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Old 10-18-2014, 07:48 PM   #21
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Old 10-18-2014, 10:07 PM   #22
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Old 10-19-2014, 12:04 AM   #23
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nice!

i had asked this probably a year ago, but, can we ever expect to have exact same conc timings with tfc on ff (so that the conservative tfc players can give ff a second chance also)?
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Old 10-19-2014, 12:49 AM   #24
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I thought the timings were the same? Even if they are off by a fraction of a second, it's pretty easy to get used to in FF. This is coming from someone who played hundreds of concmaps in TFC. FF concs are, simply put, much better than TFC's concs.
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Old 10-19-2014, 12:50 AM   #25
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Quote:
Originally Posted by raum View Post
nice!

i had asked this probably a year ago, but, can we ever expect to have exact same conc timings with tfc on ff (so that the conservative tfc players can give ff a second chance also)?
This sort of thing is nearly impossible to "fix", as it's extremely ambiguous/subjective. Could you either link to where you went into more detail or go into more detail about what exactly you mean?
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Old 10-19-2014, 01:00 AM   #26
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He just means offsetting the grenade beeps by an average (ping*2) latency. Something like cl_grenadetimerlag 100 for 100ms delay.

To clarify, TFC starts the clientside beeps when it receives a message from server saying "you successfully primed a grenade". If the ping time is 50ms, the timer starts ~100ms(+ticktime/2) after you pressed the key.

The problem here is that the higher your ping, the earlier you have to jump in relation to the beeps. This is why TFC is so hard to conc when you switch between EU and USA servers, and why FF is superior in that regard. (Although FF still seems to be slightly ping dependent, I think that's because movement is lag compensated and grenade priming isn't)

Last edited by AfterShock; 10-19-2014 at 12:33 PM.
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Old 10-19-2014, 01:34 AM   #27
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Is the beep clientside? Then it could possibly have 2 beep modes sort of like it has 2 choices of visual effects.
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Old 10-19-2014, 02:08 AM   #28
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Quote:
Originally Posted by XPelargos View Post
Is the beep clientside? Then it could possibly have 2 beep modes sort of like it has 2 choices of visual effects.
Fortress Options > Sounds

There are like 10 beeps to choose from.
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Old 10-19-2014, 04:22 AM   #29
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FF Server Hosting

So I guess this means game hosting companies could now rent FF servers? Does the current FF server installation software have a pretty GUI for all the new FF players who want to run their own ship?
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Old 10-19-2014, 05:23 AM   #30
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Old 10-19-2014, 01:41 PM   #31
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How long will we have to wait for any updates about Source 2013 port?
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Old 10-19-2014, 01:52 PM   #32
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There's some massive code differences between 2006, 2007, 2013, and soon Source 2.

It's a daunting task to switch engines from what I've heard, and Squeek can prolly confirm what I'm saying.
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Old 10-19-2014, 03:55 PM   #33
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Quote:
Originally Posted by MatiZ View Post
How long will we have to wait for any updates about Source 2013 port?
I think it's safe to say that SOMETHING is on the cards but not even we know what route we're going to take with regards to a port/remake. We're mindful that we to make our goals achievable. As chicken says it's rather daunting and losing steam (excuse the pun) on a port/remake would suck. It's going to take some thought and planning.

I know I haven't answered your question cause I suck and am more a spectator dev than active (least for the moment). I'm keeping a close eye on all conversations which is why I've been able to reply, I'd like to jump on the band wagon soon.
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Old 10-19-2014, 06:37 PM   #34
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Old 10-19-2014, 07:45 PM   #35
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Quote:
Originally Posted by MatiZ View Post
How long will we have to wait for any updates about Source 2013 port?
See my dev journal.
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Old 10-19-2014, 10:42 PM   #36
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Yeah, but from what I have read you're all like "in future". Also, I can't see the alpha forum so I could see all those experiments you were doing with mod.
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Old 10-19-2014, 10:57 PM   #37
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Quote:
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Yeah, but from what I have read you're all like "in future". Also, I can't see the alpha forum so I could see all those experiments you were doing with mod.
I think the point was that the team is really going to need 1 or 2 more dedicated coders. And even then a port will take a very long time.
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Old 10-19-2014, 11:25 PM   #38
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Quote:
Originally Posted by MatiZ View Post
Yeah, but from what I have read you're all like "in future". Also, I can't see the alpha forum so I could see all those experiments you were doing with mod.
That's because the port is not being worked on at the moment. We'll be open sourcing what we finished, but there aren't any plans to develop it further (for now at least).

That alpha forum is empty. The experiments I was talking about in the dev journal were part of the current game's beta, not the port; all the info about that stuff is currently in the private beta and/or dev forums.
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Last edited by squeek.; 10-19-2014 at 11:27 PM.
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Old 10-21-2014, 08:06 PM   #39
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Excellent news! Will defo give it a go again and hope many others will do the same.

That being said this might be the last chance of getting this game goin.
if I were you, I'd go all in and implement all cool things from your beta tests. you can't lose absolutely nothing. Worth a try imho.
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Old 10-31-2014, 12:54 AM   #40
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I had a look at doing TFC-like (lagged) conc sounds in code. It's very tricky. However, it's pretty simple to just insert a bit of silence at the start of the timer wav file. You just need to work out how much silence you want (probably your TFC ping * 2, so for you raum about 180ms)

I've uploaded some examples here

https://dl.dropboxusercontent.com/u/...grentimers.zip

includes 90ms, 120ms, 150ms, 180ms, 210ms, 240ms which equates to 45 ping, 60 ping, 75 ping, 90 ping, 105 ping and 120 ping

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