This, hopefully, will be the last playtest. Since we slightly failed our last final playtest, this one should be the last. Going on that, We will have 64 players enabled. Theres a good chance that it will crash, but, Thats what a test is for. If it doesn't work, we keep the playerlimit where its at for 2.2. Changelog: Fixed: Commander bug...Finally Fixed: Waiting On Respawn on everything Fixed: Added a check to see if the player you are reviving has killed himself. If he has, he cannot be revived. Fixed: Ironsights would stop from working. Modified: Added a CVar to enable horns (emp_sv_vehicle_allow_horn) (Default is On) Modified: Added a CVar to limit how many horns you can play (emp_sv_vehicle_horn_limit) (Defualt is 4) Modified: (For the playtest Only) Bumped Max Players to 64. We gonna see how this plays out yo. ======================================================================================= This is the second RC playtest, to determine if we can release 1 week after. If it goes well, then the release is locked and there are no further major changes, unless subsequent playtesting reveals crippling game flaws. If we do choose to release after this test, then the next week will be spent testing the hell out of it to be several thousand percent sure that it's quality. Because this is a Release Evaluation playtest, be aware that it may be somewhat more structured than casual playtests, in order to ensure that the test spans all elements of the game. It will include ordinary games such that we can test in real-world scenarios of course, but it may also include periods of infantry and/or vehicle combat. Please be respectful of what is being tested at any given time. Remember that you're essentially the people who allow a public release to happen. -FalconX
Good luck trying to get 64testers on at the same time... Its not like weve had tests recently where people couldn't join because the server was full. Dunno if this is the place to comment, but I don't like not being able to be revived if I have suicided, especially with it being so easy to get stuck inside a reviving engy or an object, often you have to type kill to be revived again because of this bug. Also, does this count with suicides from falling death or killing yourself with a nade, or just from typing kill in console?
Well, currently, you cannot be revived if you type "Kill" in the console. But, if you killed yourself, you could be revived. I just extended that to self-kills with like, Mortars and grenades, as well as team switches.
Also stops me blowing my way through displacements and reviving myself on the other side...Thats good I guess.
Wouldn't call that much of an improvement, if you get stuck in some physics bug, like some of the ammo creates or between 2 objects which causes fall damage - Thats gonna kill you and now you wont be reviveable Also heres an idea: right now you die in a barracks you can not be revived as your corpse will fall through the barracks and end up underneath it So why not try to make ragdolls solid when in contact with a building, as for them not to fall through
I hope you rethink the new revive rules because you cut out half of the revives that people need. Console kill I can understand but physics deaths, and mistakes when firing grenades or mowtars I do not.
i'd change the revive thing back and try to code it a diff. way to prevent exploiting. ie: no rank point for reviving a self-killed/suicidee.
Isn't emp_sv_vehicle_allow_horn obsolete? One could just set max horn plays to 0 and it would do the same thing.
Doh Oh well, you are right. I originally made allow_horn, then went "Hey, maybe if I let only a few horns be played" and added that. You are right though. I'll leave it in to give server admins an on and off switch.
This is the second RC playtest, to determine if we can release 1 week after. If it goes well, then the release is locked and there are no further major changes, unless subsequent playtesting reveals crippling game flaws. If we do choose to release after this test, then the next week will be spent testing the hell out of it to be several thousand percent sure that it's quality. Because this is a Release Evaluation playtest, be aware that it may be somewhat more structured than casual playtests, in order to ensure that the test spans all elements of the game. It will include ordinary games such that we can test in real-world scenarios of course, but it may also include periods of infantry and/or vehicle combat. Please be respectful of what is being tested at any given time. Remember that you're essentially the people who allow a public release to happen. ------------------------------------------------ The above is also posted into Kylegar's original post in this thread.
Awww I'm not diggin the revive change I know its a way to try and stop sploiting but honestly only 2 or 3 players know how and I have never seen it used as a sploit in a real game Now when a team mate runs in front of me and I die, I need to walk across the map or when other random crap happens also
I don't like the rev change either. Why don't you guys just fix the maps so even if people get to places they shouldn't be, they just die (e.g. paint with a instant death brush or something).