Home » Tiberian Technologies / Blackhand Studios » Tiberian Technologies Forum » Details of some of the features in 4.0
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Re: Details of some of the features in 4.0 [message #404803 is a reply to message #404644] |
Thu, 01 October 2009 11:14   |
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Sir Kane
Messages: 1701 Registered: March 2003 Location: Angerville
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I believe he means making Obelisks, AGTs and turrets not shoot at fully cloaked infantry and vehicles.
Spoony wrote on Wed, 30 September 2009 20:17 |
another thing that might possibly be fixed... Deadzones on Mesa?
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That actually appears to happen when you attack stuff from above. It also happens on hourglass from top of hill (I think so at least).
Also, it was my idea to drop LFDS support!
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Re: Details of some of the features in 4.0 [message #404825 is a reply to message #404515] |
Thu, 01 October 2009 12:53   |
StealthEye
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I think the deadzones were mentioned before: they are fixed. They are not special zones, it's just that the netcode was unable to send target points that are (far) below the player's position.
About LFDS support: it requires us making all hooks compatible, do additional testing, fetch the correct addresses and place them at the right places, etc. It's a lot of work, and it's mostly useless because the amount of active linux servers is really low...
[Updated on: Thu, 01 October 2009 12:55] Report message to a moderator
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Re: Details of some of the features in 4.0 [message #404867 is a reply to message #404825] |
Thu, 01 October 2009 17:42   |
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Spoony
Messages: 3915 Registered: January 2006
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General (3 Stars) Tactics & Strategies Moderator |
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StealthEye wrote on Thu, 01 October 2009 14:53 | I think the deadzones were mentioned before: they are fixed. They are not special zones, it's just that the netcode was unable to send target points that are (far) below the player's position.
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That would explain the bridge, but not a med/mammy/MRLS on the side path, nor a grenadier/gunner on the infantry-only area hitting the airstrip...
If someone has fixed this, can they knock us up a quick fix for it so we can test it? This WILL affect Mesa (I happen to think it'll give GDI the edge, a med on the bridge will be a powerhouse now, and many people are currently convinced that Nod owns the map when the pointsfix is there, so this might smooth things out)
Sir Kane wrote | That actually appears to happen when you attack stuff from above. It also happens on hourglass from top of hill (I think so at least).
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yes, you are correct. when a tank retreats from you down the hill past a certain level (which isn't far), you only do about half damage to it. it's also why you can't DIRECTLY attack the buildings you'd think you'd be able to attack from the hill - of course many people know the reticle trick, but you really shouldn't have to explain this to a new player every time. (it's sad to see a new player who's honestly convinced they're hitting the PP with an arty when they're not, eh?)
this ought to be fixed too, though i don't think it's as big an issue as mesa.
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Re: Details of some of the features in 4.0 [message #404895 is a reply to message #404750] |
Thu, 01 October 2009 21:43   |
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RadioactiveHell
Messages: 175 Registered: August 2009 Location: San Antonio, TX
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EvilWhiteDragon wrote on Thu, 01 October 2009 07:19 |
Goztow wrote on Thu, 01 October 2009 14:16 | About cheat detection:
1. will server owners be able to screenshot player's screens? It was mentioned before this would be included.
2. will c4 skins be checked?
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We did agree on the screenshot feature, and it *should be* included, but I'm unsure whether there has been any work done on it.
C4 skins should indeed be checked as well.
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Sorry but the whole c4 checking thing is fkin retarded. There are tons of different c4 textures (with more being made) and who decides which ones are ok and which ones arnt? Also, even if there was a standard, what would be the penalty?
Most people just like to have skins to pretty up the game, because, tbh, the original textures kinda blow.
Remote screenshots are great for catching suspected cheaters, but using the feature for things as petty as checking for c4 skins is just stupid.
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