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PostPosted: Wed Apr 20, 2011 2:30 pm 
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Marksman
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new patch 0.223 sounds so fu#ing good!

System "levels of armor" - great! . My dreams come true :D


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PostPosted: Wed Apr 20, 2011 3:58 pm 
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Master
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I've been playing for hours. I love the new version. Can't wait for most of the bugs to be fix and for the new map too.


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PostPosted: Fri Apr 22, 2011 6:19 pm 
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Sharp Shooter
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Location: Canada
Marty wrote:
doesnt seem to find any servers on my windows.. works on my linux but is Laggy as hell... well im gonna go play black ops as the bit i tried it on localhost didnt give me the kind of impression i would want to waste my time anymore on it unless there is some actual release coming one day...


Alright i found out that the problem on not finding any servers was caused by steam.. i had et.exe in steam and if i launch the game by steam it works just fine.

Now going in to see if there are some players online...


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PostPosted: Tue Apr 26, 2011 7:34 pm 
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High Master
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Wow, just wow. The next patch sounds AMAZING!
:o :o :o

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PostPosted: Tue Apr 26, 2011 10:59 pm 
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Sharp Shooter
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gonzo|Uncle Bionic wrote:
Wow, just wow. The next patch sounds AMAZING!
:o :o :o



Could not agree more. Coroner is well on his way to make absolutely amazing game here.


O

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PostPosted: Wed Apr 27, 2011 6:47 am 
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Marksman
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It sounds awesome, but why did he want to replace glock 21?
And coroner, if you read this, here is my wishlist:
1) holding right mouse button to aim option
2) one button weapon switch (like in COD games) option
3) not crouching after sprinting from crouch option
4) new "attachment bar" instead of f.x AK and AK ACOG (in WIP video coroner had AK with Eotech)


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PostPosted: Wed Apr 27, 2011 8:23 am 
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Sharp Shooter
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Joined: Fri Sep 29, 2006 10:38 pm
Posts: 55
the list of changes looks great,

again the most anticipated feature would be more maps, since it seems its not compatible with old tce maps, in map slums the spawms are broken only to spots and 2 team spawming in the same place like how happened in early alpha releases, do maps need scripting or only defining more spawm areas (i have absolutly no idea).

there is a bug that should be solved, im talking about no recoil if pressing freelook, since we only hold one type of grenade (smoke,concusion,flash) assigning a button to nade in general would be comfy too


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PostPosted: Wed Apr 27, 2011 11:00 am 
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DannyT251 wrote:
It sounds awesome, but why did he want to replace glock 21?
And coroner, if you read this, here is my wishlist:
1) holding right mouse button to aim option
2) one button weapon switch (like in COD games) option
3) not crouching after sprinting from crouch option
4) new "attachment bar" instead of f.x AK and AK ACOG (in WIP video coroner had AK with Eotech)


All from 1 to 3 are already in control settings.

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PostPosted: Wed Apr 27, 2011 11:46 am 
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Marksman
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jussi wrote:
DannyT251 wrote:
It sounds awesome, but why did he want to replace glock 21?
And coroner, if you read this, here is my wishlist:
1) holding right mouse button to aim option
2) one button weapon switch (like in COD games) option
3) not crouching after sprinting from crouch option
4) new "attachment bar" instead of f.x AK and AK ACOG (in WIP video coroner had AK with Eotech)


All from 1 to 3 are already in control settings.


No, they are not ->
1) there is "aiming is persilant" which makes autoreturn to aiming after jumping and sprinting / I want "Toggle aim" feature -> when ticked you click RMB and you aim, you click again and you don't aim, if unticked you have to hold RMB to aim and when you let go, you stop aiming
2) I meant one button set to primary, if i have something else in my hand and press that button, i switch to primary, then if i press it again i switch to secondary, and again to primary
3) this is similar to "aiming is persilant" but with crouch, currently it is ticked, so if you crouch, then start sprinting, let go of the sprint button, you go automaticaly to crouch again...and i want it unticked, so if crouch, then sprint and stop sprinting, im standing

Hope you get my explanations


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PostPosted: Wed Apr 27, 2011 8:42 pm 
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Just make a script for those bindings.

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PostPosted: Thu Apr 28, 2011 8:34 am 
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Marksman
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Joined: Fri Apr 08, 2011 12:39 pm
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jussi wrote:
Just make a script for those bindings.


You know, not everyone can write scripts.


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PostPosted: Thu May 05, 2011 11:56 am 
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Sharp Shooter
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Joined: Thu Jan 21, 2010 3:54 am
Posts: 66
PL_Harpoon wrote:
jussi wrote:
Just make a script for those bindings.


You know, not everyone can write scripts.


...which is why I think scripting is almost as bad as strait up hacking. Both give you an advantage that not everyone has and allows you to do things beyond the normal reasonable limits of the game.

On a more positive note, I like the new "slipperiness" (change in AABB code I believe), its almost too much, but its good. I just notice that if you shot a few items in the map your bullets will reflect, this is awesome. I didn't realize anything like that existed as a possibility in Wolf:ET, but I'd kind of like to see it on more objects.


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PostPosted: Thu May 05, 2011 12:52 pm 
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Master
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Craterus wrote:
On a more positive note, I like the new "slipperiness" (change in AABB code I believe), its almost too much, but its good. I just notice that if you shot a few items in the map your bullets will reflect, this is awesome. I didn't realize anything like that existed as a possibility in Wolf:ET, but I'd kind of like to see it on more objects.

Bullet ricochets can be made against almost any surface - try getting close to a wall and shooting at it. Try proning and shooting the ground. I do believe the shot has to be something like 25 degree or less, or it won't ricochet.


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PostPosted: Thu May 05, 2011 12:56 pm 
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Sharp Shooter
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Joined: Thu Jan 21, 2010 3:54 am
Posts: 66
OK cool, I was shooting at containers and it worked against some of the red ones but not on the yellow ones.


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PostPosted: Thu May 05, 2011 6:07 pm 
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Bullet ricocheting? wow, my idea made it into the game? :D ;)


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