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  #41  
Old 02-13-2012, 02:24 PM
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Quote:
Originally Posted by r5cya View Post
you forgot the bots. it's an empty server that we cannot test on.
There are now bots on the server

Last edited by No0dle; 02-13-2012 at 02:26 PM.
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  Click here to go to the next developer post in this thread.   #42  
Old 02-13-2012, 02:46 PM
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Quote:
Originally Posted by nebsif View Post
Also, me thinks it worked well in RO1, even though it had way less servers was because everything was slower paced thus it was easier to predict and compensate.
Actually player movement in RO1 was not slower than it is in RO2. This is one of those funny incorrect perceptions that has been repeated enough times that people start to believe it. In RO1 a player sprinted at 300 UU/S (Unreal Units Per Second) and Jogged at 200 UU/S. In RO2 a player by default sprints at 300 UU/S (exact same speed as RO1), and jogs at 175 UU/S. In RO2 players are affected by the encumbrance system so they can also end up moving slower than the defaults if they are carrying two primary weapons.

The real difference is that the pings on high player count servers were lower than they currently are in RO2.
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  #43  
Old 02-13-2012, 02:53 PM
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Quote:
Originally Posted by No0dle View Post
There are now bots on the server
I have installed the mutator on my public test server and added 10 bots. The mutator seems to be running fine but my opinion is that it's too easy now to kill a bot. It looks as if all my shots are deadly.

My public test server IP can be found in my sig for those that want to try it with bots. The mutator is on the redirect and will download within 30 seconds (depending on your speed). I did switch off all other mutators, to prevent interference and get clean testing results.
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  #44  
Old 02-13-2012, 02:54 PM
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Thanks for the post Ramm. Regarding the snipes at the community.. its a 2 way thing. You haven't exactly been posting respectfully after launch yourself and wouldn't try to see things from the community's perspective. You would go to an extreme or misrepresent what people were actually arguing about
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  #45  
Old 02-13-2012, 02:55 PM
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Thanks for the updates and extra information regarding the actual player movement speeds and such.
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  #46  
Old 02-13-2012, 02:59 PM
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Not sure if it's related to the mutator, but I just had this bug (never had it before) on the FK test server with the mutator enabled. (My Mosin Nagant disappeared)

http://i.imgur.com/EhprB.jpg

Last edited by RO_fan; 02-13-2012 at 03:03 PM.
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  #47  
Old 02-13-2012, 02:59 PM
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About movement, you're saying momentum is the same? Changing direction is as fast in Ostfront? Moving in iron sights is the same? You can sprint up stairs at 100mph?

Its the way movement affects other things too. You can now pull up iron sights mid sprint, which means you don't need to go less than sprint speed. You can bring iron sights up so fast you don't really need to be in a hip firing position (running not sprinting)
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  Click here to go to the next developer post in this thread.   #48  
Old 02-13-2012, 03:03 PM
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Momentum is pretty much the same with a few small tweaks. I don't know the rest off the top of my head.
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  #49  
Old 02-13-2012, 03:05 PM
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Quote:
Originally Posted by RO_fan View Post
Not sure if it's related to the mutator, but I just had this bug (never had it before) on the FK test server with the mutator enabled. (My Mosin Nagant disappeared)

http://i.imgur.com/EhprB.jpg
Haven't noticed this so far - the only thing I noticed is that the debug graphics make my computer crash ...
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  #50  
Old 02-13-2012, 03:10 PM
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Hello,

UT2K4 on there was a ping compensation mutator. Is what would be one solution to the problem of adapting RO2?
http://www.mpcforum.com/showthread.p...on-UT2k4-Based

With PunkBuster it should be possible to limit a ping. This was possible when I was doing COD5 servers.

Unfortunately all the server mode did not nearby. See also if the servers have a Tick Rate set differently than the original value. That of maTeam (20slots) I put a 40 which reduced the ping for all and no problems in the game
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  #51  
Old 02-13-2012, 03:13 PM
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Quote:
Originally Posted by Ducky View Post
I have installed the mutator on my public test server and added 10 bots. The mutator seems to be running fine but my opinion is that it's too easy now to kill a bot. It looks as if all my shots are deadly.

My public test server IP can be found in my sig for those that want to try it with bots. The mutator is on the redirect and will download within 30 seconds (depending on your speed). I did switch off all other mutators, to prevent interference and get clean testing results.
Tested it and it works great.
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  #52  
Old 02-13-2012, 03:20 PM
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The explanation given as to why this hasn't been implemented is nice. But the real world is that there aren't that many servers where everyone could pick a server in their country in their part of the coast. Many players don't have a choice as to picking a nice ping server... That's why it's always mostly just 1 full, everyone knows which it is. It's the only one that's full. Hopefully this mutator Gets on a couple of servers.
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  #53  
Old 02-13-2012, 03:26 PM
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About the actual topic rather than the secondary stuff, I always felt Ostfront had good netcode, and its the same in RO2 I believe. Just that pings aren't steady or are too high because they have too many player slots (should be 32/50 for classic mode).
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  #54  
Old 02-13-2012, 03:39 PM
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Quote:
Originally Posted by [TW]Ramm-Jaeger View Post
Actually player movement in RO1 was not slower than it is in RO2. This is one of those funny incorrect perceptions that has been repeated enough times that people start to believe it. In RO1 a player sprinted at 300 UU/S (Unreal Units Per Second) and Jogged at 200 UU/S. In RO2 a player by default sprints at 300 UU/S (exact same speed as RO1), and jogs at 175 UU/S. In RO2 players are affected by the encumbrance system so they can also end up moving slower than the defaults if they are carrying two primary weapons.

The real difference is that the pings on high player count servers were lower than they currently are in RO1.
But aren't player models smaller in RO2? I remember that thread about Fallen Fighters and midget soldiers, where people said that happend because the player models were smaller than they were in ROOST. Using the same speed for smaller models might make them look faster.
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  #55  
Old 02-13-2012, 03:41 PM
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New footage, automatic weapons showcase:

Mekhazzio's RO2 Antilag Mod Footage #2 (1080p) - YouTube

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  #56  
Old 02-13-2012, 03:53 PM
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My god, is this true. This was the biggest problem i have fight to.

I think 60% of my hittings weren`t detected maybe more.
I sometimes have to shoot a whole magazin of pphs to kill an enemy close by.


Thank you, thank you etc....

TWI please take attention of this great tweak if it works.
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  #57  
Old 02-13-2012, 04:00 PM
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Quote:
Originally Posted by [TW]Ramm-Jaeger View Post
First let me get this out of the way - do you really need to start your post off with a flame? Can we at some point start to have civil discussions on these forums again where people with different points of view respectfully discuss their opinions without personal attacks or inflammatory rhetoric?
Where is the flaming, personal attacks, or inflammatory rhetoric?

Quote:
Tripwire has decided that they're not going to fix the network hit detection flaws that plague RO2. I think that's a pretty terrible decision, as I consider a networking design that distorts weapon behavior to be a crippling weakness in a game that has precision shooting as its foundation.
Here is the progression of the statement according to my understanding. First, Mekhazzio stated a fact. Has Tripwire decided not to fix the network hit detection issues? Yes. Now, Tripwire has decided not to do this for their own reasons, which is fine. Those decisions should be the focus of the dialog, and you touched on that later. Nevertheless, Mekhazzio apparently feels as though this is an issue that should be fixed in a different manner. He makes this obvious in his next sentence, in which he describes the decision as "terrible." This is an honest opinion that he backs up with evidence and not hyperbole. As far as internet criticism is concerned, "terrible" is extremely minor. The criticism appeared to be directed to Tripwire as a whole and their decisions on the development of the game. Mekhazzio, whether or not you agree with his opinion, has obviously done quite a bit of research and put a great amount of work into the issue and should be taken seriously - not as a flamer. His criticism is constructive.
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  #58  
Old 02-13-2012, 04:00 PM
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Quote:
Originally Posted by [TW]Ramm-Jaeger View Post

The real difference is that the pings on high player count servers were lower than they currently are in RO1.
I guess you mean RO2?
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  #59  
Old 02-13-2012, 04:02 PM
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Quote:
Originally Posted by No0dle View Post
Haven't noticed this so far - the only thing I noticed is that the debug graphics make my computer crash ...
all you have to do is the check reload to erase the hit animations. then your fps go back to normal.
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  Click here to go to the next developer post in this thread.   #60  
Old 02-13-2012, 04:04 PM
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Quote:
Originally Posted by LMAOser View Post
Where is the flaming, personal attacks, or inflammatory rhetoric?
First, Mekhazzio stated a fact. Has Tripwire decided not to fix the network hit detection issues? Yes. Now, Tripwire has decided not to do this for their own reasons, which is fine.
Just to clarify, fixing the network hit detection issues is one of our highest priorities. So saying that we don't want to fix it is not correct. We just don't believe the fix is the same one promoted by the mutator. That being said, we are also looking into the option to adding client side hit detection to server settings (as stated in Ramm's post).

So that is where the feeling of an inflammatory post comes from.
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