Download the mod
 
Member ID:
Password:

Not a member? Register

Forums



 

AvP2 Fortress > Mod Feedback > beta 6/20/09 in review
You are not logged in. Login or Register.

1

  

 

Author: Topic: beta 6/20/09 in review
 Alien Grand Master
 Regular Client

 Posts: 470
 Registered:
   2008-11-28

Posted: Jun 21, 2009 1:56:53 pm    
Profile homepage email Alien Grand Master

someones got to put the topic up.

 

3284264264224742724
6464264264256245242
4544252452445244525
4254254254252454252
45252454252242

too many numbers.!
 ARCHellraiser
 Random Visitor

 Posts: 205
 Registered:
   2009-01-03

 MSN: hellraiser_den@hotmail.com  

Last edited by: ARCHellraiser on Jun 21, 2009 2:34:20 pm
Posted: Jun 21, 2009 2:19:46 pm    
Profile homepage email ARCHellraiser

Thanks AGM somebody getting caught up on their much needed sleep

* New netcode
In my option was much improved over last weeks test run. Entity interpolation was much much better than before. in other words was very smooth running not jerky..

*server hit validation Information from the server has been sent to Herr to review (after he wakes up)and we await his finding.

* Game scoring
The change is good for the game. Point are received much faster and kkep the maps moving
The issue of sitting on the base for 3-5 sec to start the point collection is still up for Discussion.

* Creating a "Finial To Do List"
The need to bring the MOD to Public release was discussed.
The need to stop making changes and target finial tweaking to get the MOD out to the public.

*Lagging Issues and Ghosting
Was discussed and it was decided thattesting under Present server conditions ( Avg Ping 220-380) is testing the Mod at these extreme conditions is a good thing and that when we 
are close to public release we will look at putting the MOD on a rented public server.

later

HR

 

WE ARE ALIVE  WE ARE  SURVIVORS
WE ARE ------> TEAM FORTRESS
 Moose_Head!
 Moderator

 Posts: 235
 Registered:
   2008-04-15

Posted: Jun 21, 2009 3:05:37 pm    
Profile homepage email Moose_Head!

Very well put HellRaiser, and yes AGM, a good idea to make the topic along side the chat.

One thing that stood out, and I mentioned this last night, was that even if the netcode was perfect, I would have hated that game that was going on in Resin Pit, it was just a complete mess, and I would have changed to a Drone also if I had not been trying to find a way to match the others as a Human.

The new scoring I like very much, the only thing I might change there is that the multipliers came in a little too quickly I felt, I remember capturing a base and having it jump to a 2-flag multiplier pretty quick, I thought I should have had to had defended it a little longer before getting that.

Nice to talk to you all, all eyes on AGM now to get a microphone.


Herr seemed to disappear pretty quick, I got distracted by someone knocking on my door, then he was gone. I wonder how long you guys stayed typing?

Lol, finish a discussion only to sit there with the microphones off, typing to communicate.

 

Sapiens nihil affirmat quod non probat.
 Alien Grand Master
 Regular Client

 Posts: 470
 Registered:
   2008-11-28

Last edited by: Alien Grand Master on Jun 21, 2009 6:07:44 pm
Posted: Jun 21, 2009 6:06:35 pm    
Profile homepage email Alien Grand Master

it took about 2 minutes to finish.


i want to revert back to the alien pounce.
in the disccusion i mentioned what AJL mod did and that was to have a forward jump instead of a pounce that knocked down people.

we also got to get rid of the that sound the alien makes while pouncing the only alien that i have seen use that is the queen in the movie aliens. I always thought that aliens were silent stealthy creatures so replacing it with the jump sound would be better.

i think some serios recoil on all the bullet weapons could be needed but i can't say that for sure because of the new netcode.

 

3284264264224742724
6464264264256245242
4544252452445244525
4254254254252454252
45252454252242

too many numbers.!
 Moose_Head!
 Moderator

 Posts: 235
 Registered:
   2008-04-15

Posted: Jun 21, 2009 7:52:09 pm    
Profile homepage email Moose_Head!

HellRaiser wrote:
quote:
The issue of sitting on the base for 3-5 sec to start the point collection is still up for Discussion.



This isn't going to be in Fortress, I was just curious as to what people thought of it as a solution. For me it is ideal, because it requires that the Alien player engages anyone guarding the base before capturing. It also prevent pounce across and 'touchdown' suicide captures.

So I just wanted some thoughts on that or an alternate solution. Of course we need to play to see how the new changes affect things.

AGM wrote:
quote:
i want to revert back to the alien pounce.
in the disccusion i mentioned what AJL mod did and that was to have a forward jump instead of a pounce that knocked down people.



I don't like the idea of a push attack for Aliens, it just doesn't sit right, but then again neither does the old rocketman routine. As you've mentioned it though, it got me thinking, I think Aliens, Runners at least, should be able to ram players just by running into them. Not a high priority, but if a Runner clouts you at full speed it should knock you for six. This would be an interesting dynamic because the player would have the option of doing that or making a clean break.

I'll have to try the AJL mod sometime, to see if I might like the feel of the knock-down pounce

 

Sapiens nihil affirmat quod non probat.
 Alien Grand Master
 Regular Client

 Posts: 470
 Registered:
   2008-11-28

Posted: Jun 21, 2009 8:41:51 pm    
Profile homepage email Alien Grand Master

it's a foward jump and you have to land on top of the player at the right angle not too low not too high i will take you up for that challenge in AJL R2.

 

3284264264224742724
6464264264256245242
4544252452445244525
4254254254252454252
45252454252242

too many numbers.!
 Herr_Alien
 Administrator

 Posts: 788
 Registered:
   2008-03-18

Last edited by: Herr_Alien on Jun 22, 2009 7:11:15 am
Posted: Jun 22, 2009 7:08:30 am    
Profile homepage email Herr_Alien

There are two ways to ensure the domination point is captured progressively:
- have it hack-able
- create some sort of volume, like the evac volume. Instead of winning the map though, it would toggle the flag.
Now, there are both pros and cons for each. The first one needs less code changes, while it requires an engineer; the second one doesn't require a speciffic class (+) but it needs coding support (-)

I did some examining on the logs Hellraiser sent:
10577 hit claims
9224  declared as miss (that leaves only 13% of hits as valid; we were too negative when we estimated it at 10% )
However, from these 9224 misses, most suffer from this symptom:

before position: (300.115 28.2349 -1408.65)
after position:  (300.296 28.2694 -1409.12)
interpolated:    (2092.75 370.531 -6093.03)

It seems the issue is on the server side interpolation, for hit validation. The interpolated result should be some average of the before and after position. What I expected would be:
(300.something 28.something 1409.something)
What we got however is waaay off.

Regarding the list of things to do, this is what I have:
MUST
- domination Benny Hill scenario
- netcode
- our own flag status (to detect when it is returned, at least)
- fix the dedicated server

SHOULD
- our own game launcher
- autoupdate utility
- rewards system (most frags, least killed etc)
- hints for each class at respawn ("The engineer can pick up turrets and deploy them" kind og stuff)

NICE TO HAVE
- mumble & murmur VOIP system integrated in the game client and server.

 

Long live the Queen!
 Alien Grand Master
 Regular Client

 Posts: 470
 Registered:
   2008-11-28

Last edited by: Alien Grand Master on Jun 23, 2009 1:31:29 pm
Posted: Jun 22, 2009 3:06:12 pm    
Profile homepage email Alien Grand Master

i gave you the balance changes i made right?
can you pls check if the plasma caster flys striaght or not.

quote:
I'll have to try the AJL mod sometime, to see if I might like the feel of the knock-down pounce



if your going to play it you will need info

http://ajlforums.forumotion.com/ajl-mod-f1/ajlmod-frequently-asked-questions-t221.htm
the 3rd post or so is how to join.

http://ajlforums.forumotion.com/Server-List-h5.htm

there is the list if someone is on just join i will not be far.

 

3284264264224742724
6464264264256245242
4544252452445244525
4254254254252454252
45252454252242

too many numbers.!
 Alien Grand Master
 Regular Client

 Posts: 470
 Registered:
   2008-11-28

Posted: Jun 25, 2009 2:04:28 pm    
Profile homepage email Alien Grand Master

o comin is this forum that boring ebat discussion used to get to page 2 by the second day.

 

3284264264224742724
6464264264256245242
4544252452445244525
4254254254252454252
45252454252242

too many numbers.!
 Moose_Head!
 Moderator

 Posts: 235
 Registered:
   2008-04-15

Posted: Jun 25, 2009 6:17:57 pm    
Profile homepage email Moose_Head!

Listen to the modcast.


But yeah, I should put more down in words, especially as I returned the faulty headset and may not be audible in the next one. (Much to Herr's relief)

 

Sapiens nihil affirmat quod non probat.
 Alien Grand Master
 Regular Client

 Posts: 470
 Registered:
   2008-11-28

Posted: Jun 26, 2009 7:12:01 pm    
Profile homepage email Alien Grand Master

did yo utry a little AJL mod multiplayer or should we schecule somthing.

 

3284264264224742724
6464264264256245242
4544252452445244525
4254254254252454252
45252454252242

too many numbers.!

1

  

 Powered by UPB Version : 2.1.1b
*/ -->

External links:


Link to our website!