23 Apr 21, 07:31PM
You guys forgot to mention the feature about shooting through mapmodels/clips:
https://github.com/assaultcube/AC/commit...9801d1a702
Basically in some modern gema maps if there is a tunnel or section blocked off by a clip or platform you are able to nade crouch your way through that barrier once the nade explodes above you and pushes you through to the other side.
Also, I noticed this in the github issue:
If you are willing to do this for gema then why not simplify these filters/section by just having 2 different ones. A possible rule of distinction for official servers would be to disable map uploads by non-admin players. You could have one section for official maps/modes/everything officially supported by the competitive community (players that do clan matches/inters), and then another section for custom maps/modes(gema) that don't have any map restrictions and retain backwards compatibility with old maps/map formats?
[*]
The reason I'm suggesting this path as a solution is mainly because of everything said in this thread:
https://forum.cubers.net/thread-8875.html
If you read through it you'll see that its obvious that the more competitive part of the community doesn't not want to see custom maps or so called crap maps on the server list. There are also a few references to past attempts to bring attention to gema and custom map restriction related issues that were always ignored by the dev team.
Earlier I mentioned backwards compatibility why? As far as I understood from Stef was that a new entity type was being brought into ac which for some reason requires for the entity scaling code to be changed via this commit:
https://github.com/assaultcube/AC/commit...7c27b5ae16
[*]
Here you'll see the result of this and how it was treated:
https://github.com/assaultcube/AC/issues/174
[*]I can show you another example with a classic map ac_magic-school.
before:
[*]after:
The screenshots are from the current ac1.3 alpha btw and I don't remember anyone ever voting on this or asking for this to be implemented. I can guarantee you that this entity scaling change will brake a lot of tall maps including gema maps if it is pushed out for release the way it is now and it will require people to go through another cycle of manually fixing maps again.
https://github.com/assaultcube/AC/commit...9801d1a702
Basically in some modern gema maps if there is a tunnel or section blocked off by a clip or platform you are able to nade crouch your way through that barrier once the nade explodes above you and pushes you through to the other side.
Also, I noticed this in the github issue:
Quote:[*]The server browser will have a switch or radio buttons with two options: "game servers" and "parkour servers"[*]
[*]The masterserver will not check map restrictions for servers where the server description starts with "[Parkour]".
- The default selection is "game servers", the selection is reset to default whenever the game is restarted
- If "parkour servers" is selected, the list will show all servers that have a server description starting with "[Parkour]"
If "game servers" is selected, the list will show all servers except the ones above
- Parkour servers must only allow for parkour mode - other game modes are not allowed. Abuse may result in delisting.
If you are willing to do this for gema then why not simplify these filters/section by just having 2 different ones. A possible rule of distinction for official servers would be to disable map uploads by non-admin players. You could have one section for official maps/modes/everything officially supported by the competitive community (players that do clan matches/inters), and then another section for custom maps/modes(gema) that don't have any map restrictions and retain backwards compatibility with old maps/map formats?
[*]
The reason I'm suggesting this path as a solution is mainly because of everything said in this thread:
https://forum.cubers.net/thread-8875.html
If you read through it you'll see that its obvious that the more competitive part of the community doesn't not want to see custom maps or so called crap maps on the server list. There are also a few references to past attempts to bring attention to gema and custom map restriction related issues that were always ignored by the dev team.
Earlier I mentioned backwards compatibility why? As far as I understood from Stef was that a new entity type was being brought into ac which for some reason requires for the entity scaling code to be changed via this commit:
https://github.com/assaultcube/AC/commit...7c27b5ae16
[*]
Here you'll see the result of this and how it was treated:
https://github.com/assaultcube/AC/issues/174
[*]I can show you another example with a classic map ac_magic-school.
before:
[*]after:
The screenshots are from the current ac1.3 alpha btw and I don't remember anyone ever voting on this or asking for this to be implemented. I can guarantee you that this entity scaling change will brake a lot of tall maps including gema maps if it is pushed out for release the way it is now and it will require people to go through another cycle of manually fixing maps again.