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Posted: July 14th, 2007, 1:51 pm
by Rezil
I think if you have more than 500fps your footsteps aren't heard when you're carrying heavier weapons(mp44, BAR) and running. With 1000fps your footsteps aren't heard when running and carrying lighter weapons(luger, colt, thompson). I think I read something about it on Clanbase and a new pam that pb kicks everyone who uses more than 333fps.

Posted: July 14th, 2007, 1:55 pm
by Coontang
oh didnt have a clue about that, but knew pam kicked people with high fps, never knew why.

Posted: July 14th, 2007, 4:33 pm
by aicaramba
I played on a later version of pam some while ago, and it doesnt kick for any fps anymore.
333 fps makes u go silent with heavy machine guns (mp44, bren, bar) 500+ fps makes u soundless with any weapon. but 500+ fps sucks besides that, u get hurt when u jump out of a window, your jump height reduces bigtime and you feel all floatish, not good to play with.

Posted: July 14th, 2007, 9:27 pm
by smarnca
For 500 fps its true that you float all the time, but its a laught to play winth when u want to full around...Lets sey that you re allone and about 3 of them and you run very fast with pistol and noone can't hear you...you bash them all to death (first you hafe to tell them---enemy spoted, and when u bash him enemy down) I have don this several times on a fw...it was such a laught :twisted: :twisted: :twisted:

Posted: July 15th, 2007, 8:59 pm
by [SoE]_Zaitsev
jimbojetuk wrote:whats the 500 to 1000 fps bug?
The peopel above pretty much explained it but use the search function, somewhere on the lines of this FPS bug and you might come across the demo I posted it. It's great to watch and you can easily see how people can exploit it (Although I didn't know about the nasty extras Ai posted).

Posted: July 15th, 2007, 9:10 pm
by aicaramba
quick list of side effects, compared to 125 fps:
333 fps:
-light floating
-increased drop height (u dont die from altitudes you will die from when u use 125 fps)
-increased jump height
-increased aircontrol in the first few meters, decreased aircontrol when ur falling for a longer time
-you make no sound with heavy machine guns

500fps:
- heavy floating
- massivly decreased drop height
- no aircontrol at all
- same jump height as with 125 fps, but its harder to jump on such heigh objects due to no aircontrol.
- you make no sound with any gun

1000fps:
-500-1000 fps the floating keeps increasing, when u reach 1000 fps steady youll simply keep floating for aslong as ur not blocked or dont press any buttons.
- the rest its the same as 500 fps

Posted: July 15th, 2007, 9:14 pm
by Neon
125 gives a noticle difference even when you're not jumping. I took it off and capped it at 50 and it felt really "sluggish"

Posted: July 16th, 2007, 12:46 am
by dizzy
ok well about the map records, some of you guys have seen my jump mod already with the little hud...


well this will be for map records...

it will have another hud above the one already there, and then that one will display:

Time it took...
Username...
Map...
(if i can this to work)average fps

The way the timer will work, which will involve a little honesty, is when your done with the map you will end your demo, rather than jumping off something or something like that, and to judge them, you look at the minutes... seconds will be displayed on a stopwatch


Sound good?

Let me know of any other ideas or changes...

I will post pictures as soon as its done...

Posted: July 16th, 2007, 12:59 am
by Neon
The method of timing sound abit too much hassle ;/

Posted: July 16th, 2007, 4:37 am
by Drofder2004
2 more things.

1. getting a players FPS I don't think is possible (engine feature, hard coded).
2. The timing function is not 'user-friendly'.

Also, relying on people to be honest, is not something we can do, hence why demos are checked before being uploaded.
There is a method which I was thinking about the other day which would require a fair amount of work and also would require the admin (if mod is on server) to keep modifying a single file with additional data.

Basically my idea was this.

A text file would contain the list of maps, and also a coordinate on the map to be set as the finish point.
the text file would look something like...

Code: Select all

<mapname>,<X>,<Y>,<Z>
mp_jumpmap,55,42,199

etc
The mod would check the current map for it name inside the file and then grab the coordinate values. It would then spawn a trigger_radius in the map at that location. Once that trigger is triggered, a timer would stop.

This could also be used to froce a players start location and also stop them from moving until the timer starts...

Code: Select all

for(;;)
{
   self setOrigin(<start position>);
   self freezecontrols(true);
   startCountdown();
   thread startTimer();
   self freezecontrols(false);
   self waittill("trigger");
   stopTimer();
}
---

There are some other features which can also be added. I talked in the other post about not being able to GET a players cvar, but you can SET a players cvar.

A script such as...

Code: Select all

for(;;)
{
   self setClientCvar("g_gravity", 800);
   wait 0.5;
}
Would force the player to have the gravity to stay at 800.

Posted: July 17th, 2007, 5:01 pm
by [SoE]_Zaitsev
If anyone can do it it would be you Drofder <3

Posted: July 18th, 2007, 1:34 pm
by Drofder2004
[SoE]_Zaitsev wrote:If anyone can do it it would be you Drofder <3
I probably could do it, but I will happily give the help first, stealing thunder is something I dont want to do ;)

Posted: July 21st, 2007, 8:48 pm
by smarnca
i see that map records page is back up....but still dont know about the rules:(

Posted: July 21st, 2007, 11:07 pm
by Neon
the rules are posted in the records forum section.....genius

Posted: July 22nd, 2007, 12:27 am
by Pedsdude
Topic locked, discuss in records forum.