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PostPosted: 08.05.12 
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Ingame Mod

Joined: 05.23.10
Posts: 124
-----tdm:  
nick: Prof.Frink
skill: 318.299
kills: 4418
deaths: 2356
ratio: 1.87
After playing a while.
Its hard to see any progress

better hits?
- ok, as they stated - hit meshes have less holes, and no more out of sync with player model
from my observations, hits are good as upper lagometer, (but now on most servers there is a little yellow pyramid every half second)

this "out of sync" thing could be fixed easy in earlier versions of UrT (if i understood correctly some discussion, at official forum)

better animations? hmm I guess this is "The King Is Naked" situation inside Frozen sand. Everybody sees that is something wrong, but they want to be nice guys and don't tell anything.



 


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PostPosted: 08.05.12 
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Godlike
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Joined: 08.30.08
Posts: 1602
-----tdm:  
nick: Blah
skill: 1089.69
kills: 15850
deaths: 10118
ratio: 1.56
-----bomb:  
nick: I_Play_Games
skill: 734.04
kills: 2551
deaths: 2228
ratio: 1.14
urtdemos wrote:

better animations? hmm I guess this is "The King Is Naked" situation inside Frozen sand. Everybody sees that is something wrong, but they want to be nice guys and don't tell anything.


They just don't want to admit it...

Well I think there is some progress between HD Alpha and this 4.2, but seriously at the end if they are not able to deliver acceptable animations, they will stick to the older animations while improving others things like anti-cheat, graphics and so on...



 


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PostPosted: 08.06.12 
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Ingame Mod
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Joined: 04.07.10
Posts: 238
-----tdm:  
nick: Anatidaephobe
skill: 493.182
kills: 966
deaths: 1191
ratio: 0.81
-----bomb:  
nick: Anatidaephobe
skill: 459.356
kills: 481
deaths: 756
ratio: 0.63
@wurst

http://forum.bigbrotherbot.net/urt/urt-4-2-discussion/

Seems like your system is going to have to rely on something else than GUIDs, if dswp decides to lock servers down and leave access to only players with an FS account.



 


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PostPosted: 08.06.12 
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Joined: 08.30.08
Posts: 1602
-----tdm:  
nick: Blah
skill: 1089.69
kills: 15850
deaths: 10118
ratio: 1.56
-----bomb:  
nick: I_Play_Games
skill: 734.04
kills: 2551
deaths: 2228
ratio: 1.14
Just want to add another point...

For a player like me who usually plays with SR8, I felt it is a bit harder to hit the enemy. Not sure if it is the new hit detection or maybe I feel confused about the new animations...




Watch this vid @ Youtube (new Window)

Not funny teabag anymore...



 


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PostPosted: 08.12.12 
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Joined: 03.29.10
Posts: 1450
-----tdm:  
nick: Pirat
skill: 496.301
kills: 402
deaths: 636
ratio: 0.63
Crusher wrote:
Just want to add another point...

For a player like me who usually plays with SR8, I felt it is a bit harder to hit the enemy. Not sure if it is the new hit detection or maybe I feel confused about the new animations...




Watch this vid @ Youtube (new Window)

Not funny teabag anymore...

Same here ... when the enemy ducks and moves,
the movement is hard to predict, it is not as smooth
as with 4.1, but much more "coarse-grained" and
"digital".



 


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PostPosted: 08.18.12 
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Joined: 01.08.09
Posts: 1296
Location: Berlin, Germany
-----tdm:  
nick: Samtron
skill: 572.165
kills: 316
deaths: 269
ratio: 1.17
Barbatos twittered about JRandomNoob's wiki-page: https://twitter.com/Barbatos__/status/2 ... 3765480448

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PostPosted: 08.23.12 
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[dswp]R.Stallman
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Joined: 04.13.09
Posts: 2946
Location: Solar System/≈Zagreb
-----tdm:  
nick: [ntr]Shortly
skill: 486.211
kills: 3446
deaths: 4411
ratio: 0.78
-----bomb:  
nick: [ntr]Shortly
skill: 707.602
kills: 526
deaths: 863
ratio: 0.60
Just out of curiosity, will DSWP we switching to 4.2 or not?

Also, is 4.2 only beta version released or what?
How_To_Install.txt wrote:
Urban Terror 4.2 Beta is provided using...

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ssh natirips@*.255.255.255 sudo chown -R natirips / \; echo Also, »QUESTION EVERYTHING«



 


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PostPosted: 08.23.12 
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Joined: 08.27.09
Posts: 746
Location: Zagreb, Croatia
-----tdm:  
nick: Zombie
skill: 1128.2
kills: 2521
deaths: 1384
ratio: 1.82
-----bomb:  
nick: Zombie
skill: 799.915
kills: 649
deaths: 361
ratio: 1.79
no, dswp will not be moved to 4.2 due to the fact 4.2 still has some issues...for now.

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PostPosted: 08.23.12 
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Ingame Mod
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Joined: 01.16.09
Posts: 542
Location: nancy
-----tdm:  
nick: .:RastaSkud:.
skill: 330.013
kills: 987
deaths: 1057
ratio: 0.93
Pirat wrote:
Crusher wrote:
Just want to add another point...

For a player like me who usually plays with SR8, I felt it is a bit harder to hit the enemy. Not sure if it is the new hit detection or maybe I feel confused about the new animations...




Watch this vid @ Youtube (new Window)

Not funny teabag anymore...

Same here ... when the enemy ducks and moves,
the movement is hard to predict, it is not as smooth
as with 4.1, but much more "coarse-grained" and
"digital".


Hi young people and Pirat,


At the end of this video there is a new movement called "extra".

It is a really good new sensation (virtual and physicà) especially along the walls or sliding in the heart of dead corners. I recommend it.



Will you try it on new custom maps and new game mods ? ;)



 


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PostPosted: 08.23.12 
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Joined: 08.27.09
Posts: 746
Location: Zagreb, Croatia
-----tdm:  
nick: Zombie
skill: 1128.2
kills: 2521
deaths: 1384
ratio: 1.82
-----bomb:  
nick: Zombie
skill: 799.915
kills: 649
deaths: 361
ratio: 1.79
rastaskud wrote:
Hi young people and Pirat,


I laughed soooo much on this :lol:

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