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Posted Hide Post
Niels,

I believe I've found a few bugs in the new SSM

#1 in FFA, neither the Ammo limit or damage limit seems to work. Here is the config I have set

gl_max_rockets_ffa = 1
gl_max_oicw_nades_ffa = 1
gl_max_ag36_nades_ffa = 1

gl_rocket_damage_factor = .5
gl_oicw_nade_damage_factor = .5
gl_ag36_nade_damage_factor = .5

Also, when I try to run the "League" config, it doesn't appear to reset everything.

On normal play I allow for 2 inital OICW rockets and 2 rockets off dead people adn 2 rockets max.
gl_initial_oicw_nades = 2
gl_pickup_oicw_nades = 0
gl_droppickup_oicw_nades = 2
gl_max_oicw_nades = 2

For league I have the rules set to start with 4, pickup 4, drop_pick 2 and a max of 4.

gl_initial_oicw_nades = 4
gl_pickup_oicw_nades = 4
gl_droppickup_oicw_nades = 2
gl_max_oicw_nades = 4

But when I run GL_confg1 scrim.cfg, it keeps the limit of 2
The Example file didn't have them but the base settings do sow " " around the entries

Should it be

gl_initial_oicw_nades = "4"
Instead of
gl_initial_oicw_nades = 4

The headshot, Killingspree and HPK appear to be working just fine and they don't have the " " around the numbers
 
Posts: 2386 | Registered: Wed May 12 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of Niels_Grimminck
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Hi there Murdock,

This sounds kinda weird to me, because i tested all that (not for very long though, as you can imagineSmile), and it worked fine.

The " " around the values are only needed on strings, not numeric values, but if they are there they dont do any harm. So that doesn't really matter.

The problem is (regarding to the initial/pickup etc) that a map RELOAD is required, not a restart, that the config1 performs.
What you should do, is load the config, and then change map by using sv_changemap.

The exact same goes for the damage_factor. It requires a map RELOAD. So maybe the gl_config1 shouldn't restart the map, but reload it.

I tested it all after reading this, and it worked. If you try the same, and still have trouble, let me know.

I'll change config1 so it reloads the map, instead of restarting it.

Happy gaming,
Niels
 
Posts: 89 | Registered: Wed October 27 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of Huntsman33
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Hi Niels

I am finding the same bug from the first one that was just a case of bad readme information, but don't know if that is the case this time. When changing from one game mode to another using rcon gl_ffa or rcon gl_tdm its not working. It is coming up with the gl changing to whatever map cycle, but it doesn't change the map, and I assume it should as it did in the last version.

Here is example of what I have for FFA text, though did wonder if this would be correct for FFA really as wasn't quite sure if some of the values should be added or at what if they should be (as you recomend a value is entered).

Anyway, far as I can tell what I have should work, but doesn't, and it did change to the mapcycle and change map on last version, and as I have all the files in teh same locations I can't see why it won't. I am waiting to see if it swaps to the new map cycle at the end of the current assault map its on, but really it should do what it did in the first version and swap to first map in the new mapcycle you just set I assume. Here is what I have in my tdm map cycle text file, and FFA one is pretty much teh same.

mp_surf tdm 30 3 3 18 0 9
mp_monkeybay_n tdm 30 3 3 18 0 9
mp_cliffside tdm 30 3 3 18 0 9
mp_radio tdm 30 3 3 18 0 9
mp_monkeybay tdm 30 3 3 18 0 9




"If after 10 minutes of online gaming you can't tell who the whipping boy is, then its YOU! Mocking"
XP3200+ Geforce 6800GT 256MB 1024 megs of RAM. Audigy 2ZS + Gigaworks S750 Surround Speakers. 22inch iiyama monitor.
 
Posts: 2290 | Registered: Sun May 16 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of Niels_Grimminck
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Hi Huntsman,

In the docs its indeed said that entering all values is recommended. But that was mostly to prefend problems (with skipping settings). As this mod is mainly based on Assault, some of the values that can be entered behind maps name are too. But they are all optional, you can just leave them all out if you wish. The first one (timelimit) can certainly be used on all three gametypes.

Nothing else has changed about the mapcycles, wich means if you leave everything out on your ffa and tdm cycle, it will work for sure.

When a gl_ffa/tdm/assault is issued, it should indeed start at first map of mapcycle (immediatly).

Try your mapcycle like this:
mp_surf tdm 30
mp_monkeybay_n tdm
mp_cliffside tdm
mp_radio tdm
mp_monkeybay tdm

(you only have to enter the 30 once, when its not changed it will remain the same)
you can also leave it out, it will use the last know timelimit.

Let me know the results, i'll be looking into both yours and murdocks findings tomorrow (its 6 am now.. and i'm sleepySmile)

Niels
 
Posts: 89 | Registered: Wed October 27 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of Huntsman33
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Hi Niels

I solved the map change issue and it works how it should. I had used an old config template rather than do it all again, and the one I used still had the old \ / wrong direction issue and that was what was stopping the map change.

However, I looked at doc's problem and got pretty much same results. This is what I did in order.

1. \rcon gl_config ffa.cfg
2. \rcon gl_tdm

Map changed to first of my TDM maps, and I tried picking up a few weapons to see if config was in effect. It wasn't, so I tried step three.

3. \rcon gl_config1 ffa.cfg

Again when the map restarted I checked the weapons and still the AG-36/OICW and RL had wrong rounds in them. From what I can tell you can't pick up extra nade rounds from the weapon picks ups if you set it to zero, and picking up off ammo drops of a person work. What doesn't work is controlling the starting ammo the weapons have when you first pick one up.

So for example the rocket launcher ones are doing nothing it seems and you will always get a rocket launcher with one rocket loaded and ten in the clip. You will also get reloads for it if you try to pick up more ammo regardless of what ammo pickup is set to.

AG-36 you will get one nade no matter what the settings are.

OICW: You will get 3 nades for it no matter what you set the settings to when you first pick up the weapon, but with this and the AG-36 you won't get more nades when you pick up another AG-36/OICW or spare nade rounds for those weapons.

SO all in all its not quite working right in TDM/FFA, but its closer for sure. Smile Below is my cfg settings I last used for what I described above.

g_GameType = "TDM"
gr_FriendlyFire = "1.000000"
gr_MinTeamLimit = "0.000000"
gr_MaxTeamLimit = "9.000000"
sv_maxplayers = "18.000000"
gr_NextMap = "mp_radio"
gr_scorelimit = "250"
sv_ServerType = "UBI"
gr_DedicatedServer = "1.000000"
gr_TimeLimit = "30.000000"
sv_password = ""
sv_name = "#2 $4Farcry Spartans Clan $6[UK]"
gr_RespawnTime = "15.000000"
sv_punkbuster = "1.000000"
sv_maxrate = "30000"
sv_maxcmdrate = "100"
sv_maxupdaterate = "50"
sv_DedicatedMaxRate = "60"
sv_rcon_password = "MaybeOnMyStupidDay"

gl_mapcycle_ffa = "profiles/server/ffa.txt"
gl_mapcycle_tdm = "profiles/server/tdm.txt"
gl_mapcycle_assault = "profiles/server/assault.txt"

gl_spawnmessage1 = "$4Welcome to the Farcry Spartans Server"
gl_spawnmessage2 = "$3FARCRY SPARTANS RECRUITING http://www.farcryspartans.com"
gl_spawnmessage3 = "$7All team killers and cheats will be $4banned!"
gl_spawnmessage4 = ""

gl_allow_teamkilling = 0
gl_free_teamkills = 2
gl_teamkill_extra_time = 3
gl_teamkill_force_spectate = 5
gl_punish_protected = 1
gl_log_teamkillers = 0

gl_max_average_ping = 80
gl_ping_check_interval = 10
gl_ping_warnings = 5
gl_ping_reset_on_connect = 1

gl_buggy_mg = 300
gl_buggy_wd = 1
gl_fwd_mg = 500
gl_fwd_rl = 10
gl_fwd_wd = 2
gl_boat_mg = 400
gl_boat_rl = 10

gl_announce_headshot = 0
gl_headshot_message_private = 1

gl_killing_spree = 5
gl_killing_spree_display = 0

gl_initial_ag36_nades_ffa = 0
gl_pickup_ag36_nades = 0
gl_droppickup_ag36_nades = 1
gl_ag36_nade_damage_factor = 0.5
gl_max_ag36_nades_ffa = 0

gl_initial_oicw_nades_ffa = 0
gl_pickup_oicw_nades = 0
gl_droppickup_oicw_nades = 1
gl_oicw_nade_damage_factor = 0.5
gl_max_oicw_nades_ffa = 0

gl_initial_rockets = 2
gl_droppickup_rockets = 1
gl_pickup_rockets = 0
gl_rocket_damage_factor = 0.5
gl_max_rockets_grenades_ffa = 0

gl_sniper_flashbang = 0

gl_scout_flashbang = 0

gl_engineer_flashbang = 0




"If after 10 minutes of online gaming you can't tell who the whipping boy is, then its YOU! Mocking"
XP3200+ Geforce 6800GT 256MB 1024 megs of RAM. Audigy 2ZS + Gigaworks S750 Surround Speakers. 22inch iiyama monitor.
 
Posts: 2290 | Registered: Sun May 16 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
quote:
However, I looked at doc's problem and got pretty much same results. This is what I did in order


Are you referring to me, or DocSeal ?

Did the damage limiter work for you ?
 
Posts: 2386 | Registered: Wed May 12 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of Huntsman33
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Hi Murdock

Yeah, I did mean you, but I was pissed and it was 7am at the time I wrote that post. lol

No, come to think of it I don't think the damage mod was working. I put it at 0.5 and it still blew all the armour off me when I fired it at my feet, and I don't think it should do that much at that setting. Wasn't really testing that at the time though to see what different settings gave. I may mess with it some today if I get chance, but have a few other things to test on our assault server today trying to solve the lag issues we have been getting.




"If after 10 minutes of online gaming you can't tell who the whipping boy is, then its YOU! Mocking"
XP3200+ Geforce 6800GT 256MB 1024 megs of RAM. Audigy 2ZS + Gigaworks S750 Surround Speakers. 22inch iiyama monitor.
 
Posts: 2290 | Registered: Sun May 16 2004Reply With QuoteEdit or Delete MessageReport This Post
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Hi all, sorry for all troubles Frown

It would appear as if we are in need of better DOCUMENTATION (my bad Big Grin) since theres been alot of ****ups regarding missunderstood information. And why wouldent it be if the inforamtion is inaqurate Wink

So, well be looking into that laters.

For now (while w8ing on niels to give u the techie explanation Wink) i can tell u that we did try all theese features and they did seem to work (since if they dident wed have not released it) so its strange.

Still, we play like NO ffa / tdm so theres no motivation there Wink

Well, well have a solution for ya all in time, ill garantiue u that Big Grin wheter its mod or updated instructions for it!
 
Posts: 76 | Registered: Sat November 13 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of Niels_Grimminck
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quote:
Originally posted by Huntsman33:
gl_initial_ag36_nades_ffa = 0
gl_pickup_ag36_nades = 0
gl_droppickup_ag36_nades = 1
gl_ag36_nade_damage_factor = 0.5
gl_max_ag36_nades_ffa = 0

gl_initial_oicw_nades_ffa = 0
gl_pickup_oicw_nades = 0
gl_droppickup_oicw_nades = 1
gl_oicw_nade_damage_factor = 0.5
gl_max_oicw_nades_ffa = 0

gl_initial_rockets = 2
gl_droppickup_rockets = 1
gl_pickup_rockets = 0
gl_rocket_damage_factor = 0.5
gl_max_rockets_grenades_ffa = 0



Hi there Huntsman, good to hear your mapcycle issues a solved (again Big Grin)
Looking at your config i can say the following:
the following are non-existant :
gl_initial_ag36_nades_ffa = 0
gl_initial_oicw_nades_ffa = 0
gl_max_rockets_grenades_ffa = 0 <<Wink

so they wont do anything, thats correct. I know the variable names tend to be a little confusing (i have this all the time while testing) so i advise you to copy everything from the server1_server.cfg in the examples dir, and then altering their values.

Furthermore, only the ones with _ffa at the end will work in ffa/tdm (didn't test tdm though, will do that today). The damagefactors work in all three gametypes, but DO require a map reload.

The 'initial' ammo in a weapon on ffa/tdm should be set with the 'gl_max_rockets_ffa'. But thats the ammo in your backpack. The number of ammo thats actually IN the gun at pickup cannot be changed (yet). So in the case of a rocketlauncher, you'll always have at least 1 rocket at first pickup (but cannot pickup more, if max is not set > 1)

When you think something is not working, check the value in the console by typing for instance \rcon gl_max_rockets_ffa <enter>
it will show you its value.
This information is of great value for me when trying to solve the problem.

Thx for the feedback, let me know if this solved your problem.
Niels


Back again,

I've been looking into it, and its like this:
The gl_max_rockets_ffa and the other 2 work when then map is reloaded (not on restart). The damage factors only work if they are in original config, so if they are loaded with the gl_config1 command they wont do anything.

I'll try to fix that, because it would be nice if that is working too.
I'll keep you posted,
Niels

This message has been edited. Last edited by: Niels_Grimminck,
 
Posts: 89 | Registered: Wed October 27 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of Huntsman33
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Hi Niels

I ALWAYS do my set ups from the manuals rather than using examples so that I can set my own up in my own format, so if the manual is wrong I'm going to go wrong, and in this case the manual is wrong. It quite clearly has gl_max_rockets_grenades_ffa = ###
When it should be
gl_max_rockets_ffa = 0

Anyway, no big deal, but might want to update that manual when you get chance, as I'm sure many like me will use that as the guide, though maybe not.

Yeah, it would be great if the starting nades a gun has can be effected, as currently you start with 3 loaded in teh OICW and that is the worst offender in FFA/TDM for spamming with, and if they have three at start they can kill at least three unless they suck, though I can just get round that for now by turning the damage right down to ten percent.

EDIT: Please note, great work, really appreciate work you've put in. Big Grin bow




"If after 10 minutes of online gaming you can't tell who the whipping boy is, then its YOU! Mocking"
XP3200+ Geforce 6800GT 256MB 1024 megs of RAM. Audigy 2ZS + Gigaworks S750 Surround Speakers. 22inch iiyama monitor.
 
Posts: 2290 | Registered: Sun May 16 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of Niels_Grimminck
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You are completely right, the manual is wrongWink I mentioned the example file because i KNOW whats in there is right..

Consider the manual corrected Big Grin we were in a bit of a hurry with all the last changes and stuff, so we'll be using that as an excuse..
 
Posts: 89 | Registered: Wed October 27 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
**** people, my bad Big Grin

ill be checking this NOW!
 
Posts: 76 | Registered: Sat November 13 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of Niels_Grimminck
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Hi Murdock,
Your wishes of setting the flag warmup time have been grantedWink
Also added optional messages for the flag taker, the flag saver, and the flag capturer (well, a more clear one that isWink)

Besides initial ammo in gun on ffa/tdm, any more good plans anyone?
 
Posts: 89 | Registered: Wed October 27 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
U guys F**king Rule ! ! !. I'm running out of ideals\request.

After playing an hour on Huntsman's Servers for noobs. How about a Message for the noobs that drive us mad like

Death Dealer was 5ft from the flag and standing around idlely while the flag capture was sounding !

Actually, I do have a request, that may be hard to implement, if at all. But how about a AutoScreen shot feature at the end of a round (half) or at least at the end of a map\Match ?
I'm use to this being a Client side feature, but if there is a way for the server to have all the clients take a end game snapshot that would be sweetness.

Another off thought, now that I'm thinking. Is maybe an Annoucment for what we (and others) call a Rambo move. This is where a person kills 2-3 people going to the flag touches the flag, kills 1-2 more, and is still alive when the Flag is captured
But instead of Saying Mad_Murdock just pulled a Rambo ! You could say Mad_Murdock was Godlike on that capture ! Maybe this could tie in with your new flag event messages
 
Posts: 2386 | Registered: Wed May 12 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of Huntsman33
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My server for noobs, and yet some how you only managed 55 kills in 50 minutes... Hmm guess those noobs gave you trouble then. LMAO




"If after 10 minutes of online gaming you can't tell who the whipping boy is, then its YOU! Mocking"
XP3200+ Geforce 6800GT 256MB 1024 megs of RAM. Audigy 2ZS + Gigaworks S750 Surround Speakers. 22inch iiyama monitor.
 
Posts: 2290 | Registered: Sun May 16 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of Huntsman33
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Hi

Ok its just gone 8:30am and I've not slept yet so this could be totally rubbish, but here goes.

Damage values when changing game type seem to work fine now, though I will say that to use it right I think the gl_config1 is not worth having, or if you use it you end up in a situation where you have to load two maps to get your config working and then another with the map cycle to be working right. SO if for example you are changing from assault to FFA you are better to do gl_config ffa.cfg and then do \rcon gl_ffa

If you do it \rcon gl_ffa first it changes to the right map cycle file and starts a ffa map (first in map cylce of course) but your ffa cfg settings won't be working, and if you do gl_config ffa.cfg they don't take effect, so you then have to do gl_config1 ffa.cfg which changes map again. So not sure if I'm right but I think the gl_config one might just not be one you want to use often if at all.

Whats this stuff with teh flag you did for murdock?? Didn't see it in teh version you gave me to test.




"If after 10 minutes of online gaming you can't tell who the whipping boy is, then its YOU! Mocking"
XP3200+ Geforce 6800GT 256MB 1024 megs of RAM. Audigy 2ZS + Gigaworks S750 Surround Speakers. 22inch iiyama monitor.
 
Posts: 2290 | Registered: Sun May 16 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of Niels_Grimminck
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Hi Hunts,

The config1 problem you'r describing is sounding like you're using the first version.. (i'm not accusing you of that of courseWink But when we used it it worked instantly (thats after it reloads the map, using config1). you dont need the 'gl_config' at all, just use the gl_config1 (worked for Murdock?).

The version we gave you to test did not have the flag thing in it, when you were testing i was typingWink But if you want it drop me or emil a mail.

Murdock, HOW in gods name do you come up with such great stuff.. did you read the ' farcy's guide to godlike idea's ' ??
We'll be working on it, LOVE the 'player Murdock pulled a godlike' on that flagBig GrinBig GrinBig Grin

Thing is however, even we have day-time jobs.. so dont expect it finished within the hourWink
 
Posts: 89 | Registered: Wed October 27 2004Reply With QuoteEdit or Delete MessageReport This Post
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Huntsman, the Gl_config seems to work, though it sounds like you might be using it for a slightly diffrent purpose that what it was original shooting for. I was going for something that the clans could use when they switch their servers from "PUB" mode to "match" mode. Not from game type to game type, though I guess it should work that way too.

Niels, well, I can't take full credit for some of this stuff. Having played a fair amount of Counter-Strike and UT2K3/4, I'm really just requesting neat feature those games had.

You guys have been great, Heck I'd be happy to see a release once every two weeks. So feel free to work a few day jobs Wink
 
Posts: 2386 | Registered: Wed May 12 2004Reply With QuoteEdit or Delete MessageReport This Post
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ROFL, at the rait were going roght now, this is our dayjobs Wink

Forreal, niels is a godlike programmer so things are bound to happen once his been given a great idea Wink

Hope u are all happy with mod Big Grin
 
Posts: 76 | Registered: Sat November 13 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of Huntsman33
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Like I said it was 8:30am and I hadn't slept, so I check it again in a bit and see if what I saw was right. I know it was the right one I put up though. Smile

Yep, I'd like to see the new one. You got me on MSN so can send there if you like. Smile




"If after 10 minutes of online gaming you can't tell who the whipping boy is, then its YOU! Mocking"
XP3200+ Geforce 6800GT 256MB 1024 megs of RAM. Audigy 2ZS + Gigaworks S750 Surround Speakers. 22inch iiyama monitor.
 
Posts: 2290 | Registered: Sun May 16 2004Reply With QuoteEdit or Delete MessageReport This Post
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