Also I released a patch today to fix a bug in my scoreboard fix. (fixes some errors it was tossing in the logs)
the wiki page says "roughly 50%", but i my brief testing showed it was closer to 33%. i went on a server with bots, shot my teammate in the head twice from close range with a p228, did 104 damage. hit the other bot in the head from roughly the same distance with the same gun, did 148 in 1. 148 damage/hit on opponent, 52 damage/hit on teammate. that was also what i had expected based on what i remembered. by default GO should use that same percentage for ff attacks, not sure why it isn't on this gg server.
yes it did, and no I haven't tested on humans in GO, but i know it happens against humans on the css server. here's an older thread which mentions it happening. probably a glitch within the source engine, or the gg mod itself which carried over from source to GO.
Through the darkness of futures past,
The magician longs to see
One chants out between two worlds:
Fire, walk with me.
by default go uses 0. It is controlled by:
ff_damage_reduction_grenade 1
ff_damage_reduction_bullets 1
ff_damage_reduction_other 1
ff_damage_reduction_grenade_self 1
I had to change those from 0.
But you are correct that they have non 0 default values despite valve forcing the configs to 0. I will set them to their engine defaults.
Values according to valve are:
ff_damage_reduction_grenade 0.25
ff_damage_reduction_bullets 0.1
ff_damage_reduction_other 0.25
ff_damage_reduction_grenade_self 1 - there is no default value.
I think we should leave nade at 1 given how low damage they are compared to cs:s. These changes are live, let me know if we need to adjust the ff further.
something's not right with this. as it is, that means ff damage is just 10%. i just tested in a server with bots on GO, and by default team attack damage there is 33% for bullets. on our source gg server, it seems closer to 25%; either way, it's not 10%. i'm not sure i've ever seen a server with 10% ff damage. my guess is that the default values for a casual server are 25%, bumped up to 33% for competitive, and i'm not sure where the 10% value comes in. part of me wants to say it's fine at 10%, cuts down on team attackers, but then you see numbers like this: 31 in 18, 22 in 11, 19 in 10 with a galil, or 42 in 42 with a pp-bizon. doing 1 damage per hit with smg's and pistols, 1-2 damage with rifles on teammates doesn't make much sense.
the grenade damage should definitely be left at 1, as it is in source iirc. currently, it's not. a grenade landing right under a teammate does ~13 damage
Through the darkness of futures past,
The magician longs to see
One chants out between two worlds:
Fire, walk with me.
These are the settings by default for competitive:
Code:ff_damage_reduction_bullets 0.33 ff_damage_reduction_grenade 0.85 ff_damage_reduction_grenade_self 1 ff_damage_reduction_other 0.4
So how about these settings:
ff_damage_reduction_bullets 0.33
ff_damage_reduction_grenade 1.0
ff_damage_reduction_grenade_self 1.0
ff_damage_reduction_other 0.4
I have made the above settings default now.
Also I can announce that the auto go update system works! It was able to automatically restart the server and update it yesterday morning and as expected valve never sent out any message declaring there was an update. With the surprise updates in go it is impossible to run a server without such a system in place.
ff feels good now. all that's missing is nominate/rtv, and minimaps are glitched out and don't display properly, but that's a common problem with custom maps in GO and i don't know if there's anything that can be done about it.
Through the darkness of futures past,
The magician longs to see
One chants out between two worlds:
Fire, walk with me.