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RPM 0.79 Development


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#141 belleh

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Posted 11 October 2011 - 12:12 PM

i tryed again and now its good working strange but it ownz!! GJ
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#142 max

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Posted 11 October 2011 - 03:57 PM

i tryed again and now its good working strange but it ownz!! GJ


Yep, pretty much everyone likes it. It should make us all better players, improving our aim.

#143 bing bang blaow

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Posted 12 October 2011 - 01:55 AM

New beta version here.

New features:

Playback features

  • Demo floating improved. Floating is much smoother now in many regards. The floating controls are now similar to the normal ghost floating. You can use Page Up and Page Down to move up and down.
  • You can spectate other players during Playback, given that they are close enough to you. The names & ID's are shown above their heads. Use 0-9 keys to go to spectate ID's 0-9, use Shift + 0-9 to spectate ID's 10-19. use Ctrl + 0-9 to spectate ID's 20-29. You can only spectate them in 3rd person. Press Delete to return to the recording player. Names of enemies are shown as well, so you can spectate them too.
  • Maximum playback speed increased from 1000% to 10000%.
  • You can check scores with the Tab key. It also shows how long ago these scores were updated.
Other features
  • Made some tweaks to draw friend. For the Name & Bars option, I removed the armor bar so only the health bar is shown now. The skull sprite is slightly smaller, disappears quicker and appears "inside" a player rather than above him.
  • Quake 3 hit sound added, please let me know whether you like it.

sensitivity is too fast when floating and doesn't react to changin ingame sensitivity.

i also watched ur demo that came with the new rpm, is something supposed to happen durin watching it? i ran through it and nothing happened, other than that demo ran fine.


also..a more personal request - since my scroll doesnt work, do you mind addin demo speedup/slowdown also on some other key, i.e left+right arrow? or numpad 4+6? or make it bindable so u can do it on any key.



//
dunno if u can do that, but have u tried playin around with the netcode? for example risin cl_maxpackets cap from 100 to 125 to fit 125fps that most people use? im pretty sure thats what they did with older q3 based games in later versions, including cod4 etc. should give more accurate information on peoples position, register shots better n whatnot?

Edited by bing bang blaow, 12 October 2011 - 02:08 AM.

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#144 max

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Posted 12 October 2011 - 04:42 AM

sensitivity is too fast when floating and doesn't react to changin ingame sensitivity.

i also watched ur demo that came with the new rpm, is something supposed to happen durin watching it? i ran through it and nothing happened, other than that demo ran fine.


also..a more personal request - since my scroll doesnt work, do you mind addin demo speedup/slowdown also on some other key, i.e left+right arrow? or numpad 4+6? or make it bindable so u can do it on any key.



//
dunno if u can do that, but have u tried playin around with the netcode? for example risin cl_maxpackets cap from 100 to 125 to fit 125fps that most people use? im pretty sure thats what they did with older q3 based games in later versions, including cod4 etc. should give more accurate information on peoples position, register shots better n whatnot?


Thank you for your feedback, I appreciate it.

The included demo used to have events but I removed them just before releasing the new beta version. Currently it's just a normal demo file as you experienced. I'm not sure if I'll re-add the events (or make any changes to the event code), since I don't think people will use them anyway.

As for the mouse wheel, I'll assume that most people own a mouse in 2011. If you don't I advise you to buy one. You can also manually change the "timescale" cvar to modify the playback speed.

During demo playback neither control responds to manual changes, every control is hardcoded. This also means that the mouse sensitivity isn't taken into account. Even though the sensitivity is indeed fairly high, the floating works perfectly for me. Is it really that bad for you?

As for the net cvars, I used to have some pretty nice settings for them, though I don't remember them. For "rate" you can use an infinite value, same goes for "snaps" (since the server limits both). As for cl_maxPackets, IIRC it shows the number of client->server updates and it depends on your own FPS. You should be able to find a lot of it on Google though, since there are a lot of Q3 engine games.

#145 axe

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Posted 12 October 2011 - 09:14 AM

The sounds sux imo..
If you heard the sound a lot when you shot someone and the person is going to camp.. You know he is low hp and you can rush him more easily.
Also shooting trhough smoke nades will be more easy :(
Play sof pure and get rid of all this accepted mods/huds and crappy shit !

#146 max

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Posted 12 October 2011 - 10:34 AM

The sounds sux imo..
If you heard the sound a lot when you shot someone and the person is going to camp.. You know he is low hp and you can rush him more easily.
Also shooting trhough smoke nades will be more easy :(
Play sof pure and get rid of all this accepted mods/huds and crappy shit !


The hitsound doesn't really help you estimate the players health total, you still need to know where you hit him. Currently you can estimate the opponents health quite accurately by looking at the gore, I don't think the hitsound will give you any advantage here.

Yes, you can shoot through smoke nade more easily, which is a downside. Though I haven't seen smoke nades being used for a couple of years.

I do agree that the game should be as Pure as possible, so maybe you're right and the hitsound should be removed anyway. On the other hand, many players seem to like it since it helps them improve their aim.

Edited by max, 12 October 2011 - 11:06 AM.


#147 bing bang blaow

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Posted 12 October 2011 - 12:42 PM

Thank you for your feedback, I appreciate it.

The included demo used to have events but I removed them just before releasing the new beta version. Currently it's just a normal demo file as you experienced. I'm not sure if I'll re-add the events (or make any changes to the event code), since I don't think people will use them anyway.

As for the mouse wheel, I'll assume that most people own a mouse in 2011. If you don't I advise you to buy one. You can also manually change the "timescale" cvar to modify the playback speed.

During demo playback neither control responds to manual changes, every control is hardcoded. This also means that the mouse sensitivity isn't taken into account. Even though the sensitivity is indeed fairly high, the floating works perfectly for me. Is it really that bad for you?

As for the net cvars, I used to have some pretty nice settings for them, though I don't remember them. For "rate" you can use an infinite value, same goes for "snaps" (since the server limits both). As for cl_maxPackets, IIRC it shows the number of client->server updates and it depends on your own FPS. You should be able to find a lot of it on Google though, since there are a lot of Q3 engine games.

Floating sensitivity..I guess you can get used to it, it wasn't that bad but it's the only thing that made me go like woah, probably cause I play with rather low sens(ingame 0.6-7, 1800 dpi, 5/11 windows, 500hz)

as for maxpackets - yeah its connected to maxfps, I've read about it. I also noticed that all kind of competitive mods to any q3 engined game raise the cap from 100 to 125 to match ur maxfps. so far you can use maxpackets 100 and use it to full potential with maxfps 200 but 125 is preferred due to how the engine works. maxfps 125 and maxpackets 100 in reality is maxpackets 63 because its either 1/1 or 1/2(or 1/3 etc i think) of ur maxfps.
and since it's 2011 i believe there shouldn't be anyone who cant run maxpackets 125
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#148 max

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Posted 12 October 2011 - 03:42 PM

Well I think players should decide for themselves which cl_maxPackets value they want to use. Though if you want to have it within a certain range, adding it to FP is the best option.

Edited by max, 12 October 2011 - 03:42 PM.


#149 bing bang blaow

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Posted 12 October 2011 - 03:52 PM

Well I think players should decide for themselves which cl_maxPackets value they want to use. Though if you want to have it within a certain range, adding it to FP is the best option.

what im askin for is to raise the cap from 100 to 125. u cant use maxpackets over 100 currently
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#150 max

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Posted 12 October 2011 - 08:06 PM

what im askin for is to raise the cap from 100 to 125. u cant use maxpackets over 100 currently


Could perhaps be added to FP, contact Jaron.

#151 Slizer

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Posted 12 October 2011 - 08:42 PM

good stuff max, i kind of quit sof2 but i will try this out for sure

Edited by Slizer, 12 October 2011 - 08:42 PM.

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#152 max

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Posted 14 October 2011 - 11:22 PM

The current beta version is downloaded almost 100 times which is great. Any input is highly appreciated, so keep the suggestions coming, so I can include them in the next beta version.

#153 bing bang blaow

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Posted 16 October 2011 - 12:05 PM

i did very quick test clip of random -3 in pub i noticed that when u watching demo u see both enemy and teamm8 teamicons..so i had to turn team icons off totally.

and i was wrong about getting used to ghost cam sensitivity..feels way too fast and my movement was all jittery due to that and it probably makes super hard to make some shots with moving camera if you dotn plan on adding campaths


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#154 HiHtitmamnan

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Posted 16 October 2011 - 01:19 PM

This hit sound is very good thing, my aim was much better with that, I like it :)
Thanks for nice mod man.

Is 3rd crosshair working at new rpm?

Props:
Is it possible to remove r_subdivisions command?
I mean it should be only possible to stay at 46 or less. not 46 or more. I know it's fairplay's job but I think they don't care about that, which is weird...

Can you add for example flags captured in 1 map like "Ping: 50 (...) F:2" to TAB?
And is it possible to increase speed of refreshing TAB, it would be very helpful.
I was wondering that fun thing would be going into menu and checking which awards you are going to win and which you still need to get(most headshots, knifes, most damage, best accy etc)

And sometimes when i play in 3rd, i choose in kam2 red team the guy without backpack (on right) but i see backpack on (so i see another character, not that one i chose) but when i ask team mate he says i have no backpack. anyways it's annoying and kinda disturbing.

Also very helpful thing would be informing the player about lack of ammo in magazine like 3 bullets before 0. Thing like that is in Borderlands so you can understand me ;) It's annoying and many ppl complain that "they would have killed me but they were reloading." lol
U can see it on this pic:
Posted Image


When you type /stats <ID> it should also show cl_maxpackets, com_maxfps values imo :)

Edited by HiHtitmamnan, 16 October 2011 - 01:23 PM.

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^^ lol :P

#155 bing bang blaow

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Posted 16 October 2011 - 02:09 PM

r_subdiv is already forced by FP to 46 or higher imo. gets rid of all wallbug stuff in shop. why should it be forced lower? so we can lean into walls all day long and bug the fuck out of it?
and low ammo warning is pointless and might actually become annoying if it pops up on ur screen at random times..if youve played the game longer than 1 month you can pretty much estimate how much ammo you have left without looking at the counter anyways..


and max why have you removed demoname from screen when you start recording? it feels just odd and i know many people including me use screenshots from wars to check for demos if somkeone asks for it, cause demoname is usually shown on the screens. just RECORDING without demoname is kinda weird and if you remove it entirely gonna have hard time figuring if ur recording or not entirely

Edited by bing bang blaow, 16 October 2011 - 02:12 PM.

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#156 max

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Posted 16 October 2011 - 02:52 PM

Thanks both of you for posting your feedback!

i did very quick test clip of random -3 in pub i noticed that when u watching demo u see both enemy and teamm8 teamicons..so i had to turn team icons off totally.

and i was wrong about getting used to ghost cam sensitivity..feels way too fast and my movement was all jittery due to that and it probably makes super hard to make some shots with moving camera if you dotn plan on adding campaths


The team and enemy icons are shown on purpose during playback. This way, you can easily see their ID to spectate them (by using 0-9 keys). Also, that way you know which enemy you're battling. You can turn off enemy icons by using cg_demoDrawEnemy 0. For making movies you should use cg_draw2D 0 anyway (press Mouse2 a few times to accomplish this). I agree that the floating camera moves too fast, sensitivity may also be a bit too fast. I don't plan to support camera paths or a moving camera, so that's a non-issue.

This hit sound is very good thing, my aim was much better with that, I like it :)
Thanks for nice mod man.

Is 3rd crosshair working at new rpm?

Props:
Is it possible to remove r_subdivisions command?
I mean it should be only possible to stay at 46 or less. not 46 or more. I know it's fairplay's job but I think they don't care about that, which is weird...

Can you add for example flags captured in 1 map like "Ping: 50 (...) F:2" to TAB?
And is it possible to increase speed of refreshing TAB, it would be very helpful.
I was wondering that fun thing would be going into menu and checking which awards you are going to win and which you still need to get(most headshots, knifes, most damage, best accy etc)

And sometimes when i play in 3rd, i choose in kam2 red team the guy without backpack (on right) but i see backpack on (so i see another character, not that one i chose) but when i ask team mate he says i have no backpack. anyways it's annoying and kinda disturbing.

Also very helpful thing would be informing the player about lack of ammo in magazine like 3 bullets before 0. Thing like that is in Borderlands so you can understand me ;) It's annoying and many ppl complain that "they would have killed me but they were reloading." lol
U can see it on this pic:


When you type /stats <ID> it should also show cl_maxpackets, com_maxfps values imo :)


1. The r_subDivisions command must be 46 in order to prevent wallbugs (e.g. by leaning into the wall in 1st).
2. The 3rd crosshair was already working, provided that the server has cg_allowThirdCross enabled.
3. Flags captured / awards checking: this requires more server info being sent to clients, I don't really like this.
4. Skin bug: I've noticed this as well, I'll look into it and see if I can reproduce the problem.
5. I'm not sure why you'd want to see cl_maxPackets and com_maxFps. Fairplay already limits com_maxFps, and cl_maxPackets is limited as well.
6. Reload warning: I have to agree with bing bang blaow here, it's pretty pointless.
7. More score updates from server: currently you receive a score update every second. This interval could be reduced, but it would increase lag and traffic. I don't know how significant this performance loss is, but I think it should be avoided.

r_subdiv is already forced by FP to 46 or higher imo. gets rid of all wallbug stuff in shop. why should it be forced lower? so we can lean into walls all day long and bug the fuck out of it?
and low ammo warning is pointless and might actually become annoying if it pops up on ur screen at random times..if youve played the game longer than 1 month you can pretty much estimate how much ammo you have left without looking at the counter anyways..


and max why have you removed demoname from screen when you start recording? it feels just odd and i know many people including me use screenshots from wars to check for demos if somkeone asks for it, cause demoname is usually shown on the screens. just RECORDING without demoname is kinda weird and if you remove it entirely gonna have hard time figuring if ur recording or not entirely


The demoname is removed by Fairplay actually, since this requires a SoF2MP.exe hex edit. I asked Jaron to remove this since RPM gives the demo's a very long name which is disturbing. I've made a small .exe program which shows all your demo's and automatically fixes them, which can create .zip files to zip multiple demo's etc. I'll probably include this in the RPM package.

Edited by max, 16 October 2011 - 05:11 PM.


#157 bing bang blaow

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Posted 16 October 2011 - 04:06 PM

Ok, demoname being removed sounds fair enough, atleast we can still see if we are recording or not.
Since you agree on floating sens(movement felt good, wasnt too fast) being too fast, maybe make it together react to +speed, so if you hold down shift(or any other button its bound to) it makes the floating sens and maybe movement slower, like 30%-50%?




//
Do you think you could make it so that demos have more information about players and their whereabouts? Even on my test clip actually I didn't see enemies in kitchen the whole time while I was patio. Maybe different recording feature from the normal one for cup admins or referees so they can upload one demo after cupmatch and everyone can download it and spec anyone they like to acccomplish hltv like feeling?

Edited by bing bang blaow, 16 October 2011 - 04:10 PM.

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#158 max

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Posted 16 October 2011 - 05:08 PM

Ok, demoname being removed sounds fair enough, atleast we can still see if we are recording or not.
Since you agree on floating sens(movement felt good, wasnt too fast) being too fast, maybe make it together react to +speed, so if you hold down shift(or any other button its bound to) it makes the floating sens and maybe movement slower, like 30%-50%?




//
Do you think you could make it so that demos have more information about players and their whereabouts? Even on my test clip actually I didn't see enemies in kitchen the whole time while I was patio. Maybe different recording feature from the normal one for cup admins or referees so they can upload one demo after cupmatch and everyone can download it and spec anyone they like to acccomplish hltv like feeling?


I'll certainly make the mouse sensitivity slower in the next version, so thanks for testing! I'll also make a cvar so you can adjust the sensitivity yourself (cg_demoSensitivity).

The demo's can't store more information since you as a client don't receive this information from the server. Also, all players should be willing to share their demo, so you could combine the demo's to make a movie.

#159 BariS

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Posted 16 October 2011 - 05:20 PM

Max many people are whining about players who are capable of using 333 with FP on. I heard you saying this was a "memory hack" and it's not really fixable throughout the RPM mod? Could you give a little bit more info about this -> What other hacks are there and IF RPM can not fix it, is FairPlay (shifty) capable of doing something to prevent this?

And if not fixable at all. At the moment 333 users are not catchable at all, because even if you FairShot them, they will probably have cg_drawFPS 0. But maybe we can look at alternative solutions. Such as RPM/Fairplay forcing /cg_drawFPS 1 so that they can be caught with FairShots etc..

#160 bing bang blaow

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Posted 16 October 2011 - 05:37 PM

Or just fix 333FPS exploits. I think 1FX mod actually does it? Atleast thats what their server advertises. Everyone should be playing on the same physics regardless of their FPS(125fps 'physics' are ok to go with)
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