CoD:W@W patch 1.2

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The President
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Re: CoD:W@W patch 1.2

Post by The President » February 6th, 2009, 11:17 pm

Infinite wrote:I assume that it means a lot, and not about 10 or so. Began to play and not as much was fixed as i thought. Pres needs to work on his wording next time :s.
They have completely clipped Hangar, most of makin and some jumps in about 5 other maps. That, in my opinion qualifies as a lot.

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Re: CoD:W@W patch 1.2

Post by Infinite » February 6th, 2009, 11:50 pm

The President wrote:
Infinite wrote:I assume that it means a lot, and not about 10 or so. Began to play and not as much was fixed as i thought. Pres needs to work on his wording next time :s.
They have completely clipped Hangar, most of makin and some jumps in about 5 other maps. That, in my opinion qualifies as a lot.
weren't many jumps that i did/liked in hangar anyways + when i tried make i could still do my favorite jump, so i guess i didn't notice any of the other blocked ones.
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Re: CoD:W@W patch 1.2

Post by Berlinboy6329 » February 7th, 2009, 12:34 am

Bazooka doesn't give ANY boost now?They even took out that 20+jump_heght which it gives?

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Re: CoD:W@W patch 1.2

Post by The President » February 7th, 2009, 12:43 am

Berlinboy6329 wrote:Bazooka doesn't give ANY boost now?They even took out that 20+jump_heght which it gives?
Yep, doesn't do anything at all now.

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Re: CoD:W@W patch 1.2

Post by Soviet » February 7th, 2009, 12:53 am

cunts

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Re: CoD:W@W patch 1.2

Post by Berlinboy6329 » February 7th, 2009, 12:58 am

F....ers!

Then,i have lost 20 jumps of 74 and the others which requires an bazooka jump to get to the starting position.

I think i will have my jumps recorded by someone who is spectating me (in patch 1.1).

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Re: CoD:W@W patch 1.2

Post by Gagarin » February 7th, 2009, 11:01 am

Ok, I'm retried information about block into .gsc file

There is a list :

mp_castle

Code: Select all

thread trigger_killer( (2166,-604, -556), 125, 10 );

//prevents players from getting on top of the stone building south of rock garden
		spawncollision("collision_geo_256x256x10","collider",(145, -2080, 49), (270, 90, 0));
	//fix for map hole west of pond, next to storage building
		spawncollision("collision_wall_256x256x10","collider",(2169, -568, -456), (0, 270, 0));
	//fix for map hole in east pond wall
		spawncollision("collision_wall_256x256x10","collider",(2409, -1333, -473), (0, 0, 0));
	//fix for map hole in north pond wall
		spawncollision("collision_wall_256x256x10","collider",(2230, -1232, -522), (0, 270, 0));
  //fix for rooftop access through dojo window using two players
  	spawncollision("collision_wall_256x256x10","collider",(3320, -2459, 59), (0, 0, 0));
  //prevents players from hiding in tree by red bridge
  	spawncollision("collision_geo_32x32x128","collider",(2471, -835, -329), (0, 0, 0));
  //stuck spot between red trims on a the southernmost wall, accessible by jumping on barrels
  	spawncollision("collision_geo_32x32x32","collider",(542.5, -1939.5, -96), (0, 0, 0));
  //fix for sticky spot by barrel at south end of rock garden
  	spawncollision("collision_geo_32x32x32","collider",(363, -2547.5, -202.5), (0, 0, 0));
mp_hangar

Code: Select all

// Spawned Collision
	spawncollision("collision_wall_512x512x10","collider",(-949.5, 22, 1045.25), (0, 270, 0));
	spawncollision("collision_wall_128x128x10","collider",(-41, -136, 908), (0, 270, 0));
	spawncollision("collision_wall_512x512x10","collider",(-384, -2451, 1136), (0, 0, 0));
	//keep people from leaving the map by using a partner
	spawncollision("collision_wall_512x512x10","collider",(-1613, -842, 852), (0, 270, 0));
	//prevent players from going under the stairs in the admin bldg
	spawncollision("collision_wall_32x32x10","collider",(-366, -2026, 652), (0, 270, 0));
	//keep people from accessing the lamp which can be used to access the roof
	spawncollision("collision_geo_32x32x128","collider",(-320, -2480, 892), (0, 0, 0));
mp_makin

Code: Select all

// enable new spawning system
	maps\mp\gametypes\_spawning::level_use_unified_spawning(true);

	// round hut
	thread trigger_killer( (-9824, -16816, 328), 475, 227 );  // large and thin

	// tree blocker
	spawncollision("collision_geo_64x64x256","collider",(-7608.5, -16543, 371), (0, 135, 0));
	// hut blocker
	spawncollision("collision_geo_128x128x128","collider",(-10085, -14817, 129), (0, 120, 0));
	// round hut fence blockers
	spawncollision("collision_wall_256x256x10","collider",(-10072, -16352, 185), (0, 0, 0));
	spawncollision("collision_wall_256x256x10","collider",(-9617, -17242, 407), (0, 25, 0));


	// L-shaped hut windows blocking prone entry
	spawncollision("collision_wall_64x64x10","collider",(-9961, -14426, 172), (0, 12.8, 0));
	spawncollision("collision_wall_64x64x10","collider",(-9720, -14613, 182), (0, 284.8, 0));
	//rock blocker to stop user from enetering geo in jungle area
	spawncollision("collision_geo_64x64x64","collider",(-7967.5, -16214, 270.5), (0, 14.5, 0));

	//hut water blocker to stop user from getting stuck on geo when crouched
	spawncollision("collision_wall_256x256x10","collider",(-11892, -16454, -68), (0, 180, 0));
	spawncollision("collision_wall_256x256x10","collider",(-12015, -16587, -68), (0, 270, 0));
	

	//stuck spot underr hut A
	spawncollision("collision_wall_64x64x10","collider",(-11054, -15549, 23), (0, 30.6, 0));
mp_makin_day

Code: Select all

// round hut
	thread trigger_killer( (-9824, -16816, 328), 475, 227 );  // large and thin

	// tree blocker
	spawncollision("collision_geo_64x64x256","collider",(-7608.5, -16543, 371), (0, 135, 0));
	// hut blocker
	spawncollision("collision_geo_128x128x128","collider",(-10085, -14817, 129), (0, 120, 0));
	// round hut fence blockers
	spawncollision("collision_wall_256x256x10","collider",(-10072, -16352, 185), (0, 0, 0));
	spawncollision("collision_wall_256x256x10","collider",(-9617, -17242, 407), (0, 25, 0));
mp_outskirts

Code: Select all

//small rubble room accross from church tower
	spawncollision("collision_geo_128x128x128","collider",(834, 1282, -1276), (0, 350, 0));
	//prevents crazy jump from church tower to telephone pole
	spawncollision("collision_geo_32x32x128","collider",(-408, 408, -1440), (0, 0, 0));
	//prevents players from getting on top of burned out rooftop caddycorner to church tower
	spawncollision("collision_geo_512x512x512","collider",(1002, 350, -1064), (0, 0, 0));
	//prevents tank bounce
	spawncollision("collision_wall_512x512x10","collider",(19, 2112, -1003), (0, 0, 0));
mp_roundhouse

Code: Select all

thread trigger_killer( (1646,-3590, -518), 500, 10 );  // large and thin
	
	// the one, the only, the original map hole
	spawncollision("collision_geo_ramp","collider",(1616, -3592, -416), (0,0,0));
	//lamp jump
	spawncollision("collision_geo_32x32x128","collider",(-463, -874, -277), (0,0,0));
	
	
	//wall climbing out of map
	spawncollision("collision_wall_512x512x10","collider",(-63, 1080, -218), (0,32.3,0)); 
	spawncollision("collision_wall_256x256x10","collider",(-386, 876, -346), (0,32.3,0)); 


//Stuck Spot in boxes
	spawncollision("collision_geo_64x64x64","collider",(-798, -932, -432), (0,0,0)); 

//Garage Door
	spawncollision("collision_wall_512x512x10","collider",(-583, 727, -218), (0,40.1,0)); 
	
//Jumping Puzzle
	spawncollision("collision_wall_512x512x10","collider",(2701, -2239, 8), (0,44.9,0));
mp_seelow

Code: Select all

//fix for exiting map through rock wall
	spawncollision("collision_wall_256x256x10","collider",(632, -20.5, -229), (0, 300, 0));
	spawncollision("collision_wall_256x256x10","collider",(645, -240.5, -229), (0, 235, 0));
mp_shrine

Code: Select all

thread trigger_killer( (-1494.5, -2054, -246.5), 1000, 10 );
	thread trigger_killer( (-3712.5, -2311.5, -323), 2000, 10 );
	
	
	spawncollision("collision_wall_128x128x10","collider",(-760, -1073, 15.5), (0, 350, 0));
	spawncollision("collision_wall_128x128x10","collider",(-2116, 937.5, -135), (0, 30.5, 0));
	spawncollision("collision_geo_128x128x128","collider",(-3808, 845.5, -92), (0, 206, 0));
	spawncollision("collision_geo_128x128x128","collider",(-2163, 707, -301.5), (0, 0, 0));
	spawncollision("collision_geo_128x128x128","collider",(-72, 496, -248), (0, 0, 0));
	spawncollision("collision_geo_128x128x128","collider",(-2451, -72.5, -409.5), (0, 0, 0));
	spawncollision("collision_wall_256x256x10","collider",(-1464, 1329, -17), (0, 130, 0));
	spawncollision("collision_wall_256x256x10","collider",(-1259, 1279, -17), (0, 203, 0));
mp_suburban

Code: Select all

spawncollision("collision_wall_128x128x10","collider",(-43.5, -2952, -272), (0, 90, 0));

So all other maps don't have a clip texture. But they contain bug blocker (I mean solid textures like downfall ledge)

I like outskirts hint - "tank bounce". So Treyarch know about it, but they can't fix =)
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Re: CoD:W@W patch 1.2

Post by Infinite » February 7th, 2009, 3:16 pm

Code: Select all

   //prevents crazy jump from church tower to telephone pole
   spawncollision("collision_geo_32x32x128","collider",(-408, 408, -1440), (0, 0, 0));
I just tried that jump while checking outskirts on patch 1.2 and it still works, how shocking :roll:.
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Re: CoD:W@W patch 1.2

Post by Drofder2004 » February 7th, 2009, 3:53 pm

These WILL be removed in the next CJ Patch, same as CoD2 Killtriggers.
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Re: CoD:W@W patch 1.2

Post by helium » February 8th, 2009, 12:24 am

treyarch are unbelievable. fuck 'em. fuck them right in the face.
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Re: CoD:W@W patch 1.2

Post by [SoE]_Zaitsev » February 8th, 2009, 1:43 am

Well, I personaly dislike this. But you do gotta understand, it's about making the game bug free.

Anyway, this sucks big time that there's no record function. It can't be THAT hard to implement right ?

I just hope that there's still a lot of jumps possible.
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Re: CoD:W@W patch 1.2

Post by Nightmare » February 8th, 2009, 7:19 am

[SoE]_Zaitsev wrote:Anyway, this sucks big time that there's no record function. It can't be THAT hard to implement right ?
I laugh at your ignorance.
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Re: CoD:W@W patch 1.2

Post by Soviet » February 8th, 2009, 7:27 am

I have to agree with Zaitsev on this one. The function was in CoD4 and CoD:WaW is practically the same engine. I have no idea why they took it out in the first place and tbh, all you should theoretically have to do is reinsert the code.

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Re: CoD:W@W patch 1.2

Post by JDogg » February 8th, 2009, 8:26 am

Theoretically, but I don't think it's that easy, cus if it is I will kill everyone at Treyarch. I guess the new killcams could fuck up /record, not sure.
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Re: CoD:W@W patch 1.2

Post by Drofder2004 » February 8th, 2009, 4:58 pm

Nightmare wrote:
[SoE]_Zaitsev wrote:Anyway, this sucks big time that there's no record function. It can't be THAT hard to implement right ?
I laugh at your ignorance.
They are using EXACTLY the same engine as CoD4, why the record function is broken is a question that needs answered. They know Call of Duty is a competitive game and a very important part of competition is recording demos. This should've been on the list of bugs to be fixed prior to game release.
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