FragNewNet

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asosed
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Re: FragNewNet

Post by asosed »

New version 289
1. Fixed vulnerability with Set texture commands
2. Improved demorec for ShockRifle. To display demorec correctly, it is recommended to use this version Demo Manager https://github.com/stijn-volckaert/udem ... s/tag/v3.5
3. Improved code in some places
Update in first post
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Letylove49
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Re: FragNewNet

Post by Letylove49 »

Could you please add a fonction to teleport to monsters for Monsterhunt gametype) on your mutator fnnxxx.TeleportToPoint ?
like the fonction !go playername ?
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Letylove49 aka Alicia
Chronelium
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Re: FragNewNet

Post by Chronelium »

Greetings. I'd like to make a bug report.

It appears as though FragNewNet has different behavior for the Enforcer's alt-fire spread compared to offline and oldnet (stock) servers. This is true of both single and dual Enforcers. Here is a video demonstrating the difference by first showing what the spread looks like in an offline practice session, then on a completely stock server with no mods or mutators, then on the FridayFragNights server (where this behavior was noticed), and then on the FRAG - DUEL TDM server as a sanity check, since it should, as mentioned in the original post of this thread, be configured correctly (and then in the second half of the video I go through all of these servers again but this time with dual Enforcers):



As you can see, the spread offline and on a stock server is much, much looser than on either FragNewNet server. This results in the Enforcer feeling much more powerful on FNN servers as you are able to consistently hit with it even at longer ranges. If it is a goal of FNN to try to retain the default values of UT's weapons and this spread behavior is not intentional, perhaps it is worth looking into changing it to more closely match the stock behavior.

Testing was done on 469e RC7. The FridayFragNights server is running FNN v.288, I believe, but this behavior has existed for a while, although I have not explicitly tested older FNN versions. Of note is that I was holding down alt-fire the whole way through---the first shot appears to have the exact same spread both on stock servers and on FNN, but on stock servers the spread becomes much looser once you hold the button down for some time, while it stays more or less the same on FNN. Primary fire, for what it's worth, does not appear to be any different on FNN vs. stock servers.

Thank you for your time if you choose to look into this.
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asosed
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Re: FragNewNet

Post by asosed »

Letylove49 wrote: Fri Feb 21, 2025 10:17 pm Could you please add a fonction to teleport to monsters for Monsterhunt gametype) on your mutator fnnxxx.TeleportToPoint ?
like the fonction !go playername ?
we are thinking about how to implement this   
Auto merged new post submitted 1 minute later
Chronelium wrote: Sun Feb 23, 2025 5:21 am Greetings. I'd like to make a bug report.

It appears as though FragNewNet has different behavior for the Enforcer's alt-fire spread compared to offline and oldnet (stock) servers. This is true of both single and dual Enforcers. Here is a video demonstrating the difference by first showing what the spread looks like in an offline practice session, then on a completely stock server with no mods or mutators, then on the FridayFragNights server (where this behavior was noticed), and then on the FRAG - DUEL TDM server as a sanity check, since it should, as mentioned in the original post of this thread, be configured correctly (and then in the second half of the video I go through all of these servers again but this time with dual Enforcers):



As you can see, the spread offline and on a stock server is much, much looser than on either FragNewNet server. This results in the Enforcer feeling much more powerful on FNN servers as you are able to consistently hit with it even at longer ranges. If it is a goal of FNN to try to retain the default values of UT's weapons and this spread behavior is not intentional, perhaps it is worth looking into changing it to more closely match the stock behavior.

Testing was done on 469e RC7. The FridayFragNights server is running FNN v.288, I believe, but this behavior has existed for a while, although I have not explicitly tested older FNN versions. Of note is that I was holding down alt-fire the whole way through---the first shot appears to have the exact same spread both on stock servers and on FNN, but on stock servers the spread becomes much looser once you hold the button down for some time, while it stays more or less the same on FNN. Primary fire, for what it's worth, does not appear to be any different on FNN vs. stock servers.

Thank you for your time if you choose to look into this.
thanks for the info. this will need to be fixed
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Letylove49
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Re: FragNewNet

Post by Letylove49 »

Letylove49 wrote: ↑Fri Feb 21, 2025 10:17 pm
Could you please add a fonction to teleport to monsters for Monsterhunt gametype) on your mutator fnnxxx.TeleportToPoint ?
like the fonction !go playername ?
asosed :we are thinking about how to implement this   
thanks. i have another idea. make a function to go to the end when all the monsters are killed.
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Letylove49 aka Alicia
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asosed
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Re: FragNewNet

Post by asosed »

New version 290
1. Fixed Enforcer alt-fire spread.
2. TeleportToPoint mutator added:
- command !gomons - Teleport to the nearest monster
- option TeleportMonsProtectTime=5 (Damage protection time in seconds after teleportation to a nearby monster)
Update in first post
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Letylove49
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Re: FragNewNet

Post by Letylove49 »

thanks for the update
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Letylove49 aka Alicia
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DsL444
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Re: FragNewNet

Post by DsL444 »

The command !go <player name> only works semi-well. Telepathy works, but if you swap places, the message "server protected you for dying" appears in MH.
:sniper1:
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asosed
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Re: FragNewNet

Post by asosed »

DsL444 wrote: Sat Mar 15, 2025 5:31 pm The command !go <player name> only works semi-well. Telepathy works, but if you swap places, the message "server protected you for dying" appears in MH.
need more information. Preferably step-by-step instructions. I didn't understand anything from what you wrote
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