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Re: Altitude bug - aka "deadzones" [message #411673 is a reply to message #411512] Fri, 20 November 2009 18:33 Go to previous messageGo to next message
Spoony is currently offline  Spoony
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i've written a balance analysis on the subject. it's early days of course, it'd be well worth testing it in a large server. a community match would be ideal since it's easy to make sure everyone on both teams has the map download; it seems impractical to use it in a public server right now.
http://www.renegadeforums.com/index.php?t=msg&th=35239&start=0&rid=2 0608


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[Updated on: Fri, 20 November 2009 18:34]

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Re: Altitude bug - aka "deadzones" [message #411748 is a reply to message #411106] Sat, 21 November 2009 13:41 Go to previous messageGo to next message
Distrbd21 is currently offline  Distrbd21
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Why not make it a server side patch for mesa? wont it work that way cus the map in your data folder is just so you can join the game, the ldd, lsd, ddb in LE when you put that in your server the map in your data folder acts like a file to be able to join it.

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Re: Altitude bug - aka "deadzones" [message #411754 is a reply to message #411106] Sat, 21 November 2009 14:31 Go to previous messageGo to next message
reborn is currently offline  reborn
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That will not work. I asked.


Re: Altitude bug - aka "deadzones" [message #411778 is a reply to message #411754] Sat, 21 November 2009 17:52 Go to previous messageGo to next message
Distrbd21 is currently offline  Distrbd21
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reborn wrote on Sat, 21 November 2009 15:31

That will not work. I asked.

oh didn't see that lol..


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Re: Altitude bug - aka "deadzones" [message #411816 is a reply to message #411106] Sun, 22 November 2009 03:03 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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There is an additional mesh in the mesa2.mix map which forces the engine to increase the Z axis size used during netcode updates. This is required on both client AND server otherwise the positions they send to each other won't match up and you will end up spawning in mid air several hundred miles above the actual map terrain, falling for a very long time and then going SPLAT when you hit the ground.

As stated before, it's a stopgap fix until 4.0 is released and fixes the code which causes the problem. At that point the mesa2.mix map becomes redundant and can be deleted as the original Mesa will work properly.


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Re: Altitude bug - aka "deadzones" [message #412057 is a reply to message #411106] Tue, 24 November 2009 12:38 Go to previous message
GoTWhisKéY is currently offline  GoTWhisKéY
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danpaul's the man! Thanks.

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