They have completely clipped Hangar, most of makin and some jumps in about 5 other maps. That, in my opinion qualifies as a lot.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.
CoD:W@W patch 1.2
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Re: CoD:W@W patch 1.2
[23:21] Damselflies<3MyDog:

[23:21] Damselflies<3MyDog: head*
[23:21] Damselflies<3MyDog: heart * !
[23:21] Damselflies<3MyDog: ffs that joke failed
[23:21] Damselflies<3MyDog: fuck you

____________________
[21:11] Damselflies<3MyDog: indeed!
[21:11] Damselflies<3MyDog: mes gay

[21:11] Damselflies<3MyDog: i kissed a boy!
____________________
[18:02] Damselflies<3MyDog: as far as i kno, men cant be pregnant
Re: CoD:W@W patch 1.2
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.The President wrote:They have completely clipped Hangar, most of makin and some jumps in about 5 other maps. That, in my opinion qualifies as a lot.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.

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[15:19] _MattyTÒ£eFarmer_: infinate
[15:19] _MattyTÒ£eFarmer_: u r smarter than me
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Re: CoD:W@W patch 1.2
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
Yep, doesn't do anything at all now.Berlinboy6329 wrote:Bazooka doesn't give ANY boost now?They even took out that 20+jump_heght which it gives?
[23:21] Damselflies<3MyDog:

[23:21] Damselflies<3MyDog: head*
[23:21] Damselflies<3MyDog: heart * !
[23:21] Damselflies<3MyDog: ffs that joke failed
[23:21] Damselflies<3MyDog: fuck you

____________________
[21:11] Damselflies<3MyDog: indeed!
[21:11] Damselflies<3MyDog: mes gay

[21:11] Damselflies<3MyDog: i kissed a boy!
____________________
[18:02] Damselflies<3MyDog: as far as i kno, men cant be pregnant
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Re: CoD:W@W patch 1.2
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).
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
Ok, I'm retried information about block into .gsc file
There is a list :
mp_castle
mp_hangar
mp_makin
mp_makin_day
mp_outskirts
mp_roundhouse
mp_seelow
mp_shrine
mp_suburban
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 =)
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));
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));
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));
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));
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));
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));
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));
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));
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 =)



Re: CoD:W@W patch 1.2
Code: Select all
//prevents crazy jump from church tower to telephone pole
spawncollision("collision_geo_32x32x128","collider",(-408, 408, -1440), (0, 0, 0));


"The beauty of a living thing is not the atoms that go into it, but the way those atoms are put together."
"A still more glorious dawn awaits- not a sun rise, but a galaxy rise. A morning filled with four hundred billion suns: the rising of The Milky Way." - Carl Sagan
[15:19] _MattyTÒ£eFarmer_: infinate
[15:19] _MattyTÒ£eFarmer_: u r smarter than me
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Re: CoD:W@W patch 1.2
These WILL be removed in the next CJ Patch, same as CoD2 Killtriggers.

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Re: CoD:W@W patch 1.2
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.
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.
matt101harris wrote:big cock was the first thing that came to my head lol
Re: CoD:W@W patch 1.2
I laugh at your ignorance.[SoE]_Zaitsev wrote:Anyway, this sucks big time that there's no record function. It can't be THAT hard to implement right ?
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Re: CoD:W@W patch 1.2
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
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
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.Nightmare wrote:I laugh at your ignorance.[SoE]_Zaitsev wrote:Anyway, this sucks big time that there's no record function. It can't be THAT hard to implement right ?

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