Added a looping shield animation while spawn shield is on. The shield animation stops when spawn invulnerability ends or when you pull out a weapon ending spawn invulnerability. Boosting also ends spawn invulnerability.
Also I forgot to mention that with the previous patch I fixed the Neuro Basher turrets shooting beyond their range. Basically they would shoot anything within team sensor range as long as power was on and their was a working team sensor so changing their range value similar to other turrets did nothing. This was a nice concept, but on a lot of maps they would shoot beyond the fog or target you from half way across the map. They will now only target players within their set range of 200. This distance might need to be increased.
Mod Updates
Re: Mod Updates
Re: Mod Updates
Oh, I always hated how Neuro bashers always managed to shock me on the other side of the map...
I'm so happy to hear that has been addressed.
I'm so happy to hear that has been addressed.
Re: Mod Updates
Have there been any changes to the BR server's connection settings? I played for the first time in awhile today and was getting some serious frame rate issues. A lot of other players were getting similar things. We all had good pings so it can't be attributed to that.
S_hift posted the following update here http://www.br.thelandofoz.net/viewtopic.php?f=10&t=458 which has helped smooth out my gameplay since I came back. People used to always glitch around for me and moving objects with a pitchfork was choppy until I put this in my autoexec.cs. When I played today it was back to how things were before I put the code in there.
$pref::PacketFrame = "32";
$pref::PacketRate = "30";
$pref::PacketSize = "500";
$pref::waitForVSync = "False";
If anyone is savvy with this kind of stuff, are there some updates I should make to these numbers? He posted it in 2013 so things might have changed.
S_hift posted the following update here http://www.br.thelandofoz.net/viewtopic.php?f=10&t=458 which has helped smooth out my gameplay since I came back. People used to always glitch around for me and moving objects with a pitchfork was choppy until I put this in my autoexec.cs. When I played today it was back to how things were before I put the code in there.
$pref::PacketFrame = "32";
$pref::PacketRate = "30";
$pref::PacketSize = "500";
$pref::waitForVSync = "False";
If anyone is savvy with this kind of stuff, are there some updates I should make to these numbers? He posted it in 2013 so things might have changed.
Re: Mod Updates
I had the same problem last night... All of my targets moved like Night Crawler. I'd hear myself getting shot with plasmas and I'd be looking all around for the shooter, but not seeing them until a second after I died... Suddenly they'd appear right in the middle of my screen.
But my ping was in the 60-70 range the whole time.
But my ping was in the 60-70 range the whole time.
Re: Mod Updates
The server lag is real. We will have to restart and see if that fixes it. There haven't been any updates for awhile, nothing has been changed since the server went down a few days ago.
edit: restart did not fix it
I submitted a ticket with our host to see if they have anything going on which could be causing it.
edit: restart did not fix it
I submitted a ticket with our host to see if they have anything going on which could be causing it.
Re: Mod Updates
Just polled the server with about 6 in it and no one is experiencing any lag issues at the moment. EvilTree even said his ping was actually good for a change.
Death, did you get Branzone to do a hard restart on the server?
EDIT: K, now there's 6 vs 6 and a few in obs, and it's lagging.
EDIT 2: I'm obs'n and can see people lagging while trying to shoot.
EDIT 3: Anything over 6 v 6 players and the lag get's soo bad that people start to drop. Pretty much unplayable.
EDIT 4: It's back to 3 v 3 and 2 in Arena, and still laggy, probably due to it going on peak time now. If Branzone hasn't done a hard restart yet, that would be the thing I would try first, to clear cache and reset their server with their main provider, then go from there. Also, I can't stay obs'n someone that is in arena. When they die the camera view stays on the dead person, and doesn't switch when the respawn.
Death, did you get Branzone to do a hard restart on the server?
EDIT: K, now there's 6 vs 6 and a few in obs, and it's lagging.
EDIT 2: I'm obs'n and can see people lagging while trying to shoot.
EDIT 3: Anything over 6 v 6 players and the lag get's soo bad that people start to drop. Pretty much unplayable.
EDIT 4: It's back to 3 v 3 and 2 in Arena, and still laggy, probably due to it going on peak time now. If Branzone hasn't done a hard restart yet, that would be the thing I would try first, to clear cache and reset their server with their main provider, then go from there. Also, I can't stay obs'n someone that is in arena. When they die the camera view stays on the dead person, and doesn't switch when the respawn.
Re: Mod Updates
Oh yeah, I meant to fix that.
We should also check to make sure the server isn't logging stats as they occur, or something stupid like that, because it would definitely cause lag unless the server is hosted on an ssd. Stats should only be logged on disconnect, possibly on map change.
We should also check to make sure the server isn't logging stats as they occur, or something stupid like that, because it would definitely cause lag unless the server is hosted on an ssd. Stats should only be logged on disconnect, possibly on map change.
Re: Mod Updates
Yeah, good point Perr.
Re: Mod Updates
Not sure if the host has tried to resolve anything, but the problem still exists. Problem seems to get worse the more players there are.
DaRk{OZ}
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