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Remove circle jump and wall jump from the game
These two features should be removed, especially circle jump.
Why?
- they depend on player's computer, better FPS = better CJ / WJ
- they can be (and often are) exploited using macros / key binds
- it's not fun to play against people who use them a lot and escape all fights by flying away just to land behind you and eliminate you
- it's cheating, not art, just because it takes experience to master it doesn't make it any less cheating
So let's treat everyone equally and let's stop giving special treatment to all the naysayers who abuse these two features the most and make game not fun for new players.
Fair enough. Although server owners can already do the decision and disable CJ and WJ completely via mp_circleJump 0 and mp_wallJump 0. CJ isn't even enabled by default. Both CJ and WJ are also maintenance-free for us, so i don't see a good reason to remove them.
For me personally, WJ is one of the few reasons why the game is still interesting to play after so many years. And i want to deliver vanilla-like experience on my "something" server, which means CJ and WJ enabled.
However, it's true that certain players are annoying with their scroll/macro wall jumps -> #136
Well, I'd say, CJ should be removed completly, but WJ should be capped, because at least to me, it's just soooooooooo annoying when someone does 360° wall-jump, jumps 100m into sky, then combines it with CJ just to land somewhere I don't even know where to kill me, and I believe I am not the only one. :D
Also, rather than CVars, let's move this to synchronized storage, so it's accessible even by servers that don't use nCX. I think we've gone too far with these nCX only (yeah, you can argue all SSMs are open source, so everybody is free to implement it, but you know in reality nobody ever will :D) features that it's become hard to catch up for other servers 😄
Red uses SafeWriting on his server and he wanted to disable WJ completely, so i just sent him a simple DLL plugin from my servers that adds some of the new cvars:
#include "IGameFramework.h"
#include "IConsole.h"
#include "ISystem.h"
#include "SafeWritingAPI.h"
SSystemGlobalEnvironment* gEnv;
extern "C" __declspec(dllexport) void Init(SafeWritingAPI* pAPI)
{
gEnv = pAPI->GetIGameFramework()->GetISystem()->GetGlobalEnvironment();
IConsole* pConsole = gEnv->pConsole;
pConsole->RegisterFloat("mp_circleJump", 1.0f);
pConsole->RegisterInt("mp_aaLockOn", 1, 0);
pConsole->RegisterFloat("mp_wallJump", 0.0f, 0);
pConsole->RegisterInt("mp_animationGrenadeSwitch", 1, 0);
pConsole->RegisterFloat("mp_C4StrengthThrowMult", 0.5f, 0);
}
int __stdcall DllMain(void* hinstDLL, unsigned long fdwReason, void* lpvReserved)
{
return 1;
}
Not a big deal. But even using SynchedStorage instead of cvars is still just a workaround. Clean solution is to give people a modern SSM with all the features out of box. :D
Well, but you know people. Try doing that with SSM CryFire for example, it doesn't even have support for loading external DLLs and you'd have to recompile the entire thing 😄. But everyone can use g_gameRules.game:SetSynchronizedStorage in Lua, right? That's my point here, to make it as frictionless as possible to have these features on peoples' servers.