Jp Fix

clamatiusclamatius Join Date: 2003-03-27 Member: 14948Members, Constellation
<div class="IPBDescription">Any interest in JP bugfix for v1.04?</div> Hypothetically, if the framerate bug in jetpacks which lets marines fly indefinitely and hence win with HMG/JP could be fixed, would anyone be interested in having that slight tweak?

(I'm not actually sure it would fix the whole problem, since maybe HMG rushes would be a problem instead, but at least the skulks would get in on the action a little)
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Comments

  • napinapi Join Date: 2003-03-01 Member: 14172Members, Constellation
    is it really worth asking the team to put time into changing that, when they are working on 1.1?
  • MacguyvokMacguyvok Godlike Fuzzydice Join Date: 2003-05-09 Member: 16162Members
    edited June 2003
    You mean a modd for 1.04? If so, yes, by all means... let's get it made, and get it public... maybe flay could do a real quick 1.05 with just that fix... or something... Even better, let's get voogru, or another modder to do it....

    If you mean for 1.1, well, it is fixed...
  • clamatiusclamatius Join Date: 2003-03-27 Member: 14948Members, Constellation
    Well, actually, the question wasn't hypothetical. I got bored an hour ago and did it. I was just wondering if anyone was interested.

    If they are, I guess I can write up some installation instructions and upload it.
  • clamatiusclamatius Join Date: 2003-03-27 Member: 14948Members, Constellation
    edited June 2003
    Done.

    You can download it <a href='http://sourceforge.net/project/showfiles.php?group_id=76903&release_id=164268' target='_blank'>here</a>.

    Here's the text from the README explaining what it does.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->JPN (Jet Pack Nerf) is a minor tweak to Natural Selection, the Half-Life mod.  It fixes the frame-rate dependence of the jetpack in NS v1.0 through v1.04.

    For installation instructions, please see JPN_INSTALL.txt.

    JPN adds 2 important server variables: jpn_jp_discharge and jpn_jp_recharge.  The values of these variables controls how fast the jetpack uses energy and recharges energy.

    To modify them, type the variable name and the new value you want on the console, or add them to your server config file.

    Example:

    jpn_jp_discharge 0

    would make the jetpack not use any energy, and marines could fly infinitely.

    jpn_jp_recharge 0

    would make it impossible to recharge the jetpack, hence it wouldn't work.

    jpn_jp_recharge 500.0

    would make the jetpack recharge in 2 seconds, since the maximum energy value is 1000.0, and the server variables are in units of energy/time.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    If you find JPN useful or have any problems with it, let me know. If you run this on a public server, <b>please</b> add something to your welcome text and/or server title explaining that you are not running the default server build, as you should with any gameplay-affecting metamod.

    The Linux build should be available in the next couple of days if I get time to do it. The source code is also available in CVS at <a href='http://whichbot.com' target='_blank'>whichbot.com</a>.

    <edit>If a forum admin is reading this, I guess this thread belongs in Servers and Server Operators. Oops.</edit>
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    This sounds nice, but if it gets used it will mean that jetpacks work differently on every server, unless I am missing something.
  • clamatiusclamatius Join Date: 2003-03-27 Member: 14948Members, Constellation
    Not unless whoever's running the server really wants to modify the default values. By default, it should be enough to make people have to land to recharge without making the jetpack totally useless.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Ooh now this is interesting...

    Good work!
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    Anybody care explaining how this was missed in months of beta tests? Also, the forum should be renamed "Alpha Information."
  • clamatiusclamatius Join Date: 2003-03-27 Member: 14948Members, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Anybody care explaining how this was missed in months of beta tests?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Ok, I'll bite.

    I'd guess it was missed because it takes a ridiculous amount of testing with good players to find the best tactics, so the best tactics don't come out immediately. The best tactics have changed over time (for example, in v1.0, turrets were overpowered and overused).

    You have exactly the same problem in another game type I like, collectible card games. Often, a card-set is released, and since there's so many more players than testers they find an "exploit" combination of cards that happens to be too good and breaks the game.

    Sadly, if a tactic like JP/HMG exists that is just plain better than any other tactic, once the competitive players know about it, they will tend to use it all the time.

    On the mechanics of why the problem occurred in the first place, I understand the framerate dependence issue has been a common mistake in many other Half-Life mods as well. It's a fairly easy mistake to make, to be honest.

    On your somewhat nasty-sounding comment on the beta being an alpha, you are incorrect. A beta is feature-complete, but needs debugging (and balancing issues count as debugging).

    Hope I answered your question. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
    Ok, looks sweet and Im installing now. So what are the default server configs? jpn_jp_discharge 1 and jpn_jp_recharge 500.0? Boy I know some of the regulars will hate me for this, hehehe.
  • TeddyBearTeddyBear Join Date: 2003-06-07 Member: 17089Members
    As a hpb with low fps I say bring it on! ... I've been suffering forever to see everyone fly with jetpacks without ever touching the ground while I jump and puff up every now and then and get victimized by skulks without a prob ...

    good job m8, I hope that as long as 1.1 isnt out yet all servers start using this <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • clamatiusclamatius Join Date: 2003-03-27 Member: 14948Members, Constellation
    The default settings are:

    jpn_jp_recharge 200
    jpn_jp_discharge 300

    so if you do not edit your config files, that's what they'll be.

    Note that it is either discharging or recharging, so it won't do both at the same time. The upshot is with the default settings, if you have full power, you can fly for 3.3 seconds and then you must recharge at least a bit to take off again. Recharging to full would take 5 seconds.
  • SwampRatSwampRat Join Date: 2003-02-10 Member: 13369Members
    nice, you might want to stick it in the server and server op forum - and either there or here it could do with being stickyed.

    sounds like a damn good idea, welldone
  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
    Ok, its up and running with default settings. Its echoed with you as the author and what it does on connect. I feel evil!
  • clamatiusclamatius Join Date: 2003-03-27 Member: 14948Members, Constellation
    The default settings are:

    jpn_jp_recharge 200
    jpn_jp_discharge 300

    so if you do not edit your config files, that's what they'll be.

    Note that it is either discharging or recharging, so it won't do both at the same time. The effect of the default settings is that if you have full power, you can fly for 3.3 seconds and then you must recharge at least a bit to take off again. Recharging to full would take 5 seconds. You recharge any time you're not hitting jump.

    This (in theory) should let you jetpack into vents and zoom up to avoid skulks, but not let you hover round the hive peppering it like you're some kind of giant death bee. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    I vote to web this topic.
  • JesusCJesusC Join Date: 2003-03-28 Member: 14996Members
    Not sure if the problem is the fact that they hover indefinitely, so much as the fact that the marines can get access to the tech very early - eg: before the aliens have their proper counter. Unless you really slashed the recharge rate, I don't see how that's going to save 1 hive skulks from jp's.

    Also on that note, if you're going to be taking out one abuse you should remember there's almost half a dozen other FPS abuses. Skulk leap damage, Onos charge damage, marine build time, and I believe some other little things are linked to FPS. A skulk leaping for 700 damage @99fps is pretty friggin scary.
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->giant death bee<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    This made me laugh quite a lot.
    Good job with the jp fix, I'll try to find a server running it as soon as my HL is running again.
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    edited June 2003
    blink, blink

    I seem to remember that the actual problem was the THRUST caused by a 100 FPS, not the recharge rate

    thus why if you set fps max to 10 and try to take off YOU CAN'T, and this dosn't really fix that (as far as I can tell).

    Note, My memory might be faluty, could some one more knowledgable then me coment?

    Yah, just tested this out.

    with an FPS of 20 I basicaly can make big 'jumps' with slow falling rate, but I couldn't even hit the cieling in the bast marine spawn.

    And recharge rate was the same (with high FPS and low)
  • clamatiusclamatius Join Date: 2003-03-27 Member: 14948Members, Constellation
    Alas. If thrust is the root problem, the tweak will not fix the low FPS side of the problem. Thanks for finding that, Thansal. It may or may not be possible to fix that too - I'll take a look at it as time permits.

    Well, in any event, the jetpack power should hopefully be reduced enough that the JP/HMG tactic is no longer the best tactic, so I think the metamod should have the desired effect.

    I know about the other FPS problems JesusC mentioned, but I don't think any of them has a really nasty impact on gameplay like the JP bug except maybe the leap bug. I think there's already a fix for that one out.
  • napinapi Join Date: 2003-03-01 Member: 14172Members, Constellation
    clamatius, mind if you explain how the hell you did that so quickly? :o

    i'm very impressed, and i take back what i said to start with lol.

    *2 tails up*
  • ArdescoArdesco Join Date: 2002-11-09 Member: 7831Members
    Sounds like the marine 1.1 jetpack to me <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • clamatiusclamatius Join Date: 2003-03-27 Member: 14948Members, Constellation
    edited June 2003
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> clamatius, mind if you explain how the hell you did that so quickly? :o<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Well, it's very easy. First, you must invent a flux capacitor and a graviton drive. Once you've got those, it's child's play to get your time machine fully functional. After that, you can just go back through time a few times to "double up" your spare hour of time to get a bit of coding in.

    That, or the change I made wasn't that complicated. Take your pick.

    Sadly, it's not the marine 1.1 jetpack right now, because as Thansal pointed out part of the problem is thrust rate, rather than recharge rate. That means that low-fps users are still kinda screwed. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    Admittedly, fixing the low-fps problem wasn't the major point of me doing it, but still...

    I would love to hear back from people who think they're good with a jetpack and high FPS whether this tweak made the jetpack totally useless or whether it's still overpowered in the JP/HMG combination.
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    @Ardesco, I think you were refering to my comment

    the 1.1 JP (as far as I know, you obviously know more <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->) is a jumpjet more then a jetpack.

    It alows for longer/higher jumps, not flight

    and with about 20fps you get jump jets, not flight (with 100 you get flight)


    the marines never having to land comes from 2 fold problems:
    1) you odn't have to land to recharge (I tihnk you do in 1.1)
    2) if I can create enugh upward momentum and then cut the jets I will keep going up, but have my fuel recharge enugh to not only break my fall but to send me back up well before I touch the ground. there is the problem

    and why this bug 'sliped through' is b/c the PTs just didn't use JPs (favoring HAs) mistakes like that wont be made this time around (I hope)


    after all, we learn from our mistakes <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • clamatiusclamatius Join Date: 2003-03-27 Member: 14948Members, Constellation
    New version (v0.02) available. Here's the details from the changelog.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    <li>Added Linux build.
    <li>Fixed a stupid bug which caused Metamod to generate warning messages.
    <li>Fixed an even stupider bug that was making the metamod much less efficient than it should be (probably wasn't noticeable, though).
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Enjoy!
  • Lightning_BlueLightning_Blue Sunny Domination Join Date: 2002-12-11 Member: 10647Members, Constellation, Reinforced - Silver
    edited June 2003
    Heh, posed at same time.

    It says: INVALID ZIP STRUCTURE when I try to open it <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->


    Ah, NM, works now.
  • clamatiusclamatius Join Date: 2003-03-27 Member: 14948Members, Constellation
    Alas, I slipped, and hit the "screw the .zip file" key.

    It should be ok now.
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    clamatius, if you want to go the whole hog set the trust to a good amount so even someone on 1 fps can take of BUT make the recharge not work unless on the ground (if thats possible)
    Also is it possible to make JPs (or the whole proto lab) need the MT upgrade first? so u have to spend 22 for IP, 25 for obs, 45 for MT + ARMS + PROTO and 25 for JP, could slow down the rushes..... as suddenly it takes 207 res to get the JP side of it up and running. and a further 60? for armoury and upgrade. for a whopping 267 res, that will stop a JP rush a bit longer.

    Sorry for writing this, i have no idea myself how to make mm plugins or id try <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
    Its been running on our server for 14 hours now, it works fine. I have the first release and we dont see any errors or problems with it. We also run CD and Hlguard. It tweaks it just enough with the default settings to stop infinite flying. Great job! Great plugin! Sticky sticky sticky.
  • clamatiusclamatius Join Date: 2003-03-27 Member: 14948Members, Constellation
    edited June 2003
    So, I had a little amount of time to look at the thrust problem. Sadly, it looks like fixing the thrust physics model is probably doable, but would take a fair amount of time to get it to feel right. Given that 1.1 is round the corner and will fix the problem anyway, I'm going to hold off on trying to fix the thrust model as well now. Sorry!

    The way recharging works is that it only recharges when you're not activating the jetpack (hitting space). I could make it so it only recharges on the ground, but that doesn't seem to add a lot of value for a lot of complexity and possible bugs.

    If you try it on the default settings, you'll find that it's pretty difficult to stay in the air for a long time, although you can get a long way round the map in the air providing you're prepared to blow all the jetpack fuel. 5 seconds for a full recharge is a long time, believe me. It's kinda fun (in my humble opinion) to try to balance the fuel usage, actually - do I use all my fuel, then get stuck for ages, or land for a second and take off again?

    Good to hear from scott that things seem to be working as intended. If any other server ops are trying this (especially clan server ops!), please let me know if it's working for you too, or whether people are still winning with JP/HMG rush.

    On modifying the resource model: I don't think the speed of reaching the top of the tech tree is the real problem - the problem was infinite flying. Why do surgery when you can use a Band-Aid?
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