Author Topic: extreme 2.7 beta  (Read 5147 times)

Offline {NADF}Geronimo

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extreme 2.7 beta
« on: November 28, 2010, 06:41:43 pm »
Hi!

Is there a possibilty to get the beta version and helping for the bugfixing?
This would be nice  :)

Regards,
Geronimo

Offline LAPD

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Re: extreme 2.7 beta
« Reply #1 on: December 14, 2010, 09:38:30 pm »
Where i can read all new features and modification of 2.7b?

Offline PatmanSan

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Re: extreme 2.7 beta
« Reply #2 on: December 15, 2010, 05:19:17 am »
v2.7 Fixed:
- unability to chat while on parachute (spawn and gunship eject).
- counter not being used properly in checkGUID (_ex_security.gsc).
- wrong description for range finder units (ex_rfunit) in miscfeatures.cfg.
- hopefully fixed range finder runtime errors.
- some occurences of "barreta" changed into "beretta" in _ex_weapons.gsc.
- ghost nades after defusing tripwire. Enemy nades are converted to own type.
- unable to set trip when holding only one enemy frag and smoke nade(s).
- ingame rcon fast restart after switching game type will mess up server
  now code will force game type back to original value when doing a fast restart.
- rank demotion not taking away nades (code will take away all nades if it has to).
- ingame rcon weapon settings not working.
- DOM and ONS can cause lag on some maps (caused by "spawn away from flags" loop).

v2.7 Changed:
- disabled ex_indoor_large "1" in mapcontrol.cfg.
- ex_bleeding (healthcontrol.cfg) now takes values 1-100 (probability).
- removed scr_objectiveicon from CTFB (now reads ex_objindicator only).
- increased lrhitloc max values to 500 to get one-shot, one-kill for LR rifles.
- automatically turn off statsboard in mbot mode.
- improved parachute spawning.
- after napalm airstrike, re-randomize to get either napalm or regular airstrike.
- tracers and flak fx code revised.

v2.7 Added:
- variable for setting points per kill (gametypes.cfg).
- radius variable in chq and hq to decide who gets points for capt/def (gametypes.cfg).
- bonus points for defusing landmines or trips (gametypes.cfg).
- bonus points for killing the flag runner on CTF, CTFB and RBCTF (gametypes.cfg).
- mapvote strict player size (mapcontrol.cfg - ex_endgame_vote_filter).
- obits kill range can be disabled or set for snipers only (monitoring.cfg).
- suppress inactivity warnings for other players (playercontrol.cfg).
- bleeding probability (healthcontrol.cfg).
- adjustable radius correction for gunship (wmdcontrol.cfg).
- var ex_problemmap to quickly troubleshoot problematic maps (mapcontrol.cfg).
- log monitor (monitoring.cfg; experimental).
  This includes line filter, bad language check and GeoLocation.
- FreezeTag game type (FT).
- Raygun to spice up FreezeTag (not available in other game types!).
- class based (smoke)nade loadout now checks secondary weapon too.
- PIN identification of clan members (clancontrol.cfg).
- MeatBot developer mode (enhanced visual designer).
- spawnpoint developer mode (phase 1).
- jump height settings (ex_jumpheight) in mapcontrol.cfg.
- cl_maxpackets and com_maxfps to forced dvars (playercontrol.cfg).
- spawn control to spread code execution (prevents server overload, especially at
  beginning of round) (serversettings.cfg).
- new crispy font throughout the entire game (menus, HUD, messages).
- quick message anti-spam delay (playercontrol.cfg).
- arcade-style shaders, replacing some "in your face" messages (gametypes.cfg).
- game type vote only (end-of-game vote mode 7; mapcontrol.cfg).
- modern weapons for meatBots.
- added 2 "run once" modes to forced dvars feature (playercontrol.cfg).
- possibility to cap nades and landmine upgrades (weaponcontrol.cfg).
- server connection hub on ingame menu (miscfeatures.cfg).

Offline LAPD

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Re: extreme 2.7 beta
« Reply #3 on: December 16, 2010, 06:58:26 am »
Quote
- possibility to cap nades and landmine upgrades (weaponcontrol.cfg).
Possibilities to capture nades and throw back?

Offline PatmanSan

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Re: extreme 2.7 beta
« Reply #4 on: December 16, 2010, 09:53:22 am »
No, that is the ability to limit upgrades to a certain amount of nades or landmines (instead of 9).

Offline TnT_Jeta1

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Re: extreme 2.7 beta
« Reply #5 on: December 17, 2010, 10:41:19 pm »
looks great can't wait to play meatbots with modern weapons ;-)
Jeta1

Offline willbe

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Re: extreme 2.7 beta
« Reply #6 on: January 26, 2011, 09:26:19 pm »
Is it possible download this beta version to test it?

Offline willbe

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Re: extreme 2.7 beta
« Reply #7 on: January 26, 2011, 09:32:12 pm »
Quote from: "LAPD";p="36462"
Quote
- possibility to cap nades and landmine upgrades (weaponcontrol.cfg).
Possibilities to capture nades and throw back?

This were brutal!


Offline anodoz

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Re: extreme 2.7 beta
« Reply #8 on: February 24, 2011, 10:26:19 pm »
is this getting close for release?

Offline PatmanSan

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Re: extreme 2.7 beta
« Reply #9 on: February 25, 2011, 05:55:08 am »
Well, the helicopter and guided missile are not completed yet, and I don't want to release the mod without these.
We're probably (or most likely) not going to release in February.

Offline LAPD

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Re: extreme 2.7 beta
« Reply #10 on: February 27, 2011, 10:00:07 pm »
You guys talking about? What other helicopters and guided missiles? Are you crazy with MW2? Let it remain there, but here in cod2 - WWII, and the theater of military action must remain with the use of weapons of that war! I think you did go to the illegal direction of development.  It is better to add additional weapons (diversity) as it is qualitatively do guys from the Czech Republic in back2front.

Offline PatmanSan

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Re: extreme 2.7 beta
« Reply #11 on: February 28, 2011, 05:37:19 pm »
I don't see what the problem is! Some will love the perks... some will hate them. It's optional. You don't have to use any of it.

The defense bubble might be a bit over the top, but the sentry gun is freakin' awesome.

Offline LAPD

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Re: extreme 2.7 beta
« Reply #12 on: March 01, 2011, 03:26:23 am »
After all, we all know what it was. Not that it's just an option. You put your work and spend your precious time to transform the game into something like cod4, when cod4 is already rejoicing in all the servers.
That's the real trouble :(. If your programming talent and time to spend on something that could not realize at the time game developers - the price you would not.

Offline MissVonTripp

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Re: extreme 2.7 beta
« Reply #13 on: March 01, 2011, 04:36:34 am »
Like PatmanSan said, it's optional. There are beta testers, and the people who play it love it. If people don't want this great mod they can stay with v.2.6  or disable some things. I must say I love it, and I know some players who stopped playing cod 2 a long time ago, but love it again after playing on the v2.7 beta servers.

Keep up the good work PatmanSan  :)

MissY

Offline Gixxer

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Re: extreme 2.7 beta
« Reply #14 on: March 03, 2011, 07:22:20 pm »
Patmansan is working his ass off to bring some of the feature types to cod2 that are in the newer games that some people don't have, or their pc can't play it, or they love the features but just don't like the game play of the newer games, as it has been stated, they are optional features, you don't want to use them..................don't. instead of complaints what about thinking of trying a thank you for still being the only modder to still actively support a game that is well past it's prime. just a thought.