DoD Plugin added

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DoD Plugin added

Post by Dog » Tue Mar 06, 2007 11:12 pm

We've added the CoF Plugin to TV1 for a while to test it and see if it attracts people to the server.
This is a plugin developed by the original ProDoD team that changes the cone of fire, but keeps all the other parts of Source intact.
This is the latest version which gives a centre biased range of fire very similar to DoD1.3

Try it and let us know if you notice any changes...
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Post by mujo » Wed Mar 07, 2007 8:22 am

Excellent, I'll keep tabs on the server today (my day off) and join if there's someone there to join with. We'll test it like a bad habit. :o
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Re: DoD Plugin added

Post by DeafOfficeWorker » Wed Mar 07, 2007 8:37 am

I know I'm the minority, but I kind of like the inaccuracy. Here's why:

If SMGs are as accurate as the rifles, why play with ANY of the rifles? By adding different effective ranges to the weapons, it defines and refines a player's style.

I've been playing DoD since the very first beta. One of the things that immediately made me love the game was the lack of "body armor" or "rubber bullets". You get shot in the chest with a 8mm Mauser...YOU'RE DEAD! (Which is how it should be) The "inaccuracy" of DoD:S is just a continuation of the realism aspect to me. Real guns don't shoot like super accurate railguns of death.

Anyway, I'm into checking out the new plug-in. I'm just disappointed more people don't share my opinion.
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Re: DoD Plugin added

Post by The Sexy Canadian » Wed Mar 07, 2007 9:14 am

I love the CoF dog Keep it.
Thompson sniping FTW!.
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Re: DoD Plugin added

Post by l3eeron » Wed Mar 07, 2007 10:03 am

w00t, Im so glad we decided to go with the center COF. Anyone who wants to read up on this theres a loooong discussion on dod.net:


http://dayofdefeat.net/forums/showthrea ... ost1031856

and

http://www.dayofdefeat.net/forums/showt ... hp?t=65390


Basicly the plug in changes the way the bullets are distributed at the end of the cone (wide part). Picture a cone with the sharp point touching the end of your gun - then widening as you gain distance from your muzzle. The cone itself in regards to shape and size stays the same. But the ratio and distance of bullets registering away from your xhairs are decreased - giving you more bullets landing where youre actually aiming.

This effect is for ALL guns, not just the autos. So, rifles are even deadlier (and easier to use in close quarters combat). They made it so you still cant "snipe" with autos but at least they go in the immediate area you're aiming. Theoreticly, since it affects all guns, it doesnt throw balance off. Rifles are still better at long range... autos still suck at long range. There's lots of talk about how to balance the game with the center COF running, but nothing definitive. It's up to us to test and report back to the developers on how to balance if needed.


Reading some of the threads posted above, you'll see that this COF is pretty much the future for DoDS. Theres a general agreement that the inaccuracy with autos is still an issue. And, that is keeping players from becoming hardcore source gamers.


From what I saw last night - the server traffic will benefit big time from this - GJ Bravo guys :clap:

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Re: DoD Plugin added

Post by shuya » Wed Mar 07, 2007 10:07 am

finally ,this was out forever ,,we shoula used it in the cup but o welll
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Re: DoD Plugin added

Post by DeafOfficeWorker » Wed Mar 07, 2007 10:18 am

I just hope DoD:S doesn't go the way of CS.

As in Hop...Hop...Headshot, Headshot, Headshot...hop..hop :(
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Re: DoD Plugin added

Post by l3eeron » Wed Mar 07, 2007 10:48 am

[quote="DeafOfficeWorker";p="16019"]I just hope DoD:S doesn't go the way of CS.

As in Hop...Hop...Headshot, Headshot, Headshot...hop..hop :([/quote]

Ive been playing on servers running the COF plug in and its not like that at all. It just decreases the "WTF?" momets.

Remeber the bullet placement in the orignal source COF is 100% random. I just needed to be not-so-random get rid the WTF moments that is killing the game.


heres the little images of bullet placement within their repsective cones again

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left - original source ||| middle - Center weighted COF (the one we're testing) ||| right - DoD 1.3

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Post by Blown65 » Wed Mar 07, 2007 12:17 pm

Cool, Ill have to give it a whirl before I leave on vacation. :)

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Post by MrBlah » Wed Mar 07, 2007 2:45 pm

i love games that try relly relly hard to be a "like real" environment where you relly need lots of mods to make it a "like real" environment. i may play source more often now.
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Re: DoD Plugin added

Post by Ricen » Wed Mar 07, 2007 2:45 pm

[quote="The Sexy Canadian";p="16009"]Thompson sniping FTW!.[/quote]

Awww Cmon
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Re: DoD Plugin added

Post by DeafOfficeWorker » Wed Mar 07, 2007 2:54 pm

I wish I knew how to get rid of the MOH icons above the player models. Anyone know how to do this?
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Re: DoD Plugin added

Post by Dog » Wed Mar 07, 2007 2:59 pm

Day of Defeat Forums wrote:REMOVING PLAYER ICONS

There are two methods for doing this, first is a permanant fix, the second allows you to turn them back on.

Permanant Fix -Molotov_billy

Save these three files to your "sprites" directory to get rid of the identification icons above player's heads.

http://www.dayofdefeat.com/billy/american.spr
http://www.dayofdefeat.com/billy/british.spr
http://www.dayofdefeat.com/billy/german.spr

This is a permanent fix. Back thoes files up if you eventually want the player icons back.

Non-Permanant Fix -DarkPenfold

here's a fix for the player icons without actually altering the sprite files:

Adding cl_easymode "0" to your config.cfg file will remove the icons from above teammate's heads, unless you move your crosshair over them. But if you change the value of cl_identicons to "0" in your config.cfg file, they'll disappear altogether.
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Re: DoD Plugin added

Post by DeafOfficeWorker » Wed Mar 07, 2007 4:14 pm

sWEET! Thanks, Dog! :D
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Re: DoD Plugin added

Post by Ricen » Wed Mar 07, 2007 8:36 pm

[quote="DeafOfficeWorker";p="16078"]sWEET! Thanks, Dog! :D[/quote] :dance:
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