So we typed !join process and came to snake middle. Also there seems to be something wrong with win limits
[img]http://i.imgur.com/bhdzCHT.jpg[/img]
Can you replace the Viaduct middle with the RC4 version due to the fact that i don't think the normal viaduct mid is played any more and i know the snow fucks with some people?
mince__It was heavy on frames on the client side. But I can have a look to see if it can be done without that downside.
Rather than doing it ongameframe (generally anything here can be moved to a timer), run the accuracy checks on a timer. I think I was able to get it as high as 500 milliseconds while feeling responsive enough for me although 250 would be perfectly fine, that's a significant change. It goes from running 66 times a second (OnGameFrame) to running twice or four times.
Also don't copy MGE's method of getting hitscan accuracy as it was inefficient, use the method I posted here. I can only remember a little about how lange did accuracy for projectiles, I think he hooked some type of EntityCreated event and then hooked each rocket projectile individually.
edit: i'm starting to think I remember that MGE's accuracy wasn't even run in ongameframe, if that's the case just ignore my first paragraph.
Rather than doing it ongameframe (generally anything here can be moved to a timer), run the accuracy checks on a timer. I think I was able to get it as high as 500 milliseconds while feeling responsive enough for me although 250 would be perfectly fine, that's a [b]significant[/b] change. It goes from running 66 times a second (OnGameFrame) to running twice or four times.
Also don't copy MGE's method of getting hitscan accuracy as it was inefficient, use the method I posted [url=http://teamfortress.tv/thread/17962/mge-accuracy#12]here[/url]. I can only remember a little about how lange did accuracy for projectiles, I think he hooked some type of EntityCreated event and then hooked each rocket projectile individually.
edit: i'm starting to think I remember that MGE's accuracy wasn't even run in ongameframe, if that's the case just ignore my first paragraph.
TimoSo we typed !join process and came to snake middle. Also there seems to be something wrong with win limits
http://i.imgur.com/bhdzCHT.jpg
Thank you for taking your time to report this. Both issues have been resolved.
[img]http://i.imgur.com/bhdzCHT.jpg[/img][/quote]
Thank you for taking your time to report this. Both issues have been resolved.
Remove heavy. Unless you enjoy getting 20-0'd in ammomod mge based on who revs up first.
freddiiAll class is important for Team Fortress 2. Every class can be used in competitive Team Fortress 2. Spies can train on headshots to give an example.
let's be real here, no one actually does that.
All class just makes it easier to troll your opponent. Cloak and Dagger to sit and hide. The Eureka Effect (which can be used to tele out of the map) and mini-sentries to be an ass. Huntsman to be an ass. HEAVY to be an ass.
the problem isn't with two of those classes practicing against each other, it's the way those classes can be used to ruin a legitimate MGE player's practice
let's be real here, no one actually does that.
All class just makes it easier to troll your opponent. Cloak and Dagger to sit and hide. The Eureka Effect (which can be used to tele out of the map) and mini-sentries to be an ass. Huntsman to be an ass. HEAVY to be an ass.
the problem isn't with two of those classes practicing against each other, it's the way those classes can be used to ruin a legitimate MGE player's practice
I remember the old West TOO MGE server had a plugin that made a hitsound on successful airshots with projectiles, and meatshots with shotguns. I would love to see that make a return.
also regarding the all class rule, if those classes want to practice, there is MUCH better places than mge...
like pubs.
like pubs.
I will revert to the default class locks, and I will look into the hit sounds. If you could possibly find me the original ones you are referring to, that would help a lot.
Can you keep the option to allow all classes in? I allow all classes in my MGE server and people use them all most of the time
Dell_ConagherCan you keep the option to allow all classes in? I allow all classes in my MGE server and people use them all most of the time
Yes.
Yes.
Not_MatlockI remember the old West TOO MGE server had a plugin that made a hitsound on successful airshots with projectiles, and meatshots with shotguns. I would love to see that make a return.
I loved that feature. Is there a way to use that in regular game play? Or would it only be allowed on MGE or sv_pure or something?
I loved that feature. Is there a way to use that in regular game play? Or would it only be allowed on MGE or sv_pure or something?
freddiiI will revert to the default class locks, and I will look into the hit sounds. If you could possibly find me the original ones you are referring to, that would help a lot.
I think it just used the Quake hitsound, but I think it should be changed to something a bit different since so many people use that. Just so people can tell it apart.
I think it just used the Quake hitsound, but I think it should be changed to something a bit different since so many people use that. Just so people can tell it apart.
It is buttons/button17.wav
You can reference https://raw.githubusercontent.com/Langeh/MGEMod/666689e7470fb19525ee6a4a0d833cd816905c09/addons/sourcemod/scripting/mgemod.sp
You can reference https://raw.githubusercontent.com/Langeh/MGEMod/666689e7470fb19525ee6a4a0d833cd816905c09/addons/sourcemod/scripting/mgemod.sp
Another feature that I like is on some Euro MGE servers, if you get a kill with your pistol, it automatically switches you back to the scattergun and makes you -attack so you don't end up wasting half your mag on nothing.
Not_MatlockI remember the old West TOO MGE server had a plugin that made a hitsound on successful airshots with projectiles, and meatshots with shotguns. I would love to see that make a return.
I have implemented a change on the server. Would it be possible for you to test to see if this is what you mean? You might have to toggle the hitblip option.
Not_MatlockAnother feature that I like is on some Euro MGE servers, if you get a kill with your pistol, it automatically switches you back to the scattergun and makes you -attack so you don't end up wasting half your mag on nothing.
In which situations does it do this? Only certain arenas? Or all arenas?
I have implemented a change on the server. Would it be possible for you to test to see if this is what you mean? You might have to toggle the hitblip option.
[quote=Not_Matlock]Another feature that I like is on some Euro MGE servers, if you get a kill with your pistol, it automatically switches you back to the scattergun and makes you -attack so you don't end up wasting half your mag on nothing.[/quote]
In which situations does it do this? Only certain arenas? Or all arenas?
My Gaming Edge JC Update #2
Download [zip - 37.5 MB]:
my_gaming_edge_jcii
No Splash Comparison
No Splash Old
No Splash New
Changes~ Corrected the project licensing from GPLv3 to MIT.
~ Endif spawn points have been moved from the floor to the ceiling.
~ No Splash has been recreated from scratch.
~ The default arena class locks have been set again.
~ The hit sound feature now works again.
~ Snakewater Middle has its broken spawn points truly fixed now.
~ The commands add and remove have been added again.
~ Unlimited ammo now applies to all weapons.
EDIT: I have done a quick reupload with the correct No Splash spawn points.
[b]Download [zip - 37.5 MB]:[/b]
[url=http://content.justcats.me/modifications/my_gaming_edge_jcii.zip]my_gaming_edge_jcii[/url]
[b]No Splash Comparison[/b]
[url=https://i.imgur.com/750XacY.jpg]No Splash Old[/url]
[url=https://i.imgur.com/PGvzLKe.jpg]No Splash New[/url]
[quote=Changes]~ Corrected the project licensing from GPLv3 to MIT.
~ Endif spawn points have been moved from the floor to the ceiling.
~ No Splash has been recreated from scratch.
~ The default arena class locks have been set again.
~ The hit sound feature now works again.
~ Snakewater Middle has its broken spawn points truly fixed now.
~ The commands add and remove have been added again.
~ Unlimited ammo now applies to all weapons.[/quote]
[u][b]EDIT:[/b][/u] I have done a quick reupload with the correct No Splash spawn points.
freddiiI have implemented a change on the server. Would it be possible for you to test to see if this is what you mean? You might have to toggle the hitblip option.
Awesome, I'll try it out the next time I can.
freddiiIn which situations does it do this? Only certain arenas? Or all arenas?
The normal MGE style arenas where your opponent respawns after you kill them. Any situation where you would normally get put back to normal buffed health and full ammo it will switch you back to the Scattergun so you don't waste pistol ammo. Unfortunately I don't remember exactly which server has that plugin, but when I find out I'll post it.
Awesome, I'll try it out the next time I can.
[quote=freddii]In which situations does it do this? Only certain arenas? Or all arenas?[/quote]
The normal MGE style arenas where your opponent respawns after you kill them. Any situation where you would normally get put back to normal buffed health and full ammo it will switch you back to the Scattergun so you don't waste pistol ammo. Unfortunately I don't remember exactly which server has that plugin, but when I find out I'll post it.
Just Cats ~ My Gaming Edge ~ All Class
steam://connect/mge.justcats.me
Download [zip - 26.6 MB]:
my_gaming_edge_jciii
BBall Comparison
BBall Old
BBall New
Waste / Whiskas Comparison
Waste Old
Whiskas New
Update #3~ Added Langeh to the credits as My Gaming Edge Developer.
~ Airborne targets are now lit up better on No Splash.
~ BBall intelligence capture point coordinates have been corrected.
~ Corrected the license back to GPLv3.
~ Cubemaps are now properly available.
~ Improved the alignment of the lights on No Splash.
~ Objects are no longer visible at the bottom of No Splash.
~ Removed an unnecessary amount of light spots on Turris.
~ Slightly increased the High Definition Lightning bloom scale and exposure limits.
~ The basketball hoops have been replaced by less resource consuming variants.
~ The ctf_bball2 arena has been replaced with ctf_ballin.
~ Waste has been replaced by dm_whiskas.
Edit
An undocumented change: BBall is now available as solo (one versus one) arena as well.
steam://connect/mge.justcats.me
[b]Download [zip - 26.6 MB]:[/b]
[url=http://content.justcats.me/modifications/my_gaming_edge_jciii.zip]my_gaming_edge_jciii[/url]
[b]BBall Comparison[/b]
[url=http://i.imgur.com/UhU0eOT.png]BBall Old[/url]
[url=http://i.imgur.com/NpljsJU.jpg]BBall New[/url]
[b]Waste / Whiskas Comparison[/b]
[url=http://i.imgur.com/XyZbyVK.jpg]Waste Old[/url]
[url=http://i.imgur.com/YizJ4SV.jpg]Whiskas New[/url]
[quote=Update #3]~ Added Langeh to the credits as My Gaming Edge Developer.
~ Airborne targets are now lit up better on No Splash.
~ BBall intelligence capture point coordinates have been corrected.
~ Corrected the license back to GPLv3.
~ Cubemaps are now properly available.
~ Improved the alignment of the lights on No Splash.
~ Objects are no longer visible at the bottom of No Splash.
~ Removed an unnecessary amount of light spots on Turris.
~ Slightly increased the High Definition Lightning bloom scale and exposure limits.
~ The basketball hoops have been replaced by less resource consuming variants.
~ The ctf_bball2 arena has been replaced with ctf_ballin.
~ Waste has been replaced by dm_whiskas.[/quote]
[b]Edit[/b]
An undocumented change: BBall is now available as solo (one versus one) arena as well.
The new no splash looks pretty good, excellent work.