Author Topic: Prerelease of Rival Species Alpha 1260 (update39)  (Read 161540 times)

Re: Prerelease of Rival Species Alpha 1260 (update4)
« Reply #90 on: December 26, 2007, 01:59:03 PM »

Bahl

  • Administrator
  • Sr. Member
  • ****
  • Posts: 438
    • ICQ Messenger - 99245030
    • View Profile
    • Email
all right, new version u24 is up ^^.

Re: Prerelease of Rival Species Alpha 1260 (update4)
« Reply #91 on: December 26, 2007, 04:41:05 PM »

Bahl

  • Administrator
  • Sr. Member
  • ****
  • Posts: 438
    • ICQ Messenger - 99245030
    • View Profile
    • Email
DONE: at some point, the points were negative after hitting each other. from then on they continued to add up negatively while shooting each other too

KNOWN: the jetpacks still seem to be slow

DONE: the victory messages were bogus: when i died, my own team won due to extinction of the enemy team

DONE: sometimes the weapon sounds and effects are played from outdated positions

KNOWN: sometimes particles appear as red dots
« Last Edit: December 28, 2007, 12:24:01 AM by Bahl »

Re: Prerelease of Rival Species Alpha 1260 (update4)
« Reply #92 on: December 28, 2007, 01:08:19 AM »

Bahl

  • Administrator
  • Sr. Member
  • ****
  • Posts: 438
    • ICQ Messenger - 99245030
    • View Profile
    • Email
awwight, we got new update ^^ (u25) have fun!

Re: Prerelease of Rival Species Alpha 1260 (update4)
« Reply #93 on: December 28, 2007, 11:08:38 PM »

Bahl

  • Administrator
  • Sr. Member
  • ****
  • Posts: 438
    • ICQ Messenger - 99245030
    • View Profile
    • Email
reports from todays first test sesssion:

DONE: bad icon for claws

DONE: high speeds for tombspider

DONE: I could get dreadnaight after playing 2 rounds *badly*

DONE: more clips for clipbased weapons

KNOWN: marines shooting from there groin

DONE: heal should be restricted to friendly units

DONE: i dindt die when my tombspider vehicle died

DONE: termis can swim

DONE: levelchange didnt seem to work

DONE: the destroyer assumed a crusifix pose when killed

DONE: the radar sprite at levelchange and in general the dynamically loaded sprites are crashy.
« Last Edit: December 30, 2007, 05:07:47 PM by Bahl »

Re: Prerelease of Rival Species Alpha 1260 (update4)
« Reply #94 on: December 29, 2007, 04:56:47 PM »

Bahl

  • Administrator
  • Sr. Member
  • ****
  • Posts: 438
    • ICQ Messenger - 99245030
    • View Profile
    • Email
well, if we test, then its most likely around 20:00 GMT. that means 6 o'clock in the morning for you... and it's not so very likely that we test at all these days. I guess you'll have to wait for the release and see to find some Australian fans. We had a few.

Re: Prerelease of Rival Species Alpha 1260 (update4)
« Reply #95 on: December 30, 2007, 10:00:12 AM »

Bahl

  • Administrator
  • Sr. Member
  • ****
  • Posts: 438
    • ICQ Messenger - 99245030
    • View Profile
    • Email
well, at weekends, we can sometimes test at very different times... late in the night or in the morning.

Re: Prerelease of Rival Species Alpha 1260 (update4)
« Reply #96 on: December 30, 2007, 06:21:11 PM »

Bahl

  • Administrator
  • Sr. Member
  • ****
  • Posts: 438
    • ICQ Messenger - 99245030
    • View Profile
    • Email
all right, we've got yet another new update ^^. i hope were getting to a state where i can release a new full version soon!

Re: Prerelease of Rival Species Alpha 1260 (update4)
« Reply #97 on: December 31, 2007, 06:26:08 PM »

Bahl

  • Administrator
  • Sr. Member
  • ****
  • Posts: 438
    • ICQ Messenger - 99245030
    • View Profile
    • Email
and yet another bug report... :

DONE: messages seem to get lost a lot with high ping. that affects ammo counters, shooting effects etc.

DONE: hitting with HeavyBolter seems hard. it seems like one needs to aim below.
++ i dont kow if i fixed that one, but the changes concerning recoil and spread seem grave, so we better wait and see. ++

DONE: the lascannon seems to have spread
++ should've less spread now. ++

DONE: the lascannon seems not to do much damage and takes ages to reload

DONE: still, sounds and effects of guns get played at the own position after the spawn of another player
« Last Edit: January 01, 2008, 04:22:48 PM by Bahl »

Re: Prerelease of Rival Species Alpha 1260 (update4)
« Reply #98 on: January 01, 2008, 06:04:26 PM »

Bahl

  • Administrator
  • Sr. Member
  • ****
  • Posts: 438
    • ICQ Messenger - 99245030
    • View Profile
    • Email

Re: Prerelease of Rival Species Alpha 1260 (update4)
« Reply #99 on: January 01, 2008, 07:25:43 PM »

Alhaus

  • Guest
DONE: Capping all the flags dosn't trigger a round end
++ if you are alone, then that is true. if you are with a second player then capping the first one ends the round ++

KNOWN: Cant see weapons in first person view for the IW dread (you know how the end of the plasma cannon stick out a bit)

DONE: I can afford every class after one capture. capping a flag gave me an insane amount of lives. As a marine after each cap my lives changed thus: 5 > 24 > 103 > 416 >1671

DONE: Lives get reset at the end of each round

KNOWN: After a few caps i got a negative score on the scoreboard -93952.2

CANT: On Fortress i was spawning near the first wall where the 2nd flag is from the BT base.
++ im spawningon the wall ... ++

DONE: When you were shooting at me from a distance with the assault cannon your bullets were going sideways
++ do you have the screenshot of that? ++
« Last Edit: January 03, 2008, 01:39:51 AM by Bahl »

Re: Prerelease of Rival Species Alpha 1260 (update4)
« Reply #100 on: January 02, 2008, 02:34:39 AM »

Bahl

  • Administrator
  • Sr. Member
  • ****
  • Posts: 438
    • ICQ Messenger - 99245030
    • View Profile
    • Email
DONE: and you can afford every class

DONE: i was trying to precache a few tenthousand sprites

DONE: as well i think  that map changing doesnt work because it alwazs changes tot he first map  in the file

DONE: and it doubles the siye of the mapfil on the clienside each start of the game

DONE: can you see teh map on the radar?

DONE: sometimes shooting effects go sideways when one cant see them on his own (thats a direct result)

KNOWN: shooting from my dead body until coming into sight

DONE: the wraith  is not silent, instead the flayed one is

KNOWN: termies skip
« Last Edit: January 03, 2008, 02:42:58 AM by Bahl »

Re: Prerelease of Rival Species Alpha 1260 (update4)
« Reply #101 on: January 03, 2008, 02:19:02 PM »

Bahl

  • Administrator
  • Sr. Member
  • ****
  • Posts: 438
    • ICQ Messenger - 99245030
    • View Profile
    • Email

Re: Prerelease of Rival Species Alpha 1260 (update4)
« Reply #102 on: January 04, 2008, 12:43:30 PM »

Bahl

  • Administrator
  • Sr. Member
  • ****
  • Posts: 438
    • ICQ Messenger - 99245030
    • View Profile
    • Email
CANT: last used weapon isnt working
++ works perfectly for me (middle mouse button) ++

DONE: Grenades really do need re doing... you cant throw them right

QUESTION: how do you turn autoreload on?
++ Options -> Multiplayer -> Advanced. The default values will then get active (which is automelee and autoreload on). ++

KNOWN: roundend without proper restart
++ we need ore experience with it ++

DONE: points pinata several thousand points per hit

DONE: stuck at map origin... because we had another area active which was not allowed anyore

CANT: attacks dont get animated and audible and their ammo doesnt show: dreadnaught hammer, terminator stormbolter
++ i need more info on how to reproduce it ++

DONE: and i should really adjust the plasma particle config

DONE: the deathmenu spawn areas dont care for ownership

DONE: my plasma shot goes through you the grenade model for them is extremely small and has no hitbox

DONE: ive distributed my config. i guess i should disable givepoints

DONE: =][=Apo. Alhaus: your muzzelflash is in the wrong place and your shooting sideways again
Bahl: yeah .. well this shotting sideways is really weird...
Bahl: seems to hapen with fast weapons.. i dont know
=][=Apo. Alhaus: your not shooting sideways
=][=Apo. Alhaus: but your bullets are gongi sideways
=][=Apo. Alhaus you were actually hitting mwe
Bahl: yeah.. well your client doest get the correct angle..
Bahl: and i wonder why...
Bahl: maybe i can find a better solution for that problem

DONE: iw leader the pic shows a marine^^

DONE: the deathmenu also displays all the useless spawn locations that arent available..

KNOWN: there are dreads allowed here... (rs_ca_command)

DONE: add a CHARGEABLE for the powerbar to allow a weapon to power up to scale its damage
« Last Edit: January 07, 2008, 11:03:19 AM by Bahl »

Re: Prerelease of Rival Species Alpha 1260 (update4)
« Reply #103 on: January 07, 2008, 02:16:03 PM »

Bahl

  • Administrator
  • Sr. Member
  • ****
  • Posts: 438
    • ICQ Messenger - 99245030
    • View Profile
    • Email

Re: Prerelease of Rival Species Alpha 1260 (update4)
« Reply #104 on: January 09, 2008, 11:42:45 AM »

Bahl

  • Administrator
  • Sr. Member
  • ****
  • Posts: 438
    • ICQ Messenger - 99245030
    • View Profile
    • Email
thanx for the testing :-). i experienced a similar message serverside. there is a double delete somewhere in the code. (meaning a pointer already deleted gets deleted again.) i guess ill have to e more carefull and set pointers to zero after deleting. i fear it inside the priority queue for my new event management system. (which reduces serverload by eliminating object think functions. we ha d aprolem with that earlier with weapon thinks leading to server lagg.)