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AGM on Test


Do you like AGM?
Poll ended at Mon Oct 20, 2014 4:50 pm
Yes 82%  82%  [ 23 ]
No 18%  18%  [ 5 ]
Total votes : 28
68 posts in this topic
Posted: Sun Oct 26, 2014 12:59 pm     Super secret spam barrier
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Version 0.94.1  KoffeinFlummi released this 6 minutes ago

- Added: AGM_Core_Fnc_progressBar now returns the progression it had at the time of cancelling (#1432)- Changed: The way AI reacts to flashbangs (#1375)
- Changed: AI units no longer create backblast damage when firing launchers (#1404)
- Changed: New model for the spare wheel. (#1402)
- Changed: AGM's marker system is now in a seperate PBO, AGM_Markers (#1389)

- Fixed: Putting in ear plugs didn't require the item (#1429)
- Fixed: Wasn't able to use Shift + [number keys] to select weapons without using "Disable Command Menu" (#1426)
- Fixed: Couldn't use spectator mode from unconscious state (#1415)
- Fixed: AGM_Wind would throw an error on some maps (#1412)
- Fixed: Various "Updating Base Class" errors (#1407)
- Fixed: Issues with AGM's inheritance, causing some vehicles to not have certain issues (#1386)
- Fixed: Issues with various grenade throwing modes caused by a change in grenade mass (#1385)
- Fixed: Friendly-Fire messages were sent multiple times with JIP clients (#1377)
- Fixed: All new markers were global (#1351)
- Fixed: Issues with MouseZChanged (#1336)
- Fixed: An issue with floating explosives. (#1217)


I think the laggy markers is fixed here... that COULD have been causing all the wierd Zeus and Server lag we were experiencing

SJ


Posted: Sun Oct 26, 2014 2:06 pm     Super secret spam barrier
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Yes we are bikey'd on the public server.

What bikey does:
- it stops people running a mod without a valid key

What bikey doesn't do:
- check if the mod version is correct
- check if you are actually running a required mod
- stop you running a mod not in the Collection if it shares a bikey

In the case of Massi's Nato & Russian SF Weapons and Massi's UK Special Forces, they share the same "Massi" bikey. This means, if you are a COMPLETE IDIOT, you can add Massi's UK Special Forces to our Repo and get on the server without being automatically kicked off. If you are that person, you are likely to be putting our mod testing back several weeks, resulting in less mods on the server, not more. If you are found out, and you will be, I will strike down upon thee with great vengeance and furious anger. 


Posted: Sun Oct 26, 2014 6:43 pm     Super secret spam barrier
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Confirmed as Nobers with the Massi pack.

Nobers thanks for logging off and not running this tonight, it does fill our Server with RPTs when you try and use uniforms that are not on the server.

Cheers for remembering next time.

SJ


Posted: Sun Oct 26, 2014 7:01 pm     Super secret spam barrier
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I've looked into Arka's suggestion about taking damage when bumping into other players whilst in the vicinity of open doors.  Unfortunately this has drawn a blank. Even going back to the same doorways that Arka had the issue, failed to either cause damage or put anything in the error logs.  

It does sound plausible, as maybe this type of damage was not considered by the AGM team.  The problem is that I cannot recreate it.  Does anyone have other experiences of taking damage whilst bumping into other players.  If so can you note the player and the location.  It maybe a combination of high latency screwing up something in the physics, but that's pure speculation.  


Posted: Sun Oct 26, 2014 7:03 pm     Super secret spam barrier
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I've also taken damage by being bumped into by another player. I think I was standing by a large barn doorway, somewhere in Takistan a few days ago, but can't be sure exactly where.


Posted: Sun Oct 26, 2014 10:46 pm     Super secret spam barrier
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I've had it jumping over walls on takistan next to other players. I think it comes when you need to squeeze through gaps or jump into the same space... one of you gets damage


Posted: Thu Oct 30, 2014 3:19 pm     Super secret spam barrier
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So just thinnking about marksman rifles is there a way to set the range that the weapon is zeroed at.  I was using one yesterday that was zeroed at 500m but i prefer it to be at 300m


Posted: Thu Oct 30, 2014 3:43 pm     Super secret spam barrier
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Yes it is in AGM it has proper adjustment for the sights so you have to fine tune for wind.  On a sniper rifle in real life you'd zero the weapon to a rnage then use the sight adjustment to change the range and fine tune.


Posted: Thu Oct 30, 2014 5:17 pm     Super secret spam barrier
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I already knew this it is just that each weapon will have an inital zeroing, Now this is what I want to know if you can change it at all.


Posted: Fri Oct 31, 2014 1:11 am     Super secret spam barrier
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AGM is back on the public server.

Ran stable today although we're still getting ~200KB/hour of rpt errors relating to "leg damage".


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