Click the image for the latest hints and tips:
(https://miasma.org/images/freonhints.jpg) (https://freon.miasma.org/)
Quote from: Piglet2 on January 02, 2019, 12:28On other servers you can abuse this by using a rocket jump or flak jump to freeze yourself and land+thaw in lava with full health. Here you can't. If you try it you thaw with 1 health and the lava kills you dead. If you land near lava after having killed yourself this way and get pushed in in less than 5 seconds the same thing will happen. After 5 seconds it's fine...you should have enough time of spawn protection to get out as long as you don't shoot a gun.
So, if you fixed that thing, which i abused, maybe you can return the Rankin map with lava? :D
BTW, in my opinion, it's not abuse. There is a plenty of good players, more skilled, more aimed than me, so i need to equalize chances with that self thaw. Still good to know that server is evolved, and that blue dot surely can help to find teammates on multileveled maps. Good work.
The Rankin map with lava has only been back about a week :P
There are a few new maps...
(https://i.imgur.com/NxVoWAY.jpg)
no dot :(( what am i doing wrong?
(https://i.imgur.com/KGkSpga.jpg)
See my post above - you are using "Use Plus Radar" - that gives a "+" for above you and "-" for below. It's easier to use than the blue dot which you get it you turn (only) that "Use Plus Radar" off in the Misc settings screen, but the blue dot is better for seeing how much lower and how much higher
ohhhh. lol. now i see it, but it's unplayable, it's barely noticable with my resolution (https://i.imgur.com/mGnywZT.jpg)
Yeah - You're better off with the + radar
Small updates
1. You should now be able to be thawed by your new team when you switch (or are switched) to a new team.
2. No thaw start sound if it's end of round
3. No need to move out of range and back again on thawing to thaw/heal nearby players. This has been there for a few days and may need a little more work as it now rewards you for being thawed close to another player without you even needing to do any work, which seems a little unfair!
Server tick-rate increased
The feature that people rarely use (or know about) is that they can stay close to team high HP teammates to increase their own HP. It's often a round-saving tactic but, because of lack of awareness, is not used enough.
If you do see a teammate standing or moving right next to you on a quiet area of the map, they are bolstering their HP, don't dodge away so quickly.
i usualy shoot in da teammate back, and thaw him. it's lot more faster than explaining to him - let's slow down a little, stop and I will give you a little hp, no, no need to twitch there, all goo.....
I wouldn't do that...we sometimes use reverse friendly fire settings...
Quote from: kops on January 18, 2019, 09:33
The feature that people rarely use (or know about) is that they can stay close to team high HP teammates to increase their own HP. It's often a round-saving tactic but, because of lack of awareness, is not used enough.
Yeah I have that in my first post:
Quote
If you are high health, being near a low health teammate increases their health. If you are low health, being near a higher health teammate increases your health. It does make a bigger target!/quote]
Quote from: Piglet on January 18, 2019, 10:53
I wouldn't do that...we sometimes use reverse friendly fire settings...
If i have enough hp, why not. in other way we both already dead
Maybe you can add small hints displaying before the start of each round, e.g. "If you are low health, being near a higher health teammate increases your health." It can be useful, especially for newcomers :)
Quote from: Piglet on January 18, 2019, 10:55
Yeah I have that in my first post:
Yup caught that - it's worth reiterating though as it's often overlooked, as is making sure you're using your fave weapon when you thaw someone to get a bit more ammo :)
Yeah...the balance of 'do I should or do I get ammo' decision..
Changes to the gameplay:
Change 1:
Re-written the logic at the point of thawing (ReTrigger() is now in Freon.uc where it should have been the first time I wrote it, if you're following the code) . My previous code here was a bit of a hack, and relied of unrealscript keeping hold of objects after they were destroyed. Now re-done a little better.
When you thaw you should (if the new code is working):
a. Start healing close players if they are lower health than you as you thaw (old code did this hackily)
b. Start thawing close frozen team members (old code did this hackily) - however if that happens you lose thaw protection (new).
If you're not in thawing range of any frozen players you keep thaw protection as normal, even if you start to thaw.
Change 2
You can now humiliate icicles even more by standing on them...and doing a dance if you like...
Change 3
Trying making Suiciding or Kamakaze is less attractive. You'll be thawed much slower by teammates (configurable from WebAdmin but trying 60% of normal speed as a trial)
Frozen players now marked "Kamakaze" if they died by killing themselves (I can't differentiate between accidental and deliberate). These players will actively thaw slower than players not marked like this.
OK - had a play with textures for the first time tonight.
Players who kill themselves thaw slower.
Players who freeze themselves and land in lava (or are immediately pushed in) lose thaw protection and die there.
I've got a version of the code where the frozen icon is:
* a very small red skull and crossbones when self-killed while landing in lava means death:
(https://miasma.org/images/death.gif)
* a very small suicide prevention ribbon while self-killed and it's ok to land in lava and thaw
(https://miasma.org/images/suicide.gif)
* otherwise the normal icon
(https://miasma.org/images/flake.gif)
Is it worth leaving the current wording "(Kamakaze)" after the player name when there's the ribbon, and/or "(Kamakaze no lava)" when there's the skull....or not...or some other wording... or is just the icon enough?
The icons are small.
Thoughts...
Trying with just the icons for now
Piggy is such a troll, lol
(https://bloximages.newyork1.vip.townnews.com/norfolkdailynews.com/content/tncms/assets/v3/editorial/8/46/846180bc-d25c-11e8-aa95-83ddbec70d5a/5bc7b895a63c5.image.jpg?resize=700%2C480)
That's a different ribbon!
If you can find better image I'm interested.
Maybe someone with artistic talent can do one for this purpose... Kops?
Something like this? Figured there's no point having writing on it since it will be so small. IMG code is warping it for some reason - lines are smooth in actual image. Give me any tweaks you need.
Oh and btw it's kamikaze :) Still probably worth having the words, certainly for the first few weeks while ppl learn to make the visual connection between the icon and the state of the player.
(https://i.imgur.com/kxFSi4c.png)
Thanks. Have a look in the server ... Self kill and see them when using the images posted above. They seem pretty small. 64*64 is tiny on the screen.
Ut uses textures in powers of 2, and I've not investigated what would be needed for slightly bigger images here
3 times today I've walked over a powerup but it wasn't picked up. Rankin and twice on Goose. Gone over them several times but they're still there, spinning, smirking at me. The third time, it disappeared after walking over it a couple of times but I didn't get any adren/shield.
Were you full health or sheild for the first two and full adren for the third?
Took a screenshot of the Rankin one: near full health but not full shield. Pretty sure I wasn't full h/s/a on the other two but cannot confirm. Will keep an eye out in-game today.
(https://i.imgur.com/RAjzJmD.jpg)
Looks like high health. If you can't use it you can't pick it up.
For some reason the adrenaline pickups can be picked up even when you have 100... maybe one to add to the 'fix' list
only just read this post,,. one thing I noticed recently is thaw protection doesn't always seem to come on,. reading now it looks like it won't be on if I happen to thaw near a frozen teammate,. wha,. I may have no choice about where I thaw,.
I kinda like the old behaviour,. as you get a few seconds free from being shot at to try and get your team up before running away,. works well if for some reason the other team has stacked the frozen or everyone is froze in the same place
Yeah - It adds a new aspect to thawing.
The problem without this is that I've fixed the thaw radius problem
Previously when you thawed by a teammate you had to move out of trigger range and back again before you started to heal the live teammate or thaw the frozen one. With that fixed so that you start thawing near teammates you had long enough with thaw protection on to completely thaw all the teammates you were close to without any way of the enemy fragging you or stopping the thawing from happening. All you had to do was not fire!
You still get thaw protection if you're not within thawing range of a teammate when you thaw.
The dynamic this creates is that groups of frozen players are still good for thawing, but there's a risk that they can be killed without generating an unstoppable thaw group all with thaw protection. Before I did this there were times when almost the entire team was thawing and thaw protected, and able to thaw any teammate that got fragged before losing their own protection. The group of players thaw time was so quick it wasn't actually worth shooting at them!
yeah,. I see what you're saying,. thaw protection is handy,. guess I'll have to pay attention as to whether it's on or not :)
We tried the "100 health given to frozen teammates = a thaw, 50 health to thawed teammates = a reward, every other reward is a bit bigger, partial thaws all count" for a map. The logic seemed to work well but probably needs tweaking on rewards. Still, interesting to see it working on a server of players rather than just on a test server.
The setting will go back off on next map change.
Changes today:
1. Resurrectee now gets the necro-effect on being res'd. Server side configurable for thawer/thawee/both/none - but currently set to just the thawee for now.
2. If you can't use an adrenaline pickup you now can't pick it up (brings functionality into line with existing health and shield pickups)
3. If you can't use a pickup you get a low "duh" sound, and a message in the bottom of your screen telling you that you can't pick up more health/shield/adren.
Can't pick up health or shield after end of round.
Changes:
1. Configurable option for res to be in-place or teleport then res. The original logic used the Freon & thaw setting for "teleport on thaw"....but reversed so it always did the opposite of a normal thaw action.
2. Now counts partial thaws, and rewards you points, adren, and ammo every 50 health given. If you turn up at 99% you don't get a the same reward as the player that thawed from 0%. Configurable to use this or old logic.
Changes: Thaw ammo reward.
Old logic: one berserk unit of ammo added to the held gun each reward time, up to the maximum level the gun could hold.
New logic: one berserk unit of ammo added to the held gun each reward time, if the pre-reward ammo level is less than the server configuration starting ammo level.
However, if the pre-reward ammo level of the held gun is not less than the starting ammo, then it will look through all the guns you have and reward you with ammo in the gun with the lowest percentage ammo from the starting level.
This logic allows you to restock an entirely empty gun, which wasn't otherwise possible. The trade-off is that you can't accumulate ammo way more than the starting level.
Configurable old or new logic from the webadmin
New version with some small bug fixes in a few places. Nothing that affects gameplay.
Can't work out why client view of frozen pawn sometimes continues moving despite the server and other players seeing it stationary. I've tried moving it slightly at the point if freezing, but no change. Very odd. It's as if the replication of position gets missed at freeze - even with just one player and 3 bots
Updated the information in the first post with a new more game-play notes.
First post (https://miasma.org/index.php?topic=1315.msg14864#msg14864) updated with Kops' fantastic redo of the hints and tips.
Recent changes:
- F7 "Info" tab now has a link to the hints and tips
- F7 "Misc" tab now has the option of three different styles of radar blob to choose from. The first/default one should scale better
- When you do a resurrect, the code will only pick a player actively being thawed if there are no other players it can choose from.
Hello all!
I'm not completely sure if this is the right forum to post this, but I have a maybe abit stupid guestion about the game. So there is this possibility to "force" models on the server. Does that make a huge difference... for example are the hitboxes of different characters drastically different? I kind of like to be able to identify players by their characters so I would prefer not to use it unless it makes a real difference. What is your view on this matter?
Hitboxes are the same for all characters. I force larger character models in red for enemies purely to make them easier to spot and use a slim, female character for myself as I figure if an enemy isn't forcing characters, then I'll be slightly less noticeable.
I force model as this makes the target of shots a constant shape. I know roughly where I need to be aiming on that model to get a headshot.
The other advantage is that the animations are consistent.
Ok. I see... Thanks for the replys!
It also saved some VRAM back when the game launched :D
But yeah I force models and colours for enemies.
Quote from: THOR` on January 15, 2020, 16:16
It also saved some VRAM back when the game launched :D
But yeah I force models and colours for enemies.
You're telling me NOW????
This would REALLY help with my S3 SAVAGE 4 PRO 16MB PCI card.
So I put the force models "ON" on the "F7" options, but nothing happened... What might be the reason? Any idea?
Nevermind... Should check all the boxes :D
Yeah! I've had that problem when joining other Freon servers...why isn't it working? Oh! The checkboxes...
Freon server now running at netspeed 20000.
A few changes and bug-fixes on the Freon server:
Fixes:
- Fixed a bug in NewNet (Enhanced netcode) which made the client skip ahead of the server and become out of sync
- Fixed a visual bug where the hitsound slider remains active when Hitsounds are disabled
Changes:
- Adjusted a few items in the F7 menu to make some space for future additional options
- Reworked the "Net update rate" to its final version and renamed to "Reporting rate"
- Added a choice between default/vanilla UT2004 and adjustable code path:
Explanation for "Improved logic":
This enables the slider with 3 available positions (left,middle,right)
- Left position:
The maximum Client reporting rate will be set to the minimum allowed by the server - currently 30/sec.
In case 30 packets are not enough, the game will automatically add more.
This option uses the least bandwidth and will keep your latency at minimum.
- Middle:
The maxiumum report rate will be half of the framerate you have set as maximum.
This option will increase the data sent, but as long as your FPS is stable, it will keep the game smoother.
- Right:
The maxiumum report rate will be equal to your maximum FPS.
It provides the smoothest gameplay at the cost of network latency, data usage and CPU usage.
Be aware that this can reach up to 20KB/sec upload at 330fps.
UT2004 logic
This reverts to the default unchangeable behaviour and disables the slider. (Maximum rate is 90/sec up to 10 players, 11+ players it drops to 45/sec.)
- Fix the NewNet bug on Warfare.[Done]
In the Future:
- Rotate teammates relative position on the team radar along with the camera while frozen
Viewing frozen self. [Done - Tested - Working]
Relative to the team-mate's body when spectating. [Needs fixing]
- Convince Piglet to remove the bio-thawing code. [WIP]
- Convert the movement replication code to Warfare[??]
Quote from: holyspam on April 14, 2023, 23:48
- Convince Piglet to remove the bio-thawing code, thaw protection, shield, and all non-hitscan weapons. [WIP]
Nah! It works well as it is.
I've merged in a few changes from Sol's nice version and from Rejecht's re-freon (via hackysac), and made a few code tweaks and tidy-ups.
Every version of Freon I look at has its pros and cons and I try and select or build those that seem most appropriate. If there is any significantly "appropriate" change that you know of from another version you've played, please let me know what and where you saw it (ideally with link to code/download).
Amongst the thingsthat didn't make the cut for inclusion were:
- Adding the sniper rifle
- Tracking number of players spectating you
- Damage indicators (there's a mutator that does that OK)
- Netcode bandwidth and timing changes
- Shield gun changes
- Team coloured shots
- Selection of which awards to receive
- Selection of sound to use when necro fails
- Cheers on sprees
- Smilies in chat
- Bans for spamming taunts
- Res Stats
- Tracking of air rockets
- Anything to do with ranks/ranking. I just don't get that at all!
Nice, I did use to love the sniper rifle on ons :)
Ty man
Yeah, but not for Freon!
Thanks Weed, for pointing out that shattering at end of round messed up the kill/death ratio. That should be fixed now.
Thanks hackysack for spotting that gits weren't working any longer. That should be fixed now.
Whilst I was there I also fixed (I think) the adren saver code for resurrect that should always kick in at end of round unless the game is over. That should be working better now.
I wonder if it's possible to add a few lines of code that would make bot/s use necro combo on players instead of random combo (berserk mostly !). That would surely make bots more useful than they are already (apart from piglet they are the best thawers you can get on your team) :)
There's meant to be a NecroChance=90% chance they do it. I think there may be a mistake here by not returning the combo name from the first if.
I'll add that and see if it makes a difference
function string RecommendCombo(string ComboName)
{
if(bBotsCanNecro)
if(FRand() < (NecroChance/100))
ComboName = "3SPNv3225PIG.NecroCombo";
if(NextMutator != None)
{
return NextMutator.RecommendCombo(ComboName);
}
return ComboName;
}