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0.221 Patch http://truecombatelite.com/forums/viewtopic.php?f=45&t=2292 |
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Author: | gonzo|Uncle Bionic [ Thu Apr 07, 2011 6:46 pm ] |
Post subject: | 0.221 Patch |
Tried to play it. 4vs4. Sadly it seems that the spawns are just like they used to be. Sometimes it felt like they are even worse. Like twenty times I spawned in the same place behind multiple enemies, and they did the same to me. Other than that, I love that the lean is now for everyone and the weapons seem to be visible now. Also the lean bug doesn't come around with shotguns anymore. Good job still. |
Author: | gonzo|Uncle Bionic [ Thu Apr 07, 2011 8:19 pm ] |
Post subject: | |
Few more rounds played with almost full server. It seems that the spawn-thing doesn't work. People also tend to ALWAYS spawn near (or mostly inside) Northern Warehouse (specops side). I found myself spawning there in only two spots like fifteen times in a row (downstairs under the stairs or in the small room with windows upstairs. All people were there killing eachother and then they got killed when the guy spawned near them. The southeast corner of the map was entirely empty. Also the central warehouse was quite quiet. All the action happened in one spot of the map pretty much the whole 15 minutes. Did we spawn there because your team members were there too? I don't know, but now this spawn thing really seems to be much worse. ![]() |
Author: | Damien [ Thu Apr 07, 2011 9:51 pm ] |
Post subject: | |
Well, the intention was to make players spawn on opposite parts of the map so I'm guessing spawnpoints won't stay this way. Personally, I'm not that into the proposed fix. Players always spawning on the outskirts of the map just adds to the randomness even without the current problems. I played with the idea of scripting these on a test map. The spawns would be grouped across the map using regular spawn entities which would get activated by a team using trigger_touch entities. The first and most obvious problem is both teams spawning in the same spawn. The solution - adding a rule which disables capturing if the spawn is taken. Two spawn areas being close together could cause problems as well. The solution - adding a rule which disables capturing if the closest spawns are taken. Spawn areas should be reachable from multiple routes so they don't turn into dead-ends for either team. In my case, this would all be created using regular entities and scripting. It would be much easier to do using custom entities. So, how would this work in theory? Teams progress through the map until they hit each other. Being unable to go further they start taking alternative routes or falling back activating other spawns and making a straight-forward mode like BC seem like there are actual objectives involved. |
Author: | Craterus [ Thu Apr 07, 2011 10:18 pm ] |
Post subject: | |
I haven't played the new version yet, sadly. What Damien is suggesting sounds sort of like Battlefront II (I think, its a Star Wars fps anyway), and to a lesser extent how many of the Battlefield (1941, 2142, 2, maybe more...). It worked in those games, but I don't know if it would work well in the much smaller maps of CQB type fighting...perhaps. |
Author: | prowokator [ Thu Apr 07, 2011 10:48 pm ] |
Post subject: | |
I don't know but it seems that half of the bullets don't hit. Maybe it is just my shitty aim but I still think there is something weird in it. It is totally random. Sometimes you kill with one or two shots, other time you need half a clip to get someone killed.. maybe I'm just hitting arms and legs :/ would think the guy go down from 3 shots no matter where they hit.. Spawns are as described.. need fixing. I like the idea of BC type mode with a more reasonable goal. Something like a firefight type of game, where the battle shifts on a tube-like map. Reach certain spot, you get the spawns closer to the enemy -> keep pushing -> reach some sort of goal and you win the round. This patch was a step to right direction. I like it. We just need some sort of solution for the spawns. |
Author: | coroner [ Fri Apr 08, 2011 8:17 am ] |
Post subject: | |
Unfortunately, I have to confirm that there is still a serious issue with the spawning which I didn't cover so far with my test cases. I will hunt that one down tonight. Sorry for that. |
Author: | Outcast [ Sat Apr 09, 2011 1:14 am ] |
Post subject: | |
coroner wrote: Unfortunately, I have to confirm that there is still a serious issue with the spawning which I didn't cover so far with my test cases. I will hunt that one down tonight.
Sorry for that. Nothing to be sorry about - thank you for hard work and for sharing it with us! O |
Author: | gonzo|Uncle Bionic [ Sat Apr 09, 2011 11:24 am ] |
Post subject: | |
No wonder why the spec-ops building is full of people. There is actually only one spot where you can spawn when you die. ![]() ![]() ![]() ![]() ![]() This place:g http://img600.imageshack.us/img600/796/spawnr.png If there is someone standing there, you will spawn upstairs ALWAYS. And so on and so forth. So the spawns are now absolutely broken. At least I got nice round. I was playing 1vs1 against player who didn't have any experience from this game or TC:E. Got nice 102:6 stats. I was just standing upstairs and nailed him to the spawn over and over again. He never spawned anywhere else. Gladly he got extra ammo on, so i didn't have to pick up his gun many times. ![]() Edit: please thumbnail or link to an image if it is HUGEEEE |
Author: | Outcast [ Sat Apr 09, 2011 2:19 pm ] |
Post subject: | |
Gonzo, I don't mean to be rude, but do you think that what you have done will make the person in question stay with this community/game? He came to see what is the game about and you used exploit to "nail him over and over". Fun? Epic? Grandiose achievement? I don't think so. O |
Author: | gonzo|Uncle Bionic [ Sat Apr 09, 2011 2:23 pm ] |
Post subject: | |
Never said that it was right. ![]() |
Author: | prowokator [ Sat Apr 09, 2011 2:59 pm ] |
Post subject: | |
BTW the "gonzo" is a clan. I'm kinda tired people referring to me as C22, first is a clan tag, then the nickname. Usually. Anyways, I hope the new patch comes out soonish, to fix the spawns. |
Author: | coroner [ Sat Apr 09, 2011 5:31 pm ] |
Post subject: | |
I've fixed the spawns (finally) and also incorporated some other tweaks and fixes. I will pass the next patch to Diane tomorrow. |
Author: | Piney [ Sat Apr 09, 2011 6:31 pm ] |
Post subject: | |
awesome, looking forward to the new release! |
Author: | Outcast [ Sun Apr 10, 2011 3:52 pm ] |
Post subject: | |
gonzo|Uncle Bionic wrote: Never said that it was right.
![]() ![]() O |
Author: | Damien [ Sun Apr 10, 2011 6:43 pm ] |
Post subject: | |
The latest patch is great, spawns work as intended. I noticed you don't respawn in the mid areas any more, that's a shame. The new dying animation look nice but it's a shame it can't be interrupted for quicker respawning. After 20th time it gets a bit annoying smashing on the 'use' button only to get in spectator and wait more because you missed the right respawn moment. Minor bugs related, you get a use icon on the screen after the death animation starts and the hands remain visible when using pistols (G18 at least). Now all the game needs is more maps. :D |
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