[Committed]Weapon Accuracy Stats Patch

Developer discussion of experimental fixes, changes, and improvements.

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Mon Feb 09, 2009 7:20 am

  • Just judging from your screenshots: the Camping Rifle is neither hitscan nor splash. It shoots bullets, but they have to hit exactly and have no radius damage.

    Same goes for other ballistic bullets, like the MG supports.

    Does your code still work if g_ballistics_force is enabled? I'd really like to make this behaviour the default, as it is almost no gameplay change, but looks less retarded (no smoke appearing before the bullet).
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Mon Feb 09, 2009 12:32 pm

  • it does support g_ballistics_force 1. only problem is im not exactly sure if it counts as a hit through walls. i wasn't able to test that myself.
    Icarus
     

Mon Feb 09, 2009 12:52 pm

  • Maybe combine both screens into just 'weapon stats'. You already use a variable to determine the type of the gun, so you could still display the right column for each gun. However the type of the gun should somehow be told by the server as variables like g_ballistics_force are unknown to the client..
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    esteel
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Mon Feb 09, 2009 1:10 pm

  • Well, if this patch now supports ballistics, I'll simply make this mode the default, and remove the old hitscan mode (or make it an option).
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Mon Feb 09, 2009 2:02 pm

  • So shotgun and MG bullets will need time to reach their target, right?

    While this certainly won't make the SG worse (it has limited range where it is effective anyway) I am worried a bit about the MG...
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Mon Feb 09, 2009 2:03 pm

  • The MG already has higher spread in svn, and is MEANT to be useless at long distance. That MG worked out for that was never intended (after all, it's a machine gun).
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Mon Feb 09, 2009 4:51 pm

  • divVerent wrote:The MG already has higher spread in svn, and is MEANT to be useless at long distance. That MG worked out for that was never intended (after all, it's a machine gun).

    Yeah, but even if MG is working at long range and intended for that, won't make enabling ballistic make it weaker since you have to lead your aim because of slow bullets?
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Tue Feb 10, 2009 6:40 am

  • It WOULD make the MG weaker, if it WERE working at long range.

    But it IS NOT. It ALREADY got spread added so it is useless at long range, to stop people from abusing it as a sniper rifle.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Tue Feb 10, 2009 4:47 pm

  • Good change (in my personal opinion). Thanks.
    Alien
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Tue Feb 10, 2009 7:53 pm

  • any advice about MY patch instead of arguing about the mg becoming weaker or stronger?
    Icarus
     

Sat Feb 14, 2009 3:57 am

  • http://sites.google.com/site/dibnexuiz/ ... racy-patch

    newest patch. hopefully this gets rid of team damage counting as a hit. please test to ensure that it is working. also screenshots have been updated. splash accuracy now includes the hookbomb(which is not shown in the screenshot).

    EDIT: this is for revision 5861 (i always forget to say that)
    Icarus
     

Sat Feb 14, 2009 4:59 am

  • That doesn't look like it would scale well on a 800x600 resolution or even 1024x768. Perhaps you should combine both weapon types onto one screen and have 3 rows of weapons.
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    [-z-]
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Sat Feb 14, 2009 6:48 am

  • Playing in my server with many bots, I noticed that the stats aren't updated at every shot always. Is this normal?

    As I told you on IRC, me too as -z- said, I'd see well the stats of both weapon types in one screen. 3 rows: first for hitscan weapons, 2nd and 3rd for splash weapons since they are more.

    You are using colors from red to green, passing through the yellow to indicate percent of accuracy, so I thought you could use the "other" colors (cyan, blue or violet or any color near to these ones) to fill the background of the weapon images: one color for hitascan weapons, another one for splash weapons.

    Oh, and another thing... I didn't see stats of bots.
    Well... It's not an important thing, obviously, however could be interesting to see how much bots are good with the aim. Maybe it might be introduced a cvar that enables stats for bots too. I'm asking this trusting there is not a big extra work to do.
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    terencehill
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Mon Apr 13, 2009 8:27 pm

  • Ok i fixed a few things, but splash weapons dont always count as hits and im not sure why thats a problem. If someone could help me fix it that would be great.

    terrencehill: i fixed the update stats problem. i was doing the calculation in the draw function rather than doing it separately so stats were only updating when you were actually looking at the stats board.

    new patch here: http://dib.mkzelda.net/Patches/hitscanR6480.patch

    EDIT: terencehill fixed splash weapons!!! new patch here: http://dib.mkzelda.net/Patches/hitscanR6475.patch

    i realize thats an older revision than the post above.
    Icarus
     

Wed Apr 15, 2009 10:58 pm

  • Made a new patch that doesn't fail at defs.qc and main.qc: http://dib.mkzelda.net/Patches/hitscan.patch

    Edit: In order to use this patch add this to your autoexec.cfg:

    Code: Select all
    //1 for hitscan
    //0 for splash
    //-1 for no display(porto)
    set weapon_type1 0
    set weapon_type2 1
    set weapon_type3 1
    set weapon_type4 0
    set weapon_type5 0
    set weapon_type6 0
    set weapon_type7 1
    set weapon_type8 0
    set weapon_type9 0
    set weapon_type10 -1
    set weapon_type11 1
    set weapon_type12 0
    set weapon_type13 0
    set weapon_type14 0
    set weapon_type15 1
    [/code]
    Icarus
     

Thu Apr 16, 2009 6:54 am

  • Is there any chance this gets into an official release?
    Good work there! :-)
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    C.Brutail
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Sat Apr 18, 2009 3:41 pm

  • For those who wanted to see the accuracy all on one board:

    Image
    Icarus
     

Sat Apr 18, 2009 4:45 pm

  • Icarus wrote:For those who wanted to see the accuracy all on one board:Image
    Mmmm statistics *Drewls* :D Nice!
    [Want to develop? Look HERE]. Image Image Gif sauce.
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Sat Apr 18, 2009 5:57 pm

  • thanks :) Im gonna organize it so that hitscan/ballistics weapons are on top and splash are on bottom.
    Icarus
     

Sat Apr 18, 2009 10:50 pm

  • I'm starting thinkin that it could be much better to integrate stats in the hud. Above every icon of a weapon its stats. The accuracy stat could be placed on the right part of the weapon icon, coloring icon based on the accuracy. This way they take up less space, they are already sorted by the hud itself, and also u can play without problems seeing them while playing.

    Stats could be show in 2 ways, both controlled by the user:

    showstats 1: show stats when u press a key (+showstats) and let them disappear when u release that key (-showstats)

    showstats 2: show stats always

    The double weapons (like MG/riffle) are the only (small) problem: they can be shown correctly (MG icon - MG stats above - riffle icon above - riffle stats above) with a proper algorithm but the stats would go a bit too much in the middle of the screen.
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    terencehill
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Sun Apr 19, 2009 7:10 am

  • Image

    ok terencehill ill work on that.
    Icarus
     

Sun Apr 19, 2009 9:49 am

  • Image

    Image
    Icarus
     

Sun Apr 19, 2009 11:05 am

  • Image
    mmm... My idea of putting stats above the icons doesn't work with the current HUD, since the stats would go under the armor/health/bullets. I wasn't considering it (DOH!).
    Very good result the accuracy over the weapon's icon.
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    terencehill
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Sun Apr 19, 2009 12:43 pm

  • Icarus wrote:Image

    Image


    Maybe it's possible to raise the armor/health/ammo numbers and icons higher up, so that they are aligned with the small 4 and 1 numbers on top of the fragcount.
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    FruitieX
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Sun Apr 19, 2009 12:57 pm

Sun Jun 07, 2009 5:23 pm

  • here is the newest patch: http://dev.alientrap.org/attachments/15 ... y-rc5.diff
    now there is only one screen with all stats: +showaccuracy
    and you can view the stats on the hud: sbar_hud_accuracy 1
    if you would like to test it you would have to do it on your own server because no other servers use this patch.
    Icarus
     

Sun Jun 07, 2009 5:37 pm

  • I wonder when does this get stable.
    quit for good
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Thu Jun 11, 2009 8:18 pm

  • committed to svn :)
    Icarus
     

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