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Old 04-18-2006, 09:51 PM   #1 (permalink)


 
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Tactical Gamer Weapons 2.0

After a couple of days of tweaking, I've got TG Weapons 2.0 ready for testing. Is anyone available to try this out at some point? Changes include:

- recoil of all weapons changed to behave more realistically
- possible rate of fire of semi-automatic rifles increased due to increased/improved weapon recoil (it may now be possible to fire faster, but it's harder to stay on target)
- weapon damages adjusted where needed
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Old 04-18-2006, 11:25 PM   #2 (permalink)
 
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Re: Tactical Gamer Weapons 2.0

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Originally Posted by Strag
- possible rate of fire of semi-automatic rifles increased due to increased/improved weapon recoil (it may now be possible to fire faster, but it's harder to stay on target)
Does this mean the M1 Garand, G43, and the russian one have been changed? I love those weapons, but hated the very slow rate of fire in the Mod.
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Old 04-18-2006, 11:37 PM   #3 (permalink)


 
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Re: Tactical Gamer Weapons 2.0

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Originally Posted by Gonzo
Does this mean the M1 Garand, G43, and the russian one have been changed? I love those weapons, but hated the very slow rate of fire in the Mod.
Yes, I think you'll be happy with the rates of fire for those weapons now. Their recoil has been increased to compensate for this, so it's hard to stay on target if you fire quickly. This is what I wanted to do originally, but didn't take the time and really do it right. I think this is better.

I'm actually pretty happy with all of the weapons except for the submachine guns. The submachine guns aren't bad, but they aren't exactly what I'd like them to be, either. The limitations of the CoD2 engine can be very frustrating.
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Old 04-18-2006, 11:45 PM   #4 (permalink)
 
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Re: Tactical Gamer Weapons 2.0

I think the sniper rifle is the best gun in the game, or any game with a sniper. It actually takes skill to play with it on the server.

And you are right i hated playing with the other rifles cause they where just not right. Strag have you thought about putting those files up on fileplanet.
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Old 04-18-2006, 11:47 PM   #5 (permalink)


 
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Re: Tactical Gamer Weapons 2.0

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Originally Posted by Trooper[SNPR]
Strag have you thought about putting those files up on fileplanet.
If we test this version and adopt it, maybe I'll upload it to FilePlanet at some point. I want to make sure we play with this version for a while, though, to further refine it.
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Old 04-19-2006, 12:19 AM   #6 (permalink)
 
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Re: Tactical Gamer Weapons 2.0

Very Cool! can't wait to see this on the server, i do hope the recoil is big enough to still prevent RnGing eheh.
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Old 04-19-2006, 12:58 PM   #7 (permalink)


 
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Re: Tactical Gamer Weapons 2.0

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Originally Posted by Cadian
I will be around tommorrow nite to test them if you need a body.
I'd like to, but I haven't heard anything from Bonehead in a while. He has to get it on the server before we can do any testing. Bonehead, come back from the hills!
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Old 04-19-2006, 01:09 PM   #8 (permalink)


 
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Re: Tactical Gamer Weapons 2.0

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Originally Posted by Bonehead
I'm here bro, you can always email me or PM me via msn or XFire. Let me know when you upload to your ftp area and I'll implement.
He has returned!

There's a file called Tactical_Gamer_Weapons_2.iwd in my FTP area. For testing, it'd probably be best to create a new subdirectory for this file (along with all of our other current mods) by making a copy of the current "live" version's subdirectory. This way, you can just use different shortcuts to start the server ("live" version and "test" version), which is handy. I don't think we should run Tactical Gamer Weapons 2.0 as part of the live server yet -- we need to have a few private test sessions first.

There are two other files in my FTP area as well. One is the exploit blocker, and the other is wrm.cfg. Don't worry about wrm.cfg -- it's an old version, and can be deleted from my FTP area. We can set up the expoit blocker tonight, if it isn't already installed.

Thanks, Bone!
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Old 04-19-2006, 08:01 PM   #9 (permalink)
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Re: Tactical Gamer Weapons 2.0

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Originally Posted by Bonehead
Okies exploit installed, also installed your new weapons mod so we can test out tonight. I'll add an announcement so folks know what is going on when they join up and also provide feedback on our forums if they wish too.
Excellent
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Old 04-19-2006, 08:22 PM   #10 (permalink)


 
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Re: Tactical Gamer Weapons 2.0

Quote:
Originally Posted by Bonehead
Okies exploit installed, also installed your new weapons mod so we can test out tonight. I'll add an announcement so folks know what is going on when they join up and also provide feedback on our forums if they wish too.
Thanks, Bone! Did you create a new mod directory for it? If not, I'm afraid there will be conflictions with the current TG Weapons mod that people have already downloaded to their systems.
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Old 04-19-2006, 09:23 PM   #11 (permalink)


 
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Re: Tactical Gamer Weapons 2.0

Okay, thoughts?
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Old 04-20-2006, 10:35 AM   #12 (permalink)


 
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Re: Tactical Gamer Weapons 2.0

Thanks for the feedback, guys.

I didn't have much trouble with submachine gunners, but I was definitely getting clobbered by semi-automatic riflemen all night. I don't even want to think about how many times AngerM|Silence killed me with a Garand. It was embarassing.

If the submachine guns turn out to be too deadly in anything but CQB, I can decrease their accuracy. The submachine guns SHOULD dominate in CQB, but not at range. I'm kind of hoping this will promote better teamwork among us, to the point where we'll at least work in buddy teams of a rifleman and a submachine gunner. And if we got some team coordination going on an even bigger scale, that would be great.
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Old 04-20-2006, 11:58 AM   #13 (permalink)


 
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Re: Tactical Gamer Weapons 2.0

Quote:
Originally Posted by Bonehead
No, I renamed the original to .BAK should I create a new dir?
Yeah, I think it's the safest thing to do. Even though you renamed the old version of TG Weapons on the server, clients who have connected to our server previously may still have the old version on their hard drives in that same folder, and now they'd also be getting the new version. With the two mod files existing in the same folder, there could be some undesirable (and unpredictable) overlap.

I would recommend making a new folder called "tg3" (or something similar), copying everything from the current game folder into it, and then making sure that the old TG Weapons file was deleted from the new folder.
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Old 04-20-2006, 10:03 PM   #14 (permalink)
 
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Re: Tactical Gamer Weapons 2.0

Quote:
Originally Posted by Bonehead
Used the sniper as a spotter last night, along with a whole squad "mob style" attack, worked really well. The clanners and a few pubbies really got into it.
Our server is shaping up really nicely!
Just as long as you dont try and kill anything with it. I was playing last week sometime and had a couple clanners join up that use WRM, they both agreed our setup was better then just regular WRM, really added things that WRM should have.

yeah its nice to see the server being used again.
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Old 04-21-2006, 01:20 AM   #15 (permalink)


 
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Re: Tactical Gamer Weapons 2.0

Quote:
Originally Posted by Cadian
I was playing tonite and had a few questions. At what range does the SMG's lose accuracy. I was continuously getting picked off from 30 yards out by an SMG through cracks, windows, etc... pretty good accuracy for a CQB weapon. Is there a set number or range where it drops off?
It's a cone. The greater the distance, the worse the accuracy. I can easily increase the spread of the SMGs so they're less accurate. At CQB ranges, they will still be effective, but they'll be much more "spray and pray" at longer ranges.



Quote:
Originally Posted by Cadian
It was almost a SMG server tonite. Between the 1 LMG and the 2 SMG's (or is there more?) and 5 guys per team (1 sniper), only 1 guys would take a rifle.. becuase he did not have any other option. Can we set the availability of weapons based upon the numbers of people that connect? less than 5 (1 SMG, 1 LMG) more than 5 (2 SMG, 1 LMG), more than 10(3 SMG, 1 LMG) etc...
This would be a lot more involved. Let's try the simple fix of decreasing SMG accuracy first. If that fixes the problem, we'll be good to go. If not, I can start looking into a weapon distribution based on number of players present.

Last edited by Strag; 04-21-2006 at 01:36 AM.
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