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Опубликовано:

Meh just thought of writing up a thread in here to make a "wishlist" for IW4Mx.

What I would like to see:

- New Maps *ofc*

- New Weapons *ofc*

- New Killstreaks *?*

- Load mods when you start connecting to server not when you're fully connected (like CoD4) *stole from banz*

- New UI Elements

- Nightvision :D

- CoD 4 code that prints your killstreak and prints in kill feed. (Made a mod for it already and sent it to NTA)

- Re-do some of the weapons (i.e. UMP and reduce damage)

 

That's basically my suggestions. Anyone else?

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Опубликовано:
why the flying fuck would local play need a master server
How can you get IW4M LAN servers to get listed if you don't have control over the gateway to forward ports?

see: multicast

 

implementation difficulty: quite easy

?

Doesn't sound like I can merge 2 serverlists (getting results from 2 masterservers when the client requests servers from "iw4.prod.fourdeltaone.net:20810") with that.

Опубликовано:
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gou.png

Hue.

Fully functional as well.

By the way the spas has a screwed up distance code maxDamageRange\400\minDamageRange\700\ it should be the other way around 700/400. IW is stupid.

 

Made a four shot burst Famas.

 

If you guys want to screw with it check the attachment, includes aug_acog and famas_mp (use the AUG with an ACOG to enable Steyr or whatever scope and default Famas for 4 round burst :>)

Опубликовано:

I really should have asked sooner before I started salivating, but now that I've committed that error anyway:

 

Is IW4Mx a planned successor/counterpart to IW4M? Is this in the brainstorming stage? Are we planning on doing anything like this at all?

Опубликовано:
plz gibe lan

see: multicast

 

implementation difficulty: quite easy

?

Doesn't sound like I can merge 2 serverlists (getting results from 2 masterservers when the client requests servers from "iw4.prod.fourdeltaone.net:20810") with that.

How this system would work:

  1. server B comes online, starts listening to a multicast IP Address on the network.
  2. client A comes online, sends a packet to that multicast IP.
  3. server B then picks up that packet, and then responds by sending server B's LAN/Internal IP and port back to client A.
  4. client A recieves the packet containing the IP and port
  5. recieved IP:Port is sent a normal getinfo request (like any other server), and subsequently added to the serverlist (under "LAN")

hey, its not that hard

Опубликовано:
gou.png

Hue.

Fully functional as well.

By the way the spas has a screwed up distance code maxDamageRange\400\minDamageRange\700\ it should be the other way around 700/400. IW is stupid.

 

Made a four shot burst Famas.

 

If you guys want to screw with it check the attachment, includes aug_acog and famas_mp (use the AUG with an ACOG to enable Steyr or whatever scope and default Famas for 4 round burst :>)

*clap*

*clap*

Wouldn't mention those if I didn't try it previously. AdsOverlayShader and tags ftw:P

 

 

 

-another suggestion? Maybe slug ammo for pump action shotguns+m1014 instead of fmj :3

Wouldn't be overpowered, seeing how nobody uses ksg in bo2 which does shoot slugs. Additionally, it would justify the appearance of optics on shotguns

Опубликовано:
So M1014 as a Slug bullettype? Anyone got a list of bullettypes in iw4?

Hell, you still can even use spread type. Change shot count to 1, change adsspread to 0. Winwin

Well, not excatly zero, but a very low spread. Its a shotgun, not a sniper rifle :P

However, if we really replace FMJ with slug ammunition, we would need to change the damage profile for the weapon when used with slug ammo...

Опубликовано:
So M1014 as a Slug bullettype? Anyone got a list of bullettypes in iw4?

Hell, you still can even use spread type. Change shot count to 1, change adsspread to 0. Winwin

Well, not excatly zero, but a very low spread. Its a shotgun, not a sniper rifle :P

However, if we really replace FMJ with slug ammunition, we would need to change the damage profile for the weapon when used with slug ammo...

Every attachment has a separate weapon file, so buckshot type would be unaffected. And yes, some little amount of spread when aiming should be great, too. But it should be little, as you're going for medium range kills with that. Also will make quickscopers cry ;3

But like in bo2, the slug will be a 2 shot kill at medium range with very high headshot multiplier, meaning headshooting will always kill. Also the projectile would disappear after reaching certain amount of range. Balancing reasons.

 

M1887 would have the longest range, but it's fire rate is rather slow

M1014, 1 shot kill range is smaller, but it shoots fast and is a headshot raping machine. Has low ammo count

 

Spas-something between model and m1014

Ranger-no idea how to replace the fmj, long barrel doesn't make when it's a sawed off, nor does the slug, but whatever. Speed loader maybe instead of fmj on ranger?

 

Striker- long barrel

AA12-long barrel

Опубликовано:

I wouldn't try to balance the weapons at all. We'd get thousands of kids crying saying we've destroyed the game experience.

Опубликовано:
So M1014 as a Slug bullettype? Anyone got a list of bullettypes in iw4?

Hell, you still can even use spread type. Change shot count to 1, change adsspread to 0. Winwin

Well, not excatly zero, but a very low spread. Its a shotgun, not a sniper rifle :P

However, if we really replace FMJ with slug ammunition, we would need to change the damage profile for the weapon when used with slug ammo...

Every attachment has a separate weapon file, so buckshot type would be unaffected. And yes, some little amount of spread when aiming should be great, too. But it should be little, as you're going for medium range kills with that. Also will make quickscopers cry ;3

But like in bo2, the slug will be a 2 shot kill at medium range with very high headshot multiplier, meaning headshooting will always kill. Also the projectile would disappear after reaching certain amount of range. Balancing reasons.

 

M1887 would have the longest range, but it's fire rate is rather slow

M1014, 1 shot kill range is smaller, but it shoots fast and is a headshot raping machine. Has low ammo count

 

Spas-something between model and m1014

Ranger-no idea how to replace the fmj, long barrel doesn't make when it's a sawed off, nor does the slug, but whatever. Speed loader maybe instead of fmj on ranger?

 

Striker- long barrel

AA12-long barrel

Agreed. Just at short range slug should kill with one hit.

 

Also will make quickscopers cry ;3

If we do this, that wont be an issue

-Sleight of Hand pro not speeding up scoping in process when using sniper rifle and making the sniper rifle innacurate while scoping in and 500ms after you started looking through scope. That should stop the pest of quickscopers.

I hope so badly that this will happen.

Опубликовано:
We also can't forget to test this internally for weapon balancing.

Meh just push it and see how many whiners on the IW4M section crying about such weapon is overpowered. you get better results that way.

whiners =/= intelligent people.

Опубликовано:
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We also can't forget to test this internally for weapon balancing.

Meh just push it and see how many whiners on the IW4M section crying about such weapon is overpowered. you get better results that way.

Then after patching it they'll say it's underpowered :dumb:

Опубликовано:
I wouldn't try to balance the weapons at all. We'd get thousands of kids crying saying we've destroyed the game experience.

This ^ was my first thought when I started seeing all this.

Making it in a mod, fine. Making it standard, nope.

 

Also, Pigo, I took note of your hint and will research a bit on it when these days at work are done. Tks ;)

Опубликовано:
I wouldn't try to balance the weapons at all. We'd get thousands of kids crying saying we've destroyed the game experience.

This ^ was my first thought when I started seeing all this.

Making it in a mod, fine. Making it standard, nope.

 

Unfortunately, I had previously attempted doing weapon rebalancing in a mod and it was a dead end. It made the game INCREDIBLY unstable. You could only play one match before it would crash on you, and it happened every time I tried. Maybe it would work now that IW4M has been fine-tuned a lot since my last play-test attempt, but I doubt it. I even took up the problem directly with Bas and even with the two of us knocking our heads together we couldn't figure out what was causing the crash.

 

So basically what I'm saying is, if it doesn't happen as an integrated part of the game, I don't see it happening at all.

Опубликовано:
It made the game INCREDIBLY unstable. You could only play one match before it would crash on you, and it happened every time I tried.

With the new iw_tool methods it could be possible to integrate weapon file loading/saving there - it'd also get rid of the 'no ammo' mismatches, but in return it'd need the 1200 asset limit to be properly broken.

Опубликовано:
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It made the game INCREDIBLY unstable. You could only play one match before it would crash on you, and it happened every time I tried.

With the new iw_tool methods it could be possible to integrate weapon file loading/saving there - it'd also get rid of the 'no ammo' mismatches, but in return it'd need the 1200 asset limit to be properly broken.

The asset limit is how much items can be loaded in a map or?

Опубликовано:
I think it relates to the highest assigned weapon ID, which also includes duplicate assets in fastfiles.

 

Ah, I see what you mean. The game is loading the original weapon data files, and THEN loading the modded ones, which breaks the limit on the number of weapon files that can be loaded at one time.

 

And as you guys mentioned, we could possibly remove that limit or at least increase it. I smell a eureka moment here :)

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