custommap mp_ib_hq

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Re: custommap mp_ib_hq

Post by Drofder2004 » February 15th, 2010, 6:49 pm

[SoE]_Zaitsev wrote:It's just like Peds said, you only ruin your own experience.

But then you have people shouting in caps: ''ZOMG IVE RAECHED TEH FINISH, LOL, NUBS!''

Those are the kind of people I hate.
/punish remove_saves?

Or is that too harsh?
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Re: custommap mp_ib_hq

Post by [SoE]_Zaitsev » February 15th, 2010, 6:55 pm

Not everybody is an admin though.

But good command though, lol :P
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Re: custommap mp_ib_hq

Post by Pedsdude » February 15th, 2010, 7:50 pm

Drofder2004 wrote:/punish remove_saves?

Or is that too harsh?
Is that a command that already exists and I wasn't aware of, or a suggestion? :P
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Re: custommap mp_ib_hq

Post by Lancast » February 15th, 2010, 8:31 pm

What you're saying could apply to some hard map, that if there was a way to skip all the map and finish straight away that stupid, but on map as easy as this, if someone loadbounces and finishes it straight away, nobody cares. On custom maps it's more about finishing the map, that's what people like. People that like just jump around usually play normal maps. That's why I rather have some kind of roof on this map that would prevent from loadbouncing, so why not do it? Even I know it's not a lot of trouble to just put a roof on this map.

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Re: custommap mp_ib_hq

Post by Drofder2004 » February 15th, 2010, 9:58 pm

Why try and prevent them from loadbouncing on just your map when somebody, could one day explain to me what they are doing to get past the current laodbounce fix and I could solve everyones problem in a matter of minutes?
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Re: custommap mp_ib_hq

Post by Infinite » February 15th, 2010, 10:15 pm

Drofder2004 wrote:Why try and prevent them from loadbouncing on just your map when somebody, could one day explain to me what they are doing to get past the current laodbounce fix and I could solve everyones problem in a matter of minutes?
What's being done to bypass the current system which blocks loadbouncing is this: 1. Use /cl_maxpackets 15, because it apparently is the worst number to use for packets for some reason. I believe 125, 250, and 333 are all not divisible by it, and it's a rather low number, so you don't send as many packets per second or something. 2. Have a high ping. I believe that this is needed, but I am not certain.

Once you have those 2, you just do the regular method of load bouncing (bouncing on an object, and loading right after you hit it), and it works sometimes. I have posted a solution which has been ignored in the past, but I am uncertain as to whether it would work or not.
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Re: custommap mp_ib_hq

Post by Lancast » February 15th, 2010, 10:38 pm

Infinite wrote:
Drofder2004 wrote:Why try and prevent them from loadbouncing on just your map when somebody, could one day explain to me what they are doing to get past the current laodbounce fix and I could solve everyones problem in a matter of minutes?
What's being done to bypass the current system which blocks loadbouncing is this: 1. Use /cl_maxpackets 15, because it apparently is the worst number to use for packets for some reason. I believe 125, 250, and 333 are all not divisible by it, and it's a rather low number, so you don't send as many packets per second or something. 2. Have a high ping. I believe that this is needed, but I am not certain.

Once you have those 2, you just do the regular method of load bouncing (bouncing on an object, and loading right after you hit it), and it works sometimes. I have posted a solution which has been ignored in the past, but I am uncertain as to whether it would work or not.
Actually you load right after you bounce and ping doesn't matter : P

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Re: custommap mp_ib_hq

Post by Infinite » February 15th, 2010, 10:55 pm

Lancast wrote:
Infinite wrote:
Drofder2004 wrote:Why try and prevent them from loadbouncing on just your map when somebody, could one day explain to me what they are doing to get past the current laodbounce fix and I could solve everyones problem in a matter of minutes?
What's being done to bypass the current system which blocks loadbouncing is this: 1. Use /cl_maxpackets 15, because it apparently is the worst number to use for packets for some reason. I believe 125, 250, and 333 are all not divisible by it, and it's a rather low number, so you don't send as many packets per second or something. 2. Have a high ping. I believe that this is needed, but I am not certain.

Once you have those 2, you just do the regular method of load bouncing (bouncing on an object, and loading right after you hit it), and it works sometimes. I have posted a solution which has been ignored in the past, but I am uncertain as to whether it would work or not.
Actually you load right after you bounce and ping doesn't matter : P
Also wasn't sure about ping.
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Re: custommap mp_ib_hq

Post by [SoE]_Zaitsev » February 15th, 2010, 10:58 pm

I'm pretty sure this has already been noted before by Lancast a while ago right ?
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Re: custommap mp_ib_hq

Post by Drofder2004 » February 15th, 2010, 11:37 pm

Infinite wrote:Once you have those 2, you just do the regular method of load bouncing (bouncing on an object, and loading right after you hit it), and it works sometimes. I have posted a solution which has been ignored in the past, but I am uncertain as to whether it would work or not.
Was the solution you posted about freezing the player? That is the only comment I remember, which I replied to as already being in place. Obviously, adding a couple of milliseconds to the pause may work, but the less pause the better...
If this wasn't what you posted, do you mind throwing it in a PM in case I forget this thread...

(Just to point out also, I never ignore posts about the mod, most likely I click "mark read" and ignore threads at a time...)
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Re: custommap mp_ib_hq

Post by RaPexZz » February 16th, 2010, 1:23 am

Well back on topic about the map. Radoxz, very nice map man. Although the bounces are little too easy.

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Re: custommap mp_ib_hq

Post by Infinite » February 16th, 2010, 1:53 pm

Drofder2004 wrote:
Infinite wrote:Once you have those 2, you just do the regular method of load bouncing (bouncing on an object, and loading right after you hit it), and it works sometimes. I have posted a solution which has been ignored in the past, but I am uncertain as to whether it would work or not.
Was the solution you posted about freezing the player? That is the only comment I remember, which I replied to as already being in place. Obviously, adding a couple of milliseconds to the pause may work, but the less pause the better...
If this wasn't what you posted, do you mind throwing it in a PM in case I forget this thread...

(Just to point out also, I never ignore posts about the mod, most likely I click "mark read" and ignore threads at a time...)
It was about freezing the player, but also doing it in a different way which may already be in place. Dan, being the person whom I go to for help about mods, said that by simply putting in a load-freeze-wait-unfreeze (iirc?) would completely fix it. If the current system is freeze-wait-load-unfreeze or anything different, then it wouldn't fix it. I'll have to check on that sequence, but that's what I remember that he told me about the subject. I personally thought that putting a simple free-wait-unfreeze after loading (along with changing the wait time to be a bit higher) would fix it, but I'm not sure about it.

On a side note:
viewtopic.php?f=4&t=10997&hilit=load+bouncing&start=15
Lancast wrote:Actually you load right after you bounce and ping doesn't matter : P
Loadbounce is easy, I'll tell you how to do it. First of all, I believe its nothing to do with codjumper mod so you can't fix it, it doesnt matter on which mod you do it, it works on all.
You need 2 saves and high ping, with +300 its really easy.Then, Save 1 position somewhere, and do other save somewhere before a bounce. So, what you do is:
You jump on the bounce, when you hit the bounce and it gives u the boost up, u need to load the other save, if you get the right timing, when you load the other save, you will jump up from it, its just a lag trick. You hit the bounce and u jump up, u load other position and its like youre still doing the bounce and jumping up.
Lancast, you noob D: Both are quoted by you.
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Re: custommap mp_ib_hq

Post by Lancast » February 16th, 2010, 2:11 pm

Infinite, you misread, that is other technique, it is without cl_maxpackets 15. There are 2 ways to do loadbounce, 1st one is with high ping and the other technique is with any ping and cl_maxpackets 15.

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Re: custommap mp_ib_hq

Post by Infinite » February 16th, 2010, 2:14 pm

Lancast wrote:Infinite, you misread, that is other technique, it is without cl_maxpackets 15. There are 2 ways to do loadbounce, 1st one is with high ping and the other technique is with any ping and cl_maxpackets 15.
I didn't misread anything. You said that ping doesn't matter when it comes to load bouncing, and at another time you said that it does matter.
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Re: custommap mp_ib_hq

Post by Lancast » February 16th, 2010, 2:19 pm

No, you have misread. In my post where I said you need high ping I haven't mentioned anything about cl_maxpackets 15, in here, you have mentioned it and you said that you need high ping where I said that ping doesn't matter.

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