![]() ![]() |
Apr 5 2004, 04:34 AM
Post
#1
|
|||
|
IW Stalker ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members
Posts: 1754 Joined: 31-October 03 Member No.: 345 |
We really liked the mg42 from 1.2 and want to put that into 1.3
It is really odd though.. First there only scripts for the mg42 are from 1.1 and 1.3. There are no 1.2 scripts. I installed 1.2 on another system, and the only mg42 scripts were in pak0.pk3 which are the 1.1 scripts....I think they may have hardcoded it for 1.2. Next I took a look at the 1.3 mg42 scripts and noticed that they added 2 variables, horizViewJitter and vertViewJitter. So i increased those, and the mg42 from 1.2 is now in 1.3.. But.... ViewJitter is client side and not server.. so, people who do not have the mod will not have the wild recoil that the mod created.. People with the mod will. Are there other variable I can mess with to make this server side or is this something we are going to have to live with? Here is a demo of the difference between someone who has the mod, and someone who doesnt. The first person on the MG has the mod, as you can see by the wild recoil. The second person does NOT have the mod.. This post has been edited by [tFp] CFH666: Apr 5 2004, 04:35 AM
Attached File(s)
|
||
|
|
|||
Apr 5 2004, 04:36 AM
Post
#2
|
|||
|
Veteran ![]() ![]() ![]() ![]() ![]() Group: Members
Posts: 453 Joined: 17-October 03 From: Hiding behind Koe, Fino A Giovedì Member No.: 191 |
Not sue how to go about the fix, but I hear ya man, I hate the new one, too accurate.
You fellas figure it out or need some help, lemme know |
||
|
|
|||
Apr 5 2004, 04:50 AM
Post
#3
|
|||
|
IW Stalker ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members
Posts: 1750 Joined: 16-October 03 From: Look behind YOU! Member No.: 189 |
The 1.1 was ridiculously accurate! IW tried to fix it in 1.2 and the fix made the MG uncontrollable. The 1.3 beta fixed the 1.2 problem, but then 1.3 itself reverted to almost 1.1 accuracy.
|
||
|
|
|||
Apr 5 2004, 06:22 AM
Post
#4
|
|||
|
Veteran ![]() ![]() ![]() ![]() ![]() Group: Members
Posts: 453 Joined: 17-October 03 From: Hiding behind Koe, Fino A Giovedì Member No.: 191 |
I do agree, 1.2 was a tad crazy for inaccuracy, but 1.1 was dead on, every bullet hit in the same place, not off an inch. 1.3 does have some recoil... but almost none.
I hope they find a good medium, but as it stands I find it to be too accurate. |
||
|
|
|||
Apr 5 2004, 06:28 AM
Post
#5
|
|||
|
IW Stalker ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members
Posts: 1754 Joined: 31-October 03 Member No.: 345 |
I loved the mg in 1.2.
I have given up on it for now since there is not any more variables to really mess with.. I may try adding the ADS bullet spread and hip bulletspreads..Hopefully one of those will do the trick.. The problem witht he MG42 is that it has no bulletspread.. The bullet goes wherever the crosshair is at the time it is fired... Adding a bullet spread to a gun with no recoil should do the trick if the bulletspread variables wil work in the mg. Any one else look inside the packs for the 1.2 scripts? Isn't it odd that they are not there, yet the mg42 for 1.2 was changed. This post has been edited by [tFp] CFH666: Apr 5 2004, 06:31 AM |
||
|
|
|||
Apr 5 2004, 08:30 AM
Post
#6
|
|||
|
Battle-Hardened ![]() ![]() ![]() ![]() Group: Members
Posts: 250 Joined: 27-December 03 From: Waterloo, Canada Member No.: 1866 |
I too noticed the change from 1.1 to 1.2 and then to 1.3 and looked into it. After also seeing there was no mg42 script in the 1.2 weapons folder, I gave it up as I didn't want to spend a lot of time chasing a ghost. I'm still interested in changing it back to 1.2-ish ... so please share with us any progress!
|
||
|
|
|||
Apr 5 2004, 10:19 AM
Post
#7
|
|||
|
Community Builder ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Community Builder
Posts: 1208 Joined: 2-February 04 From: Florida Member No.: 3231 |
there is no mg42 file in the 1.2 patch because it still uses the 1.1 values. they must have hardcoded something to affect it like that.
|
||
|
|
|||
Apr 5 2004, 09:20 PM
Post
#8
|
|||
|
IW Stalker ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members
Posts: 1754 Joined: 31-October 03 Member No.: 345 |
Well, as for now, making a mod folder and have the server send the pk3s to the clients should get around this as long as the server will send every client the mod but this wouldn't be a good way of doing it.
|
||
|
|
|||
Apr 5 2004, 11:20 PM
Post
#9
|
|||
|
Veteran ![]() ![]() ![]() ![]() ![]() Group: Members
Posts: 453 Joined: 17-October 03 From: Hiding behind Koe, Fino A Giovedì Member No.: 191 |
^^^ Yea, I kinda feel that messing with a client auto-dl's is a bad way to go... there has to be some other way to go about this...
|
||
|
|
|||
![]() ![]() |
| Lo-Fi Version | Time is now: 9th February 2010 - 02:53 AM |