gun jam fix. Afaik there i no server yet running this fix. I could add it to my server,but as it is a beta i hope it will be included into the improvement mod soon.
@Samusdroid I've tested the gun jam fix, seems to be working, didn't noticed any side effects either. Maybe give it a try and add it to the improvement mod.
oh... damn.
Fixed glitchy view model when you get stomped
Fixed Lerk's not having an emissive property when they should
Fixed Exo damaged effects remaining on screen while spawning
Fixed death messages cutting off long names
Fixed Fade and Onos view models are being outlined when they shouldn't be
Fixed gamestrings file having out of date information, and some grammar/spelling issues
Fixed bots moving while evolving (thanks Ghoul)
FIXED scoreboard KAD to KDA on scoreboard, but decided against it. Fixed Prototype Lab map blip using the RT icon Like 6 of those were fixed today :> , some a day or two ago
It's fantastic that Samusdroid is able to get to the bottom of these bugs, and it should help UWE a lot, though it will still take them quite some effort to get all of his fixes into vanilla as they do need to go through the QA process to make sure that nothing else is broken at the same time.
It's precisely this type of community effort that will stand NS2 in good stead for a good long time to come. UWE doesn't owe us anything on NS2: we're 13 months post-release, and they've already sunk a vast amount of time and effort into updates to the game. Any other game dev would have released maybe 1 or 2 patches to fix really glaring bugs, then dropped it completely and moved onto the next game.
Maybe give us a officiall form of sending in fixes somehow.
We (Server Admins) would kill SamusDroid if that wasn't true
You can always apply as a playtester. Mantis wont be opened, because it can potentially contain exploits that should be kept private until a patch is released.
Beside the fact i applied over a half year ago without any answer, most modders don't have the time for the playtests. Also modders debug in another way than playtesters, thats why there are people called SQEs. And do you really think a modder would abuse those exploits? If I wanted to abuse anything i would just look at the code.
Lol, thought that was intended.
K | D is just the natural way of looking at it. And the way its done in every single other multi player game ever.
I never did.
Because of why?