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videop

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Posts posted by videop

  1. whoa..? why so hostile?

     

     

    To finish, you did not clarify any misinformation. You stated what we already knew, good job.

     

     

    The misinformation is you saying siege has strafejump, which you said here:

     

    http://www.jkasiege.com/ - small community, played by both jk2 and jk3 experienced people with normal jactf. Not sure about the current state. But it includes strafing, high damage saber contact and force tactics.

     

    And which I corrected.  If you already knew siege did not have strafejump, why say the opposite?  How is this difficult to understand?

     

    Also, why would I even answer from this point on?

     

    To show you weren't making stuff up?  To enlighten people?

     

     

    Because the siege thing is TOTALLY, off-topic :s

     

    seriously? you posted a some cringey meme picture, TWO unrelated youtube music videos, some random siege gameplay demo, weird double/triple-posts and then say "offtopic" when corrected?  :lol:

     

    edit: also wtf is this


    I have a feeling there are some butthurt so called 'strafe experts' in here
    why 'strafe experts' ? isn't that what you yourself claim to be by promoting/offering teaching of strafejump and having strafepads in your t3home map (where the "advanced" strafepads are easier than beginner level on other maps).
    IIRC kane had #1 on nearly every map on sils fastcap CTF site, before he took it down.  
    Kane and z3filus like this
  2. https://github.com/jedis/jediacademy/blob/master/codemp/game/bg_pmove.c#L1139

    if (pm->gametype != GT_SIEGE ... )
    { //standard method, allows "bunnyhopping" and whatnot
    else:
    { //use the proper way for siege
    

    There is no strafejump in siege, and there was no strafejumping in the previously posted demo file.  The entire movement physics are completely different in siege and if you didn't know that then you never played siege or don't understand quake movement.

    Base settings with forcepowers gameplay is so completely different from the fullforce kane is talking about (JK2/JA+/japro/ja++ fullforce -- its the flipkick/predictable saber dmg/faster regen that defines it), that you shouldn't equate them.

     

    People that also play jactf.   Because frankly, jactf can get a bit boring when you are good at all the things you mentioned :)

    I'd be interested to know who these people are, because I dont know of any jka "ctfpuggers" who even played jk2 style fullforce or jk2 1.02 ctf, or even jk2/jka defrag, let alone got good at all of them.  I hope people don't take this post the wrong way, I just figured id try to clarify some of the misinformation, and i'm genuinely curious about who else on JKA plays jk2 1.02.  

     

    I dont see the point of the thread though, and because the OP never specified his situation, its just people blaming different groups  :

  3. what g_speed value? how are the races set up, is it everyone at once against eachother, or do people get a few tries to individually set a time?  are the two events linked (can you compete in race but not fight?)

     

    the maps look nice and you have the right idea of giving them out only a few hours ahead of time.

  4. a game has to be playable for it to be competitive.  also by getting rid of callvote you make it so pickup games cant happen unless there are people with rcon, which is not really viable.  i used quotes around "competitive" because in the context of JKA / these forums i use a very loose definition.  there are (fixable) exploits that you can use without being connected to a server.

  5. It's interesting to also point out that japro aims to make the game more competitive when baseJKA has already done that; and that's the vanilla game.

    "baseJKA has already made the game more competitive"...? than itself? what?
     
    baseJKA is somewhat broken (not talking about gameplay).  its partly why mods like base_enhanced, ESLmod, leaguemod, etc were created.  it's hard to have a "competitive" game when someone can get rcon via an exploit and ban you mid match.  as far as additional "competitive" features go, again baseJKA is lacking and its why those mods, and mods like sabermetrix and BWN were created.
  6. i never added amslap/amslay/ampunish or w/e partly due to laziness, but mostly b/c they would never be used on my server, so there was no personal incentive to add them.  in the readme, i didn't mean to pass judgement or anything about servers which use those commands.
    the admin commands i did add are stuff that i find useful.
    pretty much the only reason i add anything to my mod is if it would be useful on my own server, not because i'm trying to "compete" with other mods.
     
    "To improve the MP style saber hit detection, as seen in JA+. - http://www.upsgaming.com/japro/"

    I lolled. Such professional, very mod. No but, w/e.
     

     

    idk what that means really... in case other peoples are confused too, by MP damage i meant "d_saberSPStyleDamage 0".  in baseJKA that cvar causes swings to ghosts a lot, but in JA+ mp it doesn't ( http://www.lucasforums.com/showpost.php?p=1468937&postcount=8 ) putting the JA+ hate aside, it definitely improved the "d_saberSPStyleDamage 0" hit detection.
  7. Just to make sure theres no confusion, RaceArena's A-Mountain is made by Acrobat, and is also featured in his map "Expedition".  As far as I know its identical except for the cell shading in the racearena version.  Expedition is a hugely underrated map btw, you should try it out if you haven't already.  

     

    Also, if you guys like A-mountain you should try competing on it.

     

     

    Favorite maps? FFA_TMBJ, Innercity, Grandflaw v2, Matrix reloaded v2.1, Jedi's home V1/2

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