2.9 bonus pack

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keihaswarrior

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sublime said:
Actually, it does do 100 damage, if you want to get technical, at least within the code. However it's multiplied by 1.5 (as is the damage done by all projectiles) because Inf runs in Hardcore UT mode. ;)
Um..... err... that means I am correct I think. 100 X 1.5 = 150.

How easy is it to go into Ued and look up these values in the code?

Also, I would still like to know where I can find some good reliable data on the guns in INF. Any links would be awesome.

What muzzle velocity does INF use in the code for the G3 and PSG?

--
For mutators, I have only seen one being tested besides IBW, and that was AimView. But who knows, hopefully we will find out "soon". ;)
 

cracwhore

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"official" mutators

Hahah, I love how everybody is just afraid to say that phrase that starts with a "b" and rhymes with "hug fixes". :lol: I can picture Beppo taking a picture of himself with a G36, mailing it to the team and saying "first person to say "it" gets his mom shot." Just kidding Beppo, I think.... :(

Yay, new mutators, woohoo!

This should be INF 2.9.1 or so then, correct? It's a pretty big update. Fixes, mutators, maps, weapons....although, some of the fixes and mutators are already available...

So is the download going to be recompiled so everything can be in one happy package? That way when I hand it out to friends, I don't have to provide them with 200 links to be able to play on a current server.

Also, could you please include UN17's Socom fix in this official update? The sight has been properly alligned and it is easier to manage the LAM. I realize it's not "official", but it's proper, it works now, and it's fixed. Please include this.

Good luck testing.
 

sublime

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[LD]CrAcWhOrE said:
Some incoherent rambling.

Uh, where do you come up with this stuff? Official mutators are just that. There's been a list of them here for a long time. Look for the ones made by a guy named Beppo. They're just going to be rolled in with the new weapon and maps, not just laying about some forum page somewhere. :rolleyes:
 

cracwhore

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I was talking about the "fix" mutators.

Not the breaching charges/new things that we can only dream about.

But rather, the mutators used to repair and make things that are already there better.

Maybe next time, you'll read. Neat! :D
 

sublime

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keihaswarrior said:
Um..... err... that means I am correct I think. 100 X 1.5 = 150.

Please read yours, yurch's, and my posts again. yurch said the PSG does exactly 100 damage. You corrected him, saying it's 150. I then corrected your correction, saying it's actually, technically, 100 in the code, which is where yurch looks for values. Not sure why that's hard to follow.
 

sublime

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[LD]CrAcWhOrE said:
I was talking about the "fix" mutators.

Not the breaching charges/new things that we can only dream about.

But rather, the mutators used to repair and make things that are already there better.

Maybe next time, you'll read. Neat! :D

Oh, the single mutator listed as a "fix"? Yeah, that's in there. :rolleyes: Oh, and notice the lack of "neat" used in my posts this time.
 

cracwhore

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Derelan said:
Your posts look really stupid in the emailer.

Thanks for quoting my whole post, instead of....I dunno...just making your silly comment without quoting my entire post?

In the future, you should quote entire threads, just to be sure.

....aimbot.

OMG! Where is t3h post!

...ooh, thank god Derelan included it in his....
 
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Derelan

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[LD]CrAcWhOrE said:
Oh, I thought the improper collision was going to be adjusted so that the shotgun didn't get stuck on the steps when you walk up them.... :rolleyes: :rolleyes: :rolleyes:

Guess that isn't a mutator, but rather just a fix. :rolleyes: :rolleyes: :rolleyes:

My bad. :rolleyes: :rolleyes: :rolleyes:

Your posts look really stupid in the emailer.
 

yurch

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I said the PSG could be considered to do 100 damage because any damage past that is inconsequential. You die. It can be 101 or 9800.
And before anyone brings armor into the discussion, armor is also highly effected by bullet speeds - which I believe is exactly how they are rated.
The point of choosing 50m/s, was that a reletively small change makes a big difference.

Also... why do people think this is going to be 2.9.1?
 

Beppo

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Damage values of 100 or more have different effects in the end if armor or even wall penetration comes at hand. So the 500 damage of the RC.50 projectile differs from the 100 damage that the PSG projectile has in the end. Sure, a 101 or 110 would not really differ, but the huge difference between 500 and 100 is noticeable in game if you get shot thru a wall or into the breast plate of the LIIIa vest.
In short:
The RC.50 projectile penetrates and kills any armor in game and is able to still kill after penetrating a wall that is more than 40 UUs thick. 43.4 UUs will drop it to 99 damage with hardcore mode.
The PSG projectile would go down to 99 damage after only penetrating 17 UUs in hardcore mode. And a LIIIa breast plate drops it to 99 damage in hardcore mode too (100 * 1.5 * 0.66).
See, this is a difference in game... even if not that common and normally you aim for killing someone by hitting him directly tho. But knowing that this is in the game can change the way you play at some points and within certain situations.
For the case you need it: 1UU = -2% damage ; 500 * 1.5 * 0.132 = 99 ; 0.132 = -86.8% = 43.4 UUs
 
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ravens_hawk

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Does range not have an effect on weapon damage (by effecting velocity?) If so then having damage values over 100 would also effect the distance at which you could get a one shot kill.
 

Beppo

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currently no... the damage is not changing on distance...
we had a discussion about this here already and the conclusion was that on INFs standard combat ranges the damage decrease would be almost zero if any. So there is no real need to add such a feature by using a mutator or something alike.
 

Derelan

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Beppo said:
currently no... the damage is not changing on distance...
we had a discussion about this here already and the conclusion was that on INFs standard combat ranges the damage decrease would be almost zero if any. So there is no real need to add such a feature by using a mutator or something alike.

So you mean that in-game, penetration is no better at pointblank than it is at 500m?
 

yurch

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Beppo said:
currently no... the damage is not changing on distance...
we had a discussion about this here already and the conclusion was that on INFs standard combat ranges the damage decrease would be almost zero if any. So there is no real need to add such a feature by using a mutator or something alike.
I wouldn't say zero, it's a bit substantial for some mutitions... although RAv2 had it and I don't think anyone really noticed.
 

fist_mlrs

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So you mean that in-game, penetration is no better at pointblank than it is at 500m?
i dare you to name one map beside rtk with a combat range of more then 100 meter. so do we realy need more code to slow things down just incase someday we might shot a single pixel 500 meters away and want to inflict two or three less damage points then usual?
 
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