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Messages - Punk_FAS

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16
dm / Re: Please consider implementing spawn farthest on the DM server
« on: February 26, 2021, 07:30:47 AM »
You have to kill them twice... so how about make it IMPOSSIBLE to kill them for the first second while they are picking up that weapon and aiming it.

They wouldn't respawn at your feet, where their previous life's weapon was dropped, with spawn farthest on.

I've laid out some of my issues with the current spawn algorithm/mechanic. What are the advantages of the way it is now? Does it enhance gameplay, or is it more of a source of frustration than anything else?

17
dm / Please consider implementing spawn farthest on the DM server
« on: February 25, 2021, 09:07:06 PM »
Lately, perhaps my biggest source of frustration on the DM server has been the fact that you can kill someone, survive by the skin of your teeth, and that person can respawn literally at your feet, reclaim the weapon that dropped from their previous life, and you now have to kill them twice (and this can happen repeatedly). That, or like on DM4, you can respawn at GL 3-4+ times in a row after death, and meanwhile your opponent respawns at yellow armor, or somewhere else much closer to the action, or to good weapons, and this can give them a huge advantage in a tight game. It would be great if the reason I lose a match isn't because the spawn gods saw to it that it wasn't in the cards for me to win that map, but because my opponents played more skillfully than I did.

Spawn farthest is only an issue when it's a 1v1 situation, and if you know anything about the DM server, the chances of that happening are slim to none. It would be nice to know that anybody that dies by yellow armor on DM4 is getting booted to GL (or wherever they end up when dying in that area). This way all death penalties are equal, and there's no need for irrational feelings of having the cards stacked against you or whatnot.

Also, so many times I am setting up for some jump, and as I'm hop hopping toward the box or whatever, someone will randomly spawn in my way, breaking the flow, and again creating more frustration (with the spawn mechanic).

Spawn farthest is perfectly fine for FFA, and is better than the randomness of whatever is being used now.

Also, can we get a REAL 1-second (or whatever) spawn protection? Sometimes there's literally nothing. I don't see the benefit of the randomness.

PS - I believe I brought this up not too long ago, and I was directed to another thread, but I don't know where that is now. If a poll is suggested, that wouldn't work because 90%, if not more, of the people who play on DM don't appear to visit the forums at all, or at least with any regularity.

18
Quake / Re: How many hops from tastyspleen.net are you?
« on: February 25, 2021, 04:28:26 PM »
Also, other than ping, does the number of hops have an affect on how the game feels? Like, if someone has 75 ping, and me 50, but they're like 6 hops away, and I'm 18 hops... would that give them any priority advantage? Is ping the only thing that matters as far as who the server sees getting to an item first, etc.?

19
Quake / How many hops from tastyspleen.net are you?
« on: February 25, 2021, 04:26:40 PM »
At a DOS prompt (type cmd in the Windows run box, or in search, then click the "command prompt" app), type the following:

tracert -d tastyspleen.net

How many hops is it for you?

20
/dev/random / Re: Whatcha listening to?
« on: January 21, 2021, 11:23:16 PM »
Stuff by this guy. He has an amazing voice/tone, and is pretty good with the acoustic guitar too:


https://www.youtube.com/watch?v=_QW3nyZpVK4

If anybody happens to listen to this, and likes it, here are some other good (English) ones by him:

"Dear God" - A7X cover -
https://www.youtube.com/watch?v=7UU3nQw0yoY

"When We Were Young" - Adele cover -
https://www.youtube.com/watch?v=LlcqsFOIRmc

"Fix You" - Coldplay cover -
https://www.youtube.com/watch?v=_RImxvG6vFs

21
Quake / Re: LowLander Hacking MyMap que.......
« on: January 20, 2021, 01:36:19 PM »
There's probably a ton of packetloss and jitter. (It would show up on his end too, in terms of opponents moving unevenly.)

I'm curious about this. In the past number of months, I've gotten random periods of horrible connection issues through my ISP (this was a daily occurrence for a while, but it hasn't happened in a week or so that I've noticed). It's not quake, or the tasty servers, as I've done pings through cmd prompt to my first hop, and I sometimes get like 10% or more packet loss to that first hop, before the packets even leave the local area.

Anyway, even still, when I'm in those situations, when I'm currently connected to a quake 2 server, I'll have a constant phone jack, and I can do literally nothing (can't switch who I'm spectating, or start spectating if I'm not already, at least there's a multi-second delay if it does switch), BUT, when this happens, I can still see everything smoothly going on around me. If I was already chasing/spectating a specific player, it remains smooth for me watching them, but I cannot do anything as far as actions.

Why does that happen, that the server can send me information where I can see everyone moving smoothly, no stutters, etc, but I'm completely frozen, but in Blood's case, he supposedly has the same kind of issues seeing people? Is it possible to only have issues sending packets versus receiving them? Like have your client intentionally withhold random packets from being sent to a server?

22
Quake / Re: LowLander Hacking MyMap que.......
« on: January 18, 2021, 11:05:14 PM »
I've mentioned this before (I made a thread about it I think), but a handful of players now seemingly have constant dropped frames or micro-stutter lag as they are playing. It doesn't appear to affect them to a great degree as they can still play well and win somewhat consistently (.B100D is one example, but certainly not the only one). They constantly warp around, where tracking them is erratic as they aren't trackable like other players with smooth connections (if it's actually a connection issue), but their aim doesn't seem to be noticeably affected.

Is it possible to set your client-side fps to a high number, like 90+ or something, but have the server fps be at like 10 or something that would cause other players to not get consistent updates of your location via the server? Maybe some trickery with rate settings? I'm assuming R1Q2 or Q2Pro have quite a few settings to mess with. Just not sure if there is anything that one could tweak to do this intentionally.

B100D and TwistbanG are two that I know have this issue consistently every game they play. It feels like an unfair defensive/avoidance advantage, but I'm going to give them all the benefit of the doubt and assume it's not something they can control. Jimmy/Nitr0 wanted me to post something on the forums the other day as he was getting frustrated by it a lot at that time too (was playing B100D at that time).

23
/dev/random / Re: Hot bitches
« on: January 04, 2021, 09:50:29 PM »
Apparently she's still alive, but in "very dire condition". My guess is that's she's essentially dead but machines are keeping her breathing.

24
/dev/random / Re: Haunted
« on: December 30, 2020, 09:25:41 PM »
I'm sure most of you know that the forum poster "metal" is my older brother. Him and I romped around and raised hell as kids, and our mom would literally ring a bell when it was supper time for us to come back. I feel like my kid ain't getting the same childhood I had in a nutshell. Damn it, times have changed....

Wow, I honestly had no clue. I honestly don't know much about most people here. It seems most people prefer to be fairly secretive. Seems a little odd to me considering we've all been around each other, virtually anyway, for probably close to 20 years, but I suppose people have their reasons.

I'm sorry to hear about your son. I don't know much about Tourette's, but I think it's something that can be managed to some degree. I suppose it also varies quite a bit in severity. Hopefully the times are exacerbating your son's issues and that things will improve organically once things finally get back to normal.

25
Jokes / Re: Funny Pictures
« on: December 30, 2020, 08:40:35 AM »

27
Quake / Re: Why Q2Pro over R1Q2
« on: October 02, 2020, 02:33:41 PM »
Q2Pro servers should set sv_waterjump_hack 0 unless the server operator wishes Q2Pro clients to have an advantage moving up in water.

What is the setting on the TS servers?

28
Jump & Trick Demos / Useful/fun DM6 jump - Ambush person getting quad
« on: September 23, 2020, 09:43:42 PM »
This is probably not new, but I can't remember seeing anybody doing it in game. Kinda useful, though would probably take some practice to get reliably.

Edit: The jump uses the bottom little box that can be used to jump up to chaingun, along the wall there. Instead of jumping towards chain, you double-jump towards the quad area, and you can get on top of the little moving wall and can be above whoever happens to be using the ladder to leave the quad area.

29
/dev/random / Re: Whatcha listening to?
« on: September 09, 2020, 01:50:51 PM »
Wholesome music right here:


https://www.youtube.com/watch?v=cWE0sSZ9yLc

30
/dev/random / Re: What games are you playing ?
« on: September 04, 2020, 06:50:44 AM »
Diabotical

It's the latest game in the Arena FPS genre (Quake, etc.), but it's being pushed by Epic Games (Fortnite), so hopefully it'll gather a following (it's free to play). Great netcode, familiar weapons, good maps, and super smooth gameplay. Movement is very similar to Quake with strafe jumping, rocket jumps, etc. If you're looking for something quake-like, but with newer technology under the hood, this is definitely worth a try.

Open Beta just started yesterday, so anyone can play now:

https://www.diabotical.com/


https://youtu.be/oT4mhUit0Qc

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