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TFTrue 2.8
Created 30th December 2008 @ 10:15
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that is really great since even if there is an update it will refresh the new damage values automaticly. well done
Yes, but the only problems with updates, is that we are scanning for the random damage location with a “signature” in hex, and that signature could change with TF2 updates (because the TF2 .dll and .so files are updated). The Windows signature is still working since 1 year (January 2008), there was only a problem with the Linux one, which I hope won’t be broken with the next update (it may have broke because it has not been done correctly before).
F.Y.I. Guys:
AFAIK the Demoman Pipes can make between 60 and 125 Damage! That’s a margin which is definitely too high. I currently didn’t know that it was that high, but it shows, that there has to be an accord about TFTrue.
It’s more like 60-150.
Is there a list of those min/max values from the file?
Or where is it in the file, so i can extract them myself?
Security through obscurity doesnt work.
The code should be opensourced imho. But thats up to the copyrightholders.
I have a lot of “funny” ideas one could implement in a closed source TF2 server addon…
Disclaimer: I think removing random damage is a bad idea.
“CEVO admins have the balls, all you euros do is whine”
You euros? How bout you get the hell of _our_ Old World and ship your ass to the land of the brave. No one will miss you here. Bai.
Its one thing to have the balls to force this, but its anothr to enforce a plugin you haven’t fully tested.
On an admin note: keep this civil guys. This is about TFTrue, not about attacked each other for having a different opinion. This goes for everyone.
@uvio: No, there is no list of those damage values from a file, they are all in the TF2 dll/so files. You can’t really extract them.
Btw, for people saying that the scout is OP now, because it can 2 shots too easily soldiers, we did some testing with Fragga.
I was a soldier, and he was a scout. At mid range, he would not do enough damage to 2 shots me (I don’t remember the values). To 2 shot me (soldier), he would need to be at point blank range. Really, even at a low range, with 2 shots, he would not kill me.
EDIT: Point blank range would do 100 dmg btw.
@Anakin: I agree! Scout was never OP and still is not. And TFTrue won’t change something about that Fact
People have been calling out for a damage table!
Some of you diligent types get busy :P
My personal opinion:
I want the random bs removed out of TF2, it annoys me, and whilst it can be fun, a competitive plugin that can be turned on/off as easily as crits would be perfect. I want to know for sure that a player is weak, and if this works, then I’m for it.
Important bits of advice I think this project needs to take on:
– Reimu’s point, and my initial thought, that unless this becomes a far more transparent process, and a large number of users know how to work with the code, the risk for it to all fall to pieces if the developer goes on holiday / a new update is released etc are too great, and would mess up the entire league
– Dunc and Anderson’s point that this needs to be tested to the MAX. We are talking about a fairly important change to TF2, that if implemented, will probably not be removed (unless Valve build something in to the game) and could be a huge burden to the developer. Lots of people here have agreed that random dmg is very annoying, but I think it’ smore important to get it right, rather than rush to complete it for Season 4.
– JimmyBreeze’s point that if this could possibly be released in Season 4, the Season needs to be delayed slightly so ALL teams can get it on their servers (this needs to be checked), it can be tested thoroughly, and all players participating in ETF2L can get used to it
I was suprised myself, as scouts do feel more powerful with the plugin – but through testing its only possible to 2-shot a soldier (200hp) at point blank range, at medium range you’d need 3 or 4 perfect hits. Scouts are still the most influential class in the game, but this comes mainly from their ability to move quickly, flank opponents and retreat for health when wounded.
Playing for sometime with this plug-in then going back to the regular setup makes it all too obvious that random damage plays a much larger role in individual fights and therefore the outcome of a match than most people thought – being killed by 2 stickies each missing me by 3 foot when im fully healed is just the lulz
Agron: you carry on this flaming against me in now four separate threads including a gotfrag thread, grow up.
The damage values do seem a little high to me.
100 scattergun damage seems a bit off.
tfwiki says the range of the scattergun is: 85-105. This would mean the damage should be 95. Now the ranges on tfwiki might not be accurate but for the damage to be 100 the range would need to be 85-115, meaning the testing would be wrong quite a bit.
Yes, TF2Wiki values are not correct.
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