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RED-FROG   Posted 5th Mar 2008 7:23pm
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Post 2721 / 5258

When will we get to see a new version of PureFaction?
I'm sick and tired of the cheaters.
And I'm curious what the new version will bring. You know I'm not a big fan of the current version but I'll give the next one another chance

I have spotted a lot of cheating in the past games. It's unacceptable

I have the feeling that TrotSkie pretty much stopped working on it. (the predicted release for January now is 2 months ago)
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    
Ghostkid   Posted 5th Mar 2008 7:44pm
Invisible Kid
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100 % alcoholic Agreed
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Xfire: Ghostkid1  
 
goober   Posted 5th Mar 2008 8:04pm
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Well I can tell you that he hasn't "given up" or anything like that. He has been working on an improved spectator system lately.
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

[Faction Files]  
 
RED-FROG   Posted 5th Mar 2008 8:06pm
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mmh but I want to play, not watch
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    
Johnny_Suave   Posted 5th Mar 2008 9:01pm
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I'm just wondering if the "switch weapons before reload animation" glitch was "fixed" by PF. I really don't think that should be stopped because switching to a different gun with a full clip when your gun is empty doesn't seem like much of a problem. However, the exploit where you can magically reload by pressing 'R' while switching to an empty gun, I can do without.
Me, I hail from Thunder Bay, Ontario. I'm under-played in stereos.    
Trump   Posted 5th Mar 2008 9:08pm
Retired MCPO
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Quoting goober
Well I can tell you that he hasn't "given up" or anything like that. He has been working on an improved spectator system lately.


The heck with the spectator system, give me the integrated DXWND and I'll be happy.
TRUMP'S MAPS
The fear of the Lord is the beginning of knowledge; wisdom and instruction fools despise.  
 
RED-FROG   Posted 5th Mar 2008 9:13pm
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Yeh, I'll just see what he will do with the next Pure Faction.
If this weaponswitch problem still remains there is no chances.

Digital Ruler once mentioned that he did that due to the reason that the railgun shoots another invisible bullet while switching to another weapon.
So my thinking tells me that I would have to STOP RF from spawning the invisible bullet, and not touch the whole thing on its tail and remove a whole function.

http://de.youtube.com/watch?v=2InZaH-B9Cw

Pure only does block it while playing in Pure servers, though.
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    



goober   Posted 5th Mar 2008 9:40pm
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Quoting Trump
Quoting goober
Well I can tell you that he hasn't "given up" or anything like that. He has been working on an improved spectator system lately.


The heck with the spectator system, give me the integrated DXWND and I'll be happy.

Thats been done for a while

Skipped reloads will not be allowed due to the fact that you can shoot a rail then switch to another gun. The purpose for this is so that if you shoot a rail, you have to suffer the long reload before being able to shoot again. It makes people actually think about where to shoot instead of relying on a glitch. It was never intended to be allowed in the game in the first place.
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

[Faction Files]  
 
Trump   Posted 5th Mar 2008 10:58pm
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Quoting goober
Quoting Trump
Quoting goober
Well I can tell you that he hasn't "given up" or anything like that. He has been working on an improved spectator system lately.


The heck with the spectator system, give me the integrated DXWND and I'll be happy.

Thats been done for a while


Technically, maybe, but I don't have it yet. Guess you got to be on the Trotskie insider list to get it.
TRUMP'S MAPS
The fear of the Lord is the beginning of knowledge; wisdom and instruction fools despise.  
 Modified Mar 5th, 11:00pm by Trump
TrotSkie   Posted 6th Mar 2008 12:25am
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Nope I havn't given up. Just havn't been spending that much time on it. Recently been working on some heuristic serverside checks, and on the first person spectate (which is working quite well so far ) . Next version i'm planning on giving servers more control over what is and isn't allowed in their servers, along with giving serverside only options (clients don't need PF). I have a very effective server side anti-ghost, 100% effective serverside anti-myth, and i'm working serverside fire rate detection. New banning system is under development: Ban by ID (like lazyban) or ban player you're currently spectating. The next PF has its own windowed mode, and allows fullscreen alt tabbing. Servers can also swap guns around in levels as they please (e.g. all HMGs can be made SMGs in a map, or converting all guns to be rail guns). There isn't all that much left to do for the next version. I'm attempting to remove the invisible bullets caused during weapon switches, but its proving hard to make smooth.
   Modified Mar 6th, 12:29am by TrotSkie
SWAMadcat   Posted 6th Mar 2008 12:51am
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Post 129 / 194

Quote
(clients don't need PF).

Awsome thing!
Quote
i'm working serverside fire rate detection

Some people can really shoot fast with 1 finger,1 button,alot can. As long as its an option thats a great idea, but the idea in its own could spell doom to next verison. I personally would never play in a server with the fire rate reduced. This feature is almost as fun as the geomod technology. It also give an option to increase your skill at the game. Skill is this; how fast and accurate can one shoot, and finding that happy medium between fire rate and accuracy that works the best for oneself. Some maps require this ability . Just my opinion......
()__/)
(O.o)
(>< ),,  
 Modified Mar 6th, 12:53am by SWAMadcat
goober   Posted 6th Mar 2008 12:55am
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Post 6722 / 265

I'm sure the fire rate won't be too low. When me and digi we're testing, we could only get up to about 12 bullets per second (from many test "subjects") without someone using click-a-lot.
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

[Faction Files]  
 
TrotSkie   Posted 6th Mar 2008 1:03am
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Post 97 / 130

The fire rate detection isn't anything to do with precision or pistol. The other guns only.
   
SWAMadcat   Posted 6th Mar 2008 2:43am
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Post 131 / 194

Quote
The fire rate detection isn't anything to do with precision or pistol. The other guns only

Excellent! I feel better now. I felt that it was projected mainly at the PR. I forgot about the rapid rails, rockets, shotgun shots and nukes.
Quote
you think skill in the game is related to how fast you can fire, then you're poorly mistaken

Read "Skill is this; how fast and accurate
can one shoot, and finding that happy medium between fire rate and accuracy that works the best for oneself"
I was refering to the PR only, i should have mentioned it .
My response was for serverside fire rate detection anyways
()__/)
(O.o)
(>< ),,  
 Modified Mar 6th, 02:52am by SWAMadcat
goober   Posted 6th Mar 2008 2:52am
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Post 6723 / 265

Quoting Gamgee
Quoting goober
I'm sure the fire rate won't be too low. When me and digi we're testing, we could only get up to about 12 bullets per second (from many test "subjects") without someone using click-a-lot.


So, is the new fire rate going to be based on the Goober standard.


The "Many test "subjects"" refers to many people, not just myself.
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

[Faction Files]  
 
Ghostkid   Posted 6th Mar 2008 4:12pm
Invisible Kid
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Post 1630 / 2212

Quoting SWAMadcat
Quote
The fire rate detection isn't anything to do with precision or pistol. The other guns only

Excellent! I feel better now. I felt that it was projected mainly at the PR. I forgot about the rapid rails, rockets, shotgun shots and nukes.
Quote
you think skill in the game is related to how fast you can fire, then you're poorly mistaken

Read "Skill is this; how fast and accurate
can one shoot, and finding that happy medium between fire rate and accuracy that works the best for oneself"
I was refering to the PR only, i should have mentioned it .
My response was for serverside fire rate detection anyways

i read th eweapons.tbl and i see fire wait for pistol is 0.50 seconds, so how the heck can you shoot 12 times in a second ?
Xbox 360 Gamertag: Firefist1
Xfire: Ghostkid1  
 
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