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Thread: NEOTOKYO° Released     submit to reddit submit to twitter

  1. #61

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    erik grant (originally made the ironsight system for insurgency) actually suggested they not use it in neotokyo. Mainly due to the a lot of limitations the source engine currently has on bobbing, movement, and freeplay on the gun WHILE shooting causing severe inaccuracies that should not be present.

    If you play Insurgency, or know anyone that plays its often. You'll notice, or they will probably say the iron sights in the game range from slightly, to wayyyyy off. Especially with the M16/etc. While a lot of new players getting used to the game might think this is purposely intended, its actually a problem they can't fix.

    While it is nice to have a short realism affect on shot in real life (causing temporary blind spots around the iron sight in certain distances). I can see why they really want to try to avoid it to focus on other things that severely need to be adjusted.

    To be honest, with as much smack as I've heard in the past from the developers over how much they hate the source engine. I'm surprised they are still moving with it. (But I guess it sure beats the neotokyo mod they tried with UT2K4 by a million miles).

  2. #62
    Relic Horn
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    Ghost will be made so it cannot be thrown off the buildings of maps such as Rise/etc. by griefers or simple accidents.
    haha... I actually used this. Only when I was last one on my team... holding the ghost. I would toss it down so the enemy team couldn´t find my recon.

  3. #63
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    the thing that i dont like is they dont have crosshair when shooting... you'd have to right click to aim which is lame...

  4. #64

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    Quote Originally Posted by SamanosukeShiva View Post
    the thing that i dont like is they dont have crosshair when shooting... you'd have to right click to aim which is lame...
    Personally, in a more realistic setting of combat I can see why they chose to go that route.

    But anyways, I personally never play with a crosshair. Even in TF2/DoD Source I purposely turn it off, same goes for viewmodels.

  5. #65
    Relic Shield
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    did they make teammates more visible yet?

  6. #66

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    No client patches have been released yet.

  7. #67
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    well i tried to sign up on neotokyo forum, but it couldnt get the confirmation code somehow.

    can anyone make a thread in suggestion for enable joystick controller? i figure if the control was like CoD it'll be easier to play

  8. #68

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    Quote Originally Posted by SamanosukeShiva View Post
    well i tried to sign up on neotokyo forum, but it couldnt get the confirmation code somehow.

    can anyone make a thread in suggestion for enable joystick controller? i figure if the control was like CoD it'll be easier to play
    Pretty sure they stopped registrations for a bit because of problems with moderation and all the spamming/thread dupes going on in tech/suggestion forums.

    I'll PM an admin if I get a chance. As for the the controller support, I'm not sure if the the Source SDK version they are currently using even supports it. Since it was only made possible in January of 2009 with TF2 as the guinea pig (360 controller support).

  9. #69
    2600klub
    ǝƃuɐɥɔ ǝlʇıʇ ɥʇ01 ǝɥʇ ǝʞıl sı sıɥʇ ƃɯo ʎuunɟ ƃuıɥʇǝɯos ɥɐlq ɥɐlq ɥɐlq ǝɥ ǝǝǝǝǝǝǝlopuɐʌ puǝıɹɟ ʇsǝq s,poƃ ǝsɹoɥ ǝɥʇ sı ǝɥ ǝǝǝǝǝǝlopuɐʌ

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    Quote Originally Posted by SamanosukeShiva View Post
    can anyone make a thread in suggestion for enable joystick controller? i figure if the control was like CoD it'll be easier to play

    what is this i dont even....


    Spoiler: show
    It's a fucking PC game. CoD was originally a pc game. MOUSE + KEYBOARD. CUSTOMIZE TO YOUR LIKING. FUCK.

  10. #70

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    But I can't hit huge hitboxes the size of texas with a mouse.

  11. #71
    2600klub
    ǝƃuɐɥɔ ǝlʇıʇ ɥʇ01 ǝɥʇ ǝʞıl sı sıɥʇ ƃɯo ʎuunɟ ƃuıɥʇǝɯos ɥɐlq ɥɐlq ɥɐlq ǝɥ ǝǝǝǝǝǝǝlopuɐʌ puǝıɹɟ ʇsǝq s,poƃ ǝsɹoɥ ǝɥʇ sı ǝɥ ǝǝǝǝǝǝlopuɐʌ

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    May I suggest something a little dumbed down for you then...


    http://c2.api.ning.com/files/j4EpQvs...chWQ/halo3.jpg

  12. #72

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  13. #73
    I'd tap that turian!
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    Vandole is correct

  14. #74

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    Quote Originally Posted by SamanosukeShiva View Post
    well i tried to sign up on neotokyo forum, but it couldnt get the confirmation code somehow.
    Ok just got a reply from an admin. Go ahead and try to re-send your validation email again if you haven't already.

    Send activation e-mail

    Cheers

  15. #75

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    Even though very few people still play. Thought it would be nice to push it up.

    Quote Originally Posted by NT Patch Changelog
    * Added map nt_dusk_ctg.
    * Added map nt_oilstain_ctg.
    * Added map nt_pissalley_ctg.
    * Added map nt_redlight_ctg.
    * Added map nt_threadplate_ctg.
    * Added map nt_vtol_ctg.
    * Added map nt_bullet_tdm.
    * Map changes to nt_engage_ctg.
    * Map changes to nt_ghost_ctg.
    * Map changes to nt_isolation_ctg.
    * Map changes to nt_rise_ctg.
    * Map changes to nt_subsurface_ctg.
    * Map changes to nt_tarmac_ctg.
    * Fixed various map exploits.
    * Fixed various bugs and errors.
    * Load outs Rearranged.
    * SRS has increased Zoom-in, Slower RoF.
    * MPN is now silenced.
    * Removed M41l.
    * Added M41S.
    * Murata Shotgun RoF increase
    * Milso is now silenced.
    * Various Weapons were rebalanced.
    * Increased chat lines, 18 from 6, and increased time chat stays.
    * In chat, people who are dead have a [DEAD] prefix.
    * Fixed erroneous enemy beacons in ghost scan.
    * Weapons are now lowered when on ladders.
    * Squad mates distance is now displayed in crosshair-over context.
    * Team icons are now over heads and opacity increased for non-squad mate icons - squad mate icons are bigger.
    * Fixed bullet damage/penetration bug.
    * Grenades and detpacks no longer collide with players (fixes issue where you could place a det pack in a player to immobilize them).
    * Removed "unconnected" from death notifications.
    * Moved squad keys to F5-F10 and added "slot" commands for server plugin support.
    * Add round start/end events for server plugin support.
    * Teams locked to 16 players max.
    * Changed team kill/grief punish to 1 minute ban and kick.
    * Added neo_teamkill_punish cvar.
    * Added neo_ competitive commands.
    * Knife exploit fixed.
    * Assault and Support classes can no longer bunny hop speed exploit.
    http://i37.tinypic.com/2w7eucz.jpg

    Oh Gabe, you fat fuck.

    As for the current state of the mod. The manpower they had has mostly now moved over to Valve (only 3 1/2 volunteer developers are still left from the original project team).

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