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Integration of the TankTweak mutator into TWI's RO2 code-base

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  • Integration of the TankTweak mutator into TWI's RO2 code-base

    TWI is looking into integrating the functionality of the TankTweak mutator into there code-base (see Ramm's post here). For this they need some feedback from server admins for best settings to be used as defaults. Therefor i'm calling out to the admins that use it to post there serverROTankTweak.ini file here in this thread so that we can get an idea which defaults are preferred (best accepted).

    Many thanks in advance!
    Last edited by Ducky; 04-25-2012, 03:46 PM.
    TWB*BlueDuck

  • #2
    noob question but, what does it do?
    In-game name: burt

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    • #3
      Nice news ducky


      I have one comment, when you go from the driver`s place to the
      gunner`s place the canon is directing to the sky....it`s worse now.

      The ai mustn`t touch the canon...
      Last edited by The Beast (nl); 04-26-2012, 02:06 AM.
      Intel I7-920 - 2,67ghz, 6 gb ram, nvidia gtx 560 TI twin fan 2gb, win7 64bit - Creative X-FI Xtreme soundcard.

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      • #4
        Originally posted by The Beast (nl) View Post
        Nice news ducky


        I have one comment, when you go from the gunner`s place to the
        gunner`s place the canon is directing to the sky....it`s worse now.

        The ai mustn`t touch the canon...
        Stange. The mutator isn't doing anything with the aim.
        TWB*BlueDuck

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        • #5
          I have engage it many times...

          Are there other mutators maybe that cause this??
          Intel I7-920 - 2,67ghz, 6 gb ram, nvidia gtx 560 TI twin fan 2gb, win7 64bit - Creative X-FI Xtreme soundcard.

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          • #6
            Originally posted by hekuball View Post
            noob question but, what does it do?
            All this: http://forums.tripwireinteractive.co...ad.php?t=74738
            TWB*BlueDuck

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            • #7
              Originally posted by The Beast (nl) View Post
              I have engage it many times...

              Are there other mutators maybe that cause this??
              AFAIK, only TankTweak messes around with the tank settings.

              Please report bugs on TankTweak in this thread.
              Last edited by Ducky; 04-25-2012, 04:00 PM.
              TWB*BlueDuck

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              • #8
                Originally posted by The Beast (nl) View Post
                Nice news ducky


                I have one comment, when you go from the gunner`s place to the
                gunner`s place the canon is directing to the sky....it`s worse now.

                The ai mustn`t touch the canon...
                What's that got to do with the mutator, if the bots are doing this then the mutator isn't active.

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                • #9
                  Great news!

                  Now if only TWI could do the same with Mekhazzio's anti-lag mutator we'd really be on a roll!

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                  • #10
                    Originally posted by Golf33 View Post
                    Great news!

                    Now if only TWI could do the same with Mekhazzio's anti-lag mutator we'd really be on a roll!
                    There is always that possibility...Client side hit detection has its merits.

                    To get back on topic;

                    Here's the TT .ini we use.
                    Code:
                    [TankTweak.TankTweak]
                    DifficultyInfantryMissPercentage=(Recruit=35.0,Soldier=30.0,Veteran=25.0,Hero=20.0)
                    DifficultyMainGunVarianceFactor=(Recruit=1.0,Soldier=1.0,Veteran=0.66,Hero=0.25)
                    TargetSpeedMissPercentage=(Still=0.0,Walking=0.0,Running=20.0)
                    RangeSettings=(Short=50.0,Medium=100.0,Long=150.0)
                    RangeMissPercentage=(Short=10.0,Medium=30.0,Long=60.0)
                    MainGunErrorVsDistRatios=(Horizontal=0.025,Vertical=0.0125)
                    AllowAIToControlHullMG=true
                    AllowAIToControlMainGun=true
                    
                    [IniVersion]
                    0=1327193125.000000

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                    • #11
                      Right now we run AllowAIToControlHullMG=false and AllowAIToControlMainGun=false but at beginning we had different settings.
                      Basicly I tried to eliminate all successful hull mg shots at ranges 50.0+.
                      As far as I remember I menaged to do it using following settings:

                      DifficultyInfantryMissPercentage=(Recruit=70.0,Sol dier=70.0,Veteran=70.0,Hero=70.0)
                      TargetSpeedMissPercentage=(Still=0.0,Walking=10.0, Running=20.0)
                      RangeMissPercentage=(Short=0.0,Medium=40.0,Long=40 .0)

                      AllowAIToControlHullMG=true
                      AllowAIToControlMainGun=false

                      So there is 30% of chance of hitting not moving target, 20% walking and 10% running target at the short range and 0% of hitting at ranges medium and long. Some values exceed 100% as I noticed that even having 100% of penalty on medium and long ranges the ai hull gunner still scored some kills.
                      Last edited by [40-1]MORD; 04-26-2012, 07:22 AM.
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                      [URL="http://www.gametracker.com/server_info/81.19.216.12:7807/"][IMG]http://cache.www.gametracker.com/server_info/81.19.216.12:7807/b_560_95_1.png[/IMG][/URL]
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                      • #12
                        Originally posted by Major_Day View Post
                        What's that got to do with the mutator, if the bots are doing this then the mutator isn't active.

                        Wouldn't the non-use of BOTS eliminate any problems like this?
                        [SIGPIC][/SIGPIC]

                        Actual join date - [I]an original Ostfronter[/I].

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                        • #13
                          Originally posted by Cliffs View Post
                          Wouldn't the non-use of BOTS eliminate any problems like this?
                          and if TWI hadn't put bots in the mg and main gun positions we wouldn't need this mutator at all, which is what we're talking about and NOT the use of bots in general.

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                          • #14
                            Originally posted by Golf33 View Post
                            Now if only TWI could do the same with Mekhazzio's anti-lag mutator we'd really be on a roll!
                            That appears to be the plan. They contacted me too.

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                            • #15
                              Originally posted by Mekhazzio View Post
                              That appears to be the plan. They contacted me too.
                              Congrats for Ducky and Mekhazzio!

                              Edit: oops, wrote Major_Day instead of Ducky
                              Last edited by Proud_God; 04-26-2012, 09:20 AM.
                              Supporting:
                              Disapproving: progression, spawn on SL, spawns close to cap (RSOD)
                              Since: beta 1.0 UT2003

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