Debriefing > Impressions & Feedback

5.0, after a couple years away from GE:S.

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Graslu:
Getting Russian Roulette with all headshots is really rewarding though. :P

Any idea what he did to make blood server-sided? Why isn't this done on other games like CS:GO?

kraid:
The issue with server side blood is the increase of traffic it creates and also every hit confirmation takes it's time from server to client due to latency.

With sound the delay is less noticable then with visual stuff, that's why we rather use a confirmation sound then rely on splatter FX.

detectDefective:

--- Quote from: Graslu on August 19, 2016, 04:59:44 pm ---Getting Russian Roulette with all headshots is really rewarding though. :P

Any idea what he did to make blood server-sided? Why isn't this done on other games like CS:GO?

--- End quote ---
You're talking to somebody who only ever runs into armored bastards, though. And that's not even factoring my bad aim outside of automatics at point blank.

As for what he did, honestly, I'm not certain. The most I ever delved into LUA coding for TTT was weapon modification since some weapons were blatantly overpowered (hi MAC10) while others were too weak (hi Glock). Looking at his work gave me a headache but that's the majority of code in a nutshell for me.

Before he did this, we relied on a hitmarker add-on to know if we'd actually landed a hit or not. This is why I try to ignore the blood and focus on the sounds before I stop shooting.

CptLima:
Good points above; +1 on the Siberian Special Forces. Would love to see another dozen or so characters in a future release; gets weird when there are 3 Jaws or 2 Bonds in the room with you.

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