Page 43 of 61
Posted: 07 Oct 2007, 04:55
by smoth
I AM MASTER CHIEF!
Posted: 07 Oct 2007, 08:08
by rattle
You belong in a -------
Posted: 07 Oct 2007, 08:39
by RavingManiac
Could someone upload a beta or something? Community feedback is important to the development of a mod.
Posted: 07 Oct 2007, 08:45
by Nemo
Community feedback is only really useful once we've exhausted all the problems we can find with limited testing. Additionally, the community as a whole tends to give crappy feedback along the lines of "omgz why there no tiger?" and such nonsense.
Therefore, we're not going to be posting a build until we're good and ready.
Edit: to be fair, many individuals are fine. which is why we have lots of people outside the S44 team helping to test. the issue is that the general public sucks at giving useful feedback.
In other news, in rewriting the run script I've made it about three times as efficient on the move (from 1.5% CPU usage from scripts with 50 guys on the move to 0.5% CPU usage with 50 guys on the move), and way more efficient on stopping (old scripts go up to 5% of CPU usage when they stop, then slowly go down to 2-3% while idle, new ones go straight to 0%). This should make a fairly noticeable difference in large games for people with mid-low end CPUs. For those with ridiculous CPUs that can handle it, they'll just look better and be less buggy.
I'm still working out the kinks, but once it's all set expect some better, less buggy, and way more efficient run cycles.
Posted: 07 Oct 2007, 10:17
by Pressure Line
Nemo wrote:Additionally, the community as a whole tends to give crappy feedback along the lines of "omgz why there no tiger?" and such nonsense.
thats been my experience. plus, the balance is a bit different from what people are used to, i know there will be a lot of whingeing about that.
Posted: 07 Oct 2007, 11:50
by Pressure Line
this still needs fixing as well nemo...
Posted: 07 Oct 2007, 13:41
by FLOZi
Is it only the US truck that does that?
Posted: 07 Oct 2007, 13:47
by Zpock
Now that's a nice and tight defensive formation.
Posted: 07 Oct 2007, 13:56
by FLOZi
Anyway, there will of course be a public release in due time, just as there was with the previous version. It is fairly radically different in gameplay to that though, nevermind alphabet soup mods.
Posted: 07 Oct 2007, 15:04
by Warlord Zsinj
Posted: 07 Oct 2007, 19:30
by Snipawolf
looks like about 20 people crammed into one small circular foxhole, heheheh
Posted: 07 Oct 2007, 19:38
by W0w00t
SpikedHelmet wrote:W0w00t wrote:Pressure Line wrote:
ive taken the liberty of sending you the SVN details submarine :)
I want the SVN details too.

Yes, and wh
o are you?
A friend of Treelor, if you know him.

Posted: 07 Oct 2007, 20:34
by SpikedHelmet
No, I don't.
Posted: 07 Oct 2007, 21:43
by Neddie
Thanks for the spam. Back on topic.
Posted: 07 Oct 2007, 22:03
by SpikedHelmet
Fixed the transport problem.
Fixed several missing corpses.
Added unique British HQ model.
Made proper British Barracks models.
Made corpses for US/British HQ and Barracks.
Posted: 07 Oct 2007, 22:10
by tombom
I think you broke the British HQ. Nothing can walk out the front, although after I built about 4 engineers who all wandered around a bit inside one guy came out the side.
Posted: 07 Oct 2007, 22:12
by SpikedHelmet
Wtf?
Posted: 07 Oct 2007, 22:14
by SpikedHelmet
Alright, fixed that. Thanks for the quick catch.
Posted: 07 Oct 2007, 23:21
by Neddie
Spiked, there are three likely causes of your desync issues...
I quit the game to even up the teams after you left, so I may as well drop some possibilities here.
1. Different version of the client.
2. LUA differences.
3. Map/Game differences.
If you check all of those again, and the problem persists, we may need to ask the bigwigs.
Posted: 08 Oct 2007, 17:25
by SpikedHelmet
Here's an idea for Logistics:
A) Unprotected logistics structures, like the two we currently have, should be extremely weak. Afterall, they are mainly made up of a bunch of fuel barrels and boxes of ammunition. The small one should be so weak that a single spray or two from a submachinegun will blow it; the large one should be similarly weak.
B) Ontop of the two logistics structures we currently have, we could give each side a "re-enforced logistics stockpile", something with sandbags or logs or whatever to protect it more than the others. It could give as much logistics as the larger one we currently have, perhaps take twice as long to build and take quite a pounding...
C) The "Logistics Park" could also be given to everyone -- essentially this is a giant structure of barrels and ammo boxes strewn about. Kind of like the "Fusion", it would serve as something capable of handling most of a player's logistics needs. But, being unprotected, it'd also still be kinda weak.
D) Double the logistics output of the small logistics, and up it's buildtime by 50-100%.