Just played new map with new changes for about an hour and a half. FEELS GOOD. FEELS SO GOOD.
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Oh the irony.
Few days ago everyone was bashing TW, now they appreciate them for releasing a patch. But that's good, just shows how wrong those people are!
That's not irony.
That's people complaining about a game being released in a shoddy state and the developer reacting and making improvements so they don't lose their remaining customer base. As things should be.
People weren't saying TWI suck and nothing they can ever do will fix things.
People were saying TWI can do good but what we have here isn't good so I hope they improve it. Now they've improved it a lot of people who were unhappy, are much happier, such as myself.
Isn't it ironic. Don't you think?
Everything I've played thus far in the beta has been GREAT.
I love that Ramm made the change to the G41 scope, it's not actually useable!
Buuuuuuttt..
I still propose that you need to work on the networking for shots.
Either go with client-side.
Or use time-snapshots to compensate for ping, I will explain this in further detail if you've not heard of it before.
If Tripwire just implemented the antilag mutator as the standard code then all the hard work has already been done for them. I'm sure Mek wouldn't mind he seems like a nice guy.
If Tripwire just implemented the antilag mutator as the standard code then all the hard work has already been done for them. I'm sure Mek wouldn't mind he seems like a nice guy.
Yeah, but does his code calculate whether or not a shot is possible?
Meaning someone with experience could just send constant packets with each players identification number of their actors saying "DIS GUY IZ DED".
A native implementation of this would be much faster (Assuming that unreal script isn't compiled to byte code, I have NO idea how unreal engine works).
Although Ramm is correct in saying that any ping below 50 is fine, but this is rarely the case with RO players :\
console command = open 'ip here'
list of different servers here:
[url]http://forums.tripwireinteractive.com/showthread.php?t=76175[/URL]
i think it would be easier for you to read about the mutator in the thread about it. then if you still have questions, you can ask the guy who made it.Yeah, but does his code calculate whether or not a shot is possible?
Meaning someone with experience could just send constant packets with each players identification number of their actors saying "DIS GUY IZ DED".
A native implementation of this would be much faster (Assuming that unreal script isn't compiled to byte code, I have NO idea how unreal engine works).
Although Ramm is correct in saying that any ping below 50 is fine, but this is rarely the case with RO players :\
Generally speaking, with Mekhazzio's client-side detection mutator white-listed, there's no reason for servers that want to use it not to run it, and furthermore really no reason for TWI to have to include it with the vanilla game. It's effectively already an option in the game. That's the whole idea of a whitelist.
The whitelist probably doesn't apply to the beta, I presume (because in testing new features, mutators muddle the picture?). It would be nice for me to see how the new map plays with client-side detection, because I don't seem to have a good connection to the one test server I see. That said, I was able to get Marksman Gold on the map with vanilla. So Mekh's mutator will probably make the new map quite deadly. I'm already afraid to run in the open, so I can well imagine what it will be like with no need to lead for ping.
#1 has noting at all to do with the mutator. wrepons and smoke problems were there since the last patch and happen just as often on servers without it.Yes but at the moment there are a few things lacking.
1: Inventory system is bugged, so his client-side mutator causes glitches in weapon switch.
2: Native implementation, this would speed things up.
3: A mutation indicator on servers, it's impossible to know whether or not a server is running a particular mutator UNLESS they state it, they could also state they have this mutator running when they do not.
Yes but at the moment there are a few things lacking.
1: Inventory system is bugged, so his client-side mutator causes glitches in weapon switch.
2: Native implementation, this would speed things up.
3: A mutation indicator on servers, it's impossible to know whether or not a server is running a particular mutator UNLESS they state it, they could also state they have this mutator running when they do not.
Hello,i have a question,which is the command in the console to connect to an IP?
open 127.0.0.1:portnumber
[*](WIP) Native Voices added to the Audio Options menu. You will now hear most (but not all) friendly chatter in the native language
Will this be changed to get rid of all english sounds?