3.8 version thread - Now preparing a patch

Re: Next version thread.

Postby GuDGeoNaToR » Wed Sep 05, 2012 3:28 pm

The bots are still having a hard time reloading the Walker. :)
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Re: Next version thread.

Postby RYell » Wed Sep 05, 2012 6:17 pm

I'll be looking into walker reloading next. I'm also dealing with some physics related issues, they stop moving sometimes. Difficulty seems a bit harder yep, it's easy to tweak so I hope to get it in the sweet spot soon.

I prefer this henry shot sound instead the second one you sent me, the other reminds to existing guns, it's very good too just lack some personality.
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Re: Next version thread.

Postby GuDGeoNaToR » Sat Sep 08, 2012 4:09 pm

I seem to be having game crash issues since I installed these "next" patches. Not sure what is causing it but it seems to happen when I am in a shootout with quite a few bots & there is alot of gun shooting sounds. It says that hl.exe has stopped working. Other than that it is working great!
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Re: Next version thread.

Postby RYell » Sat Sep 08, 2012 8:43 pm

Then feel free to send me some crash dumps. Follow the instructions in the file readme_client.txt (in mod folder)
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Re: Next version thread.

Postby GuDGeoNaToR » Sat Sep 08, 2012 10:28 pm

I just emailed you a few crash dump files. Please let me know if you have a fix. Thanks!

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Re: Next version thread.

Postby RYell » Sun Sep 09, 2012 3:07 pm

Hey, new version up! https://dl.dropbox.com/u/2694878/FoF_Next_9_Sep.rar

This one brings some noticeable advances in bot AI, no more reload issues of any kind, fixed an issue with loot carriers not defending themselves under some conditions. Also bots won't strafe in circles when facing an enemy, it was supposed to be random but randomness in games is very relative sometimes...

And finally, the new map fof_bigbarn is included. The map features some new options for custom mode: total (absolute) notoriety for each player can be set, and the weight limit players can carry is also customizable. So during the round I set 0 notoriety and allow physics props to be carried around until the defense preparatives end, then notoriety is given and no props can be moved until next round. The physic props are temporal, just cube brushes for the moment.
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Re: Next version thread.

Postby GuDGeoNaToR » Mon Sep 10, 2012 1:16 pm

The bots are working much better now. They can reload walker & thanks for fixing the strafe circle thing. I read online somewhere that the Walker could be converted into a regular cartridge bullet a little later in the 1800's & that's what Gus from Lonesome Dove carried. Would be cool to have reload animations for the Walker. It could just be the converted model. Also the skin for the Walker is black & all of the pictures I have looked at don't show any black ones. Have you thought about a new skin for the Walker? Any news on the Volcanic Ryell? Will check out the new map also. Thank you!

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Re: Next version thread.

Postby RYell » Mon Sep 10, 2012 8:27 pm

Well, a Walker reload animation would be slow no matter what. I mean, would anyone use a gun that reloads so slowly when they can use others and get similar results? The odd reload system for walker was added with a clear intention: offer a new gun feature that allows player to attack and reload at same time. Don't know about new skin, I think our Walker shouldn't look similar to other Colts (blue).

No good news for Volcanic, may be modeled by other person though, not sure.
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Re: Next version thread.

Postby Nevada Smith » Tue Sep 11, 2012 1:07 am

I think the current reload time for the Walker is fine... It just needs a visual animation of some sort.

Is there any chance of updated player models?
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Re: Next version thread.

Postby RYell » Tue Sep 11, 2012 12:03 pm

I just think if we keep same long reload time but player can't do anything except but watching until it finishes, then it's just a revolver that no one will use.

No chance to update player models sorry, I barely can get anyone to model a simple gun, figure it.
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Re: Next version thread.

Postby GuDGeoNaToR » Tue Sep 11, 2012 9:55 pm

I guess the new map won't work with bots. Looks very cool though. How come some maps show notoriety & frags & some just show notoriety? Is there a way to make maps that don't show frags show them? Have you thought about putting frags & deaths? Most players like to see what their kill to death ratio is.
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Re: Next version thread.

Postby RYell » Tue Sep 11, 2012 10:39 pm

Yeah, no bots in custom mode maps. Scoreboard shows different categories depending the game mode, I consider some of them aren't that interesting in certain game modes. Anyone can see their personal k:d ratio, don't know what you mean.
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Re: Next version thread.

Postby GuDGeoNaToR » Tue Sep 11, 2012 11:03 pm

I mean when you hit the "tab" key that shows the in game scores. Some maps it only shows notoriety. I understand that you want the game to be about working as a team & notoriety places you higher on the scoreboard which is all fine & dandy. Players want to see how many kills they have & how many times they have been killed while playing the game. I have played many FPS shooters & have belonged to many game forums. I'm just telling you that players like to see this. They also like to see complete stats of weapons like damage, accuracy, recoil, rate of fire, range & they like to see a number graph showing each stat. Every other game that I play shows these stats for each weapon with a number value. Even in games that I play that place you higher on the scoreboard for points achieved from other things other than amount of kills still show kills & deaths. These things are very important to most players that I have been around & I think that minor things like this might attract a bigger player base. Just my 2 cents...... :D
Last edited by GuDGeoNaToR on Wed Sep 12, 2012 12:12 pm, edited 1 time in total.
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Re: Next version thread.

Postby GuDGeoNaToR » Wed Sep 12, 2012 12:42 am

I guess few dollars more game mode shows frags. I just force FDM game mode when creating a game instead of using maps default game mode. I like to see how my bots are doing against each other because I have tweaked them to how I like. :)
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Re: Next version thread.

Postby yester » Wed Sep 12, 2012 6:39 pm

So I finally had a look at fof_bigbarn
alone, obviously

1st, I read the way you wanted the map to play, therefore I can assume I ran into problems :

1) started blue, after warmup I could pickup stuff (different pickup distance than usual, felt weird, like I needed to be a lot closer than usual), got stuck inside the crate I tried to put in the small entrance next to them, broke it from inside patiently, moved around, won by default
2) autoswitched to red, spawned on top with 0 noto (which is normal) and stayed there, in this state, for the entire time of the round (which isn't normal), and I lost.
3) autoswitched to blue, couldnt pickup anything at all this time, won nonetheless, of course

At this point I stopped the server, restarted a new one with the map
1) started red, warmup, waited a part of the time on top then teleported to the point where I could walk, with full noto.. but then couldn't access my schofield even though it was green in menu. Fists only.
2) autoswitched to blue, couldn't pickup anything this time around either
3) autoswitched to red, same as 1st time, stayed on top for 2:30 until round was lost.

At this point I decided it was best to write this down here while still fresh in memory..
Could all that be because the other team was always empty ? Messed up with the system ?
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