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Messages - Bahl

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31
General Discussion / Re: [Game mode] DotA
« on: December 04, 2010, 02:06:09 PM »
Bahl: i wonder, how the refill should be triggered?
zenarion[SWE][MoW]: walk up to ammo box, press "Use"
zenarion[SWE][MoW]: hear a sound of some sort, to know you got ammo
zenarion[SWE][MoW]: like HL1 "picked up ammo" sound.
zenarion[SWE][MoW]: some kind of cooldown needs to be made
Bahl: yeah, we could reuse that sound ... or use the reloading sound... or i could skim the sound repository we have ^^
Bahl: like the area can only privde one aoom refill each minute?
zenarion[SWE][MoW]: true
zenarion[SWE][MoW]: so you cant throw 1 grenade, pick up new, throw 1 pickup new, etc
zenarion[SWE][MoW]: no spam etc
Bahl: would be nice to have some kind of indication of the refill progress...
Bahl: could switch between an empty box and a banner to a filled box and a banner
zenarion[SWE][MoW]: or a full/empty box
Bahl: you mean have a half empty box inbetween?
zenarion[SWE][MoW]: yeah something like that
zenarion[SWE][MoW]: so when people take ammo from it, it changes to a different submodel.
zenarion[SWE][MoW]: also, there already is a banner in that map, the flags you capture?
Bahl: yeah
Bahl: i want to replace their models
Bahl: add the ammo box..
Bahl: when captured
Bahl: the area entity shall be the entity that implements the functionality we need
zenarion[SWE][MoW]: alright

32
General Discussion / Re: [Game mode] DotA
« on: December 04, 2010, 01:32:13 PM »
I think for now we only need BT and IW.

33
General Discussion / Re: [Game mode] DotA
« on: December 04, 2010, 12:08:33 AM »
Wahey, neat :-D.

remember, you can reuse existing material!

You can just take the grenades and stuff from weapon models that you please.

34
Rival Species - News / Alpha update
« on: November 18, 2010, 09:05:07 PM »
http://www.rivalspecies.com/files/rspecies_1265_to_1266.zip

Is the new hotness, containing bugfixes:
DONE - standard melee weapons still have a power weapon effect
DONE - the 'No Leader' button should be a 'Toggle Leader' button instead (default false).
DONE - the lives in HUD are calculated wrongly by factor 10 in the case of BT devastator
DONE - when killing yourself below 0 points, you get a lot of points (integer overflow)
DONE - when being out of spawns, you cycle the class and weapon menus
DONE - necron speeds are too low, even wraiths
DONE - followbots and robots don't stop shooting once they started
DONE - when a player disconnects during round end, the round state is bogus

and improvements:
DONE Make sergeants choosable, make followbots spawnable for all species sergeants (instead of normal soldiers), make sergeants more expensive, make marine classes more expensive in general.
DONE Allow robots to spawn followbots.

35
General Discussion / Re: [Game mode] DotA
« on: November 15, 2010, 09:46:22 PM »
DONE Issue A 1.1
DONE when selecting to become leader, you actually get more spawns (instead of less).
DONE when having chosen leader, you still spawn as a normal marine
DONE Issue B 1.1

All right, we are ready for a new alpha!

36
General Discussion / Re: [Game mode] DotA
« on: November 09, 2010, 08:31:44 AM »
Thats certainly a god idea, even though it requires ammo cases for each species! yet, it would really add to the decor!

Could also be done as a generic replacement for the flag post! so it could be a generic heap of ammo of all different kinds. But I'd frankly prefer ammo specific for each species :-). Feel like modelling something?

on other notes:

Issue A
1.1: Make sergeants choosable, make followbots spawnable for all species sergeants (instead of normal soldiers), make sergeants a more expensive, make marine classes more expensive in general.

Issue B
1.1: Allow robots to spawn followbots.

Later:
1.2: Implement 5 different paths dropped from a followbotowner to allow 5 followbots instead of one.
1.3: Implement ammo refills at captured areas for the holding team.

37
General Discussion / Re: [Game mode] DotA
« on: November 07, 2010, 08:43:27 AM »
yeah, it could certainly use some more decor :-). I maxed out the world faces to 1k in the worst place, so things would have to be entity faces. (that means for the most part, decor should be models.)

Current style and decoration is light blue, light golden/orange, sand, wood colored rock-walls, dark grey concrete structures, imperial eagles, since this is a former imperial planetary defense post. (That large gun was supposed to be fired in earlier version to trigger a BT win.)

What would your ideas be for decoration?

When running through the map, my first thought is: we could use models for those consoles / computers used as buttons and for the ugly old ceiling-lights.

38
General Discussion / Re: [Game mode] DotA
« on: November 06, 2010, 10:28:27 PM »
Absolut Vodka... err Win :-).

Would work perfectly on fortress! Today we had a short discussion about how to solve the balancing issue, and one promising idea is to start with the easiest pairing: BT vs IW. And there, fortress would be a perfect map as well, since it allows every class.

So here is a suggestion for a plan to solve that problem:

Issue A
1.: collect suggestions for weaponset / class balancing for BT, IW
2.: implement these changes
3.: iterate step 1 and 2 until we're happy

Issue B
1.: implement simple gridbased path finding
2.: provide access to the mission objectives
3.: implement team work for achieving the mission objectives

Both issues should of course be handled in smaller steps and we can run new alpha tests whenever a small step is done.

alongside these issues, there are always bug fixes and performance fixes going to be needed.
for example, currently the robot agent doesnt survive a map change and he is also costing too much lag when serving many robots. however, that doesnt stop us from solving issue a and b, because both can be developed even with few bots.

39
Rival Species - News / Re: Alpha patch
« on: November 06, 2010, 05:42:49 PM »
DONE - standard melee weapons still have a power weapon effect
DONE - the 'No Leader' button should be a 'Toggle Leader' button instead (default false).
DONE - the lives in HUD are calculated wrongly by factor 10 in the case of BT devastator
DONE - when killing yourself below 0 points, you get a lot of points (integer overflow)
DONE - when being out of spawns, you cycle the class and weapon menus
DONE - necron speeds are too low, even wraiths
DONE - followbots and robots don't stop shooting once they started
DONE - when a player disconnects during round end, the round state is bogus

CANT - when reconnecting, the mouse look gets turned off ... not enough information for reproducing it
CANT - sometimes a reconnected player cant see any entries in the scoreboard ... not enough information
CANT - sometimes after a while, the client side weapon stops working and only switching weapons helps
CANT - after several rounds, he server is getting out of edicts and the client randomly terminates after a while

SZ_GetSpace: overflow on netchan->message
WARNING: reliable overflow for Eltharyon

Dropped Eltharyon from server
Reason:  Reliable channel overflowed
Dropped Sirex from server
Reason:  Timed out
Dropped Bahl from server
Reason:  Timed out

Dropped zenarion from server
Reason:  Client sent 'drop'
Dropped Sirex from server
Reason:  Client sent 'drop'
Dropped Bahl from server
Reason:  Client sent 'drop'


L 11/06/2010 - 19:50:04: FATAL ERROR (shutting down): ED_Alloc: no free edicts
FATAL ERROR (shutting down): ED_Alloc: no free edicts

After a little research, I think it may be map related. Lets see if this happens on a certain map only. Alternatively, it may be with many followbots or any other entity that gets spanwed but never removed. A good feature may be to have a surveillance of the used entities each round for example and store that information per map counting up the rounds. I will only woalk into that solution if we continue to have the problem with next alpha.

40
Rival Species - News / Alpha patch
« on: November 06, 2010, 02:45:35 PM »
New alpha:

http://www.rivalspecies.com/files/rspecies_1260_u3_full.zip
http://www.rivalspecies.com/files/rspecies_1265.zip

You can skip the full version and just download rspecies_1265.zip if you want to. It is a complete game but does not contain the maps and textures and the manual. That means you can still connect to a server and download the maps as they are running. Alternatively you can use it as an update to an older version, specifically to 1264.

The bugfixes:
- weapon recoil is now calculated consistently between server and clients.
- log messages including string concatenation now concatenate integers at the correct position.
- muzzle origins for projectile weapons (grenades) are now largely fixed.
- server doesn't log AI messages anymore.
- voice game manager doesn't allocate new edicts anymore while the server is empty.
- robot choosing class and weapons is now validated.
- robot is not idling all the time anymore. (he is now running against a wall... depending on which AI is connected.)
- muzzles are adjusted for all weapons.

41
Agenda / Mapping Agenda
« on: October 02, 2010, 03:04:23 PM »
LEVELS FOR 1.3
DONE resident_darkness - fix the broken message entity
DONE rebellion - correct main door reset

LEVELS FOR BETA 1

rs_ca_command
rs_ca_forgotten
rs_ca_kallastin
rs_ca_outpost
rs_ca_rebellion
rs_ca_resident_darkness
rs_ca_platform

LEVELS FOR BETA 2

rs_ar_altar
rs_de_raveniv - forbid assault and raptor, allow drivers, rebuild textures and architecture
rs_de_spacehulk
rs_ca_destroy
rs_dc_canyon
rs_ac_fortress
rs_ca_fracas
rs_ca_gigant
rs_ca_dominia - Still no wraithlords on Dominia and a black stripe remains in the wall near the cup
rs_ca_rust
rs_ar_eye
rs_dc_fringe
rs_ar_startwar
rs_ca_legionstorm
rs_de_blackhawk
- teleporter should reset if triggered off
- the turret entity shouldnt stick out into the walkable area
- should have ramps instead of the flying ladders in the ork base to allow bike driving and followbots
rs_ac_centurion
rs_ac_city_conflict - dont use artefacts as pure models
rs_de_landingzone - dont use artefacts as pure models
rs_ca_deathvalley
rs_ac_major - missing images: all
rs_dc_jungle - missing images: all
rs_ac_hillfort - missing images: all
rs_dc_hivecity - missing images: all
rs_ac_hazard - missing images: all
rs_de_leviathan - missing images: all

UNUSED CONTENT

rs_dc_blizzard

42
Agenda / Coding Agenda
« on: October 02, 2010, 03:03:55 PM »
CODE FOR FINAL VERSION

-1224
DONE get the lasgun origins from the attachment
DONE check brass origins on all weapons v_model and p_model
DONE check reload anim times for eldar shuriken catapult and lasgun
DONE check the grenade idle animation timing
-1225
DONE make sniper rifle unzoom at reload
DONE make sniper rifle zoom only when deployed
DONE make sniperrifle unzoom at undeploy
DONE add grenade cooking
-1226
DONE add in the necrons
DONE add in the tau
-1229
DONE make bots show on radar
-1230
DONE add eldar grenades
DONE add guard grenades
-1231
DONE add guard grenade launcher
DONE prepare to check 3rd person shoot origins on all weapons
DONE replace the plasma bolt with a particle effect
DONE add powerfield effect to power weapons
-1232
DONE add flame effect to missiles
DONE add blue flame effect to jetpack
DONE improve muzzle-effect with additional sprites in line of the gun
WONT improve flamer particle stream http://www.banntal.de/rspecies/phpBB2/viewtopic.php?t=96&start=15
-1233
DONE add commands for whiping and restoring the player points
-1239
DONE add in the necron weapons
DONE add in the tau weapons
-1246
DONE add vehicles for necrons
DONE add vehicles for IG
DONE add vehicles for orks
DONE add vehicles for tau
-1250
DONE add in the bt_dreadnaught_lc_pf
DONE add in the cd_lemanruss_bc
DONE add in the cd_sentinel_fl
DONE add in the cd_sentinel_ml
DONE add in the gf_dreadnought_cl_rz
DONE add in the gf_warbike_kn
DONE add in the nc_tombspider_pj
DONE add in the te_battlesuit_fb_mp
-1251
DONE in the te_assaultpulserifle
-1260
DONE add in the cd_sentinel_assaultcannon
-1261
DONE add in the at_grenade
DONE add in the gf_rokkitlauncha
-1263
DONE add in the bt_thunderhammer
DONE add in content json export / import
DONE add in java robot AI support
-1264
add in the bt_dreadnaught_pf_mm
add in the te_battlesuit_ft_pc
add in the te_krootrifle
add in the te_pulserifle
add in the te_railgun
add in the cd_psyker

43
Agenda / Modelling Agenda
« on: October 02, 2010, 03:03:25 PM »
MODELS FOR FINAL VERSION

DONE ork grenade p_model - chromeangel
DONE muzzle flash - bahl
DONE nc_hands - bahl
DONE cd_sentinel - bahl
DONE gf_killercan - bahl
DONE nc_tombspider - bahl
DONE nc_warscythe - typheron
DONE nc_gausscannon - bahl
DONE nc_flayer - bahl
DONE nc_staff - bahl
DONE at_wraithguard - razielk
DONE gf_attackbike - chromeangel
DONE nc_scarab - chromeangel
DONE te_gundrone - olimnuz
DONE bt_stormshield - zenarion
MODEL at_wraithgun - jiggaman(base model) - eltharyon
DONE bt_thunderhammer - bahl
DONE cd_psyker - (zenarion model and skin) - bahl

TAU CONTENT

DONE te_kroothands - zenarion
ANIM te_pulsecarbine - chromeangel(skin)
SKIN te_missilepod
SKIN te_hands
MODEL te_krootrifle - jiggaman
SKIN te_railgun - jiggaman
SKIN te_assaultpulserifle - jiggaman
SKIN te_pulserifle - jiggaman
SKIN te_fusionblaster - jiggaman
SKIN te_plasmacannon - jiggaman
SKIN te_flamethrower - jiggaman

UNUSED CONTENT

SKIN cd_boltpistol
SKIN bt_plasmagun
SKIN bt_multimelta
SKIN bt_melterpistol
SKIN cd_hydralisk
SKIN te_droneguns
ANIM at_grenade idle improvement
ANIM bt_chainsword attack
ANIM at_chainsword attack
ANIM cd_chainsword attack
ANIM gf_choppa attack
ANIM cd_sniperrifle reload
ANIM cd_laspistol reload
ANIM cd_lasgun reload
ANIM bt_lascannon reload
ANIM cd_grenade idle improvement
ANIM bt_grenade idle improvement
SKIN cd_plasmagun
-bt_cyclone - finish - ?
-iw_melter - rework - ?
-cd_chimera - rework - ?
-cd_plasmacannon - rework - ?

44
General Discussion / Re: hi to all and a question
« on: October 02, 2010, 03:00:45 PM »
Well, that's fortunate! Since the author of that map is my humble self. On the other hand though, I'm afraid that I'm not willing to share the rmf, especially not for a different mod. My work is dedicated solely to this project.

45
Rival Species - News / Re: New Alpha version for balancing
« on: October 02, 2010, 11:38:20 AM »
Okey, my first little test with robots exposed the following problems:

DONE - the recoil of the shooting weapons seems to be calculated wrongly. it decreases too fastly making the recoil look very abrupt. ... stupid frame recalculation.

DONE - the log messages String concatenation exposes the same bug as in windows.. numbers are added at the front instead of where they belong.

DONE - the smallest cooking time made the grenades start from the left hand instead of the right one. ... that was confusing.

DONE - the server seems to be very busy logging the AI messages.

DONE - we have a leak creating edicts all the time after a player has left the server empty. ... fricking old voice game manager has a leak (if not more).

DONE - if the robot connects to rs_ca_platform choosing IW (which is forbidden) it will crash once he is supposed to choose the weapon (or class if i don't remember correctly).

DONE - the robot is idling all the time. ... never trust the compiler to initialise integers with 0.

DONE - after the bugfix for recoil, all muzzles need to be adjusted. ... gods what a fricking tedious task!

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