Back to Tribes 2

Comp Mod and Maps update - 8/14

Historical capture recovered from the Wayback Machine · captured 2002-09-10 · 2 of 6 pages survived · 41 posts
This thread had 6 pages; 4 pages were never captured by the Wayback Machine — some replies are missing.
A new version (0.74 8/14) of Compmod and an updated map pack will soon be running on "Pnet West 3", and "Pnet East".

You need to delete these files:
...\GameData\base\zzCompModClient_b2.vl2
...\GameData\base\uva4_maps_client.vl2

and replace them with these:
http://www.wsbn.com/~manbeef/CompModMaps_Client_8-14.zip
http://home.adelphia.net/~z0dd/zzCompModClient_b3.vl2


I will be controlling tonight's test session to verify everything
is working. We'll be testing practice mode, playing all the DnD maps,
and testing all CTF maps that haven't been played much. Don't complain
about wanting to play something else, or I'll kick you without a
warning.


[MOD CHANGES]
- Fixed a bug that would forget to decrement the mine count for each team.
This would eventually prevent a team from deploying any mines, even if
they didn't have any deployed.
- Tweaked flag updater
- Tested and tweaked DnD gametype
- Fixed some text errors in admin hud
- Mortar explosion radius reduced. Projectile velocity sped up a bit due
to higher gravity, but still has same max range. Projectile is less
floaty. Reticles prob wont work anymore.
- mortarBarrel explosion radius slightly reduced. Projectile velocity sped
up a bit due to higher gravity, but still has same max range. Projectile
is less floaty.
- Renamed LockServer/AutoLock feature to AutoPW
- Put numeric check in for maxplayers options and checked for negative numbers
- Fixed a shieldpack typo.
- Physics tweaked. All armors require more skillful skiing to hit and maintain
fast speeds. Poor skiing Hvys won't be going very fast. Hvy needs to build
up speed now, instead of gaining it quickly from a small dip.


[MAP CHANGES]
- Fix all DnD issues
- Flip flag base on Titan around
- Tweaked Shock Ridge. Fps should be good.
- Fixed all spawn problems
- Fixed all flight ceil problems
- Fixed gens not showing up on cmd screen. Veh station not possible.
- Removed my favorite map, Empyreal.


Post edited by z0dd at 8/14/2002 6:57:59 PM
- Mortar explosion radius reduced. Projectile velocity sped up a bit due
to higher gravity, but still has same max range. Projectile is less
floaty. Reticles prob wont work anymore.
- mortarBarrel explosion radius slightly reduced. Projectile velocity sped
up a bit due to higher gravity, but still has same max range. Projectile
is less floaty.




why did you remove your favorite map?
- Mortar explosion radius reduced. Projectile velocity sped up a bit due
to higher gravity, but still has same max range. Projectile is less
floaty. Reticles prob wont work anymore.

i think everyone needs to stfu about z0dd being a biased HO from this point forward.

Thank you for testing this out z0dd.

*edit* note this is a test and in no way shape or form will be permanent. I will be doing lots of HO and lots of LD for a few days. If i feel this takes away from the gameplay i will be the first to lead the charge in reversing this change.

You all need to realize this is the time to TEST gameplay changes to maximize the potential for overall better gameplay.
Post edited by mad rebel at 8/14/2002 7:02:41 PM
comp mod is the shit

Mortar explosion radius reduced. Projectile velocity sped up a bit due
to higher gravity, but still has same max range. Projectile is less
floaty. Reticles prob wont work anymore.


wouldn't this affect the targetting laser and beacons as well?
Originally posted by: z0dd

- Physics tweaked. All armors require more skillful skiing to hit and maintain
fast speeds. Poor skiing Hvys won't be going very fast. Hvy needs to build
up speed now, instead of gaining it quickly from a small dip.


This is a GOOD thing... I hate having a flood of heavies show up and wreck my base... and the first to die are back even before we kill them all. End result first base raped down completely = losing team.

One question... does a DJ into a small dip produce massive speed, or would you still have to have a big drop to get massive speed?

Post edited by VaporTrail at 8/14/2002 7:05:14 PM
Originally posted by: Got Haggis?

wouldn't this affect the targetting laser and beacons as well?


Hmm, good point.

Further, I think the consensus was that the radius wasn't the biggest issue, it was the lack of a more gradual damage curve. Returning it to 20 but with a better damage curve might be the happy medium.
i doubt it. those are calculated in-game i believe, whereas mortar rangefinder reticles are made outside of the game.




Post edited by Skedar103 at 8/14/2002 7:06:12 PM

PS: Fixed the bug that caused players to come to a halt when skiing. Required massive changes but it's worth it.
Looks good.
Originally posted by: Reprisal

Originally posted by: Got Haggis?

wouldn't this affect the targetting laser and beacons as well?


Hmm, good point.

Further, I think the consensus was that the radius wasn't the biggest issue, it was the lack of a more gradual damage curve. Returning it to 20 but with a better damage curve might be the happy medium.


Sort of a 1:1 %damage curve? At the edge you'd get maybe 1% damage... half way, you get 50%, at the center you'd get 100%? Or a Logarithmic curve... EG where at the edge youd get 1% half way in you get 25% 3/4ths in you get 50% ... etc...?
Post edited by VaporTrail at 8/14/2002 7:09:14 PM
Originally posted by: VaporTrail

Originally posted by: z0dd

- Physics tweaked. All armors require more skillful skiing to hit and maintain
fast speeds. Poor skiing Hvys won't be going very fast. Hvy needs to build
up speed now, instead of gaining it quickly from a small dip.


This is a GOOD thing... I hate having a flood of heavies show up and wreck my base... and the first to die are back even before we kill them all. End result first base raped down completely = losing team.

One question... does a DJ into a small dip produce massive speed, or would you still have to have a big drop to get massive speed?



This is definitely a good thing. I'm going to go test it in a couple mintues and see how it feels now.
GET it RIGHT the FIRST time, 56k sux0rs on the dling shit...=) , thanks for the update
Originally posted by: Veor

Looks good.
Originally posted by: z0dd

PS: Fixed the bug that caused players to come to a halt when skiing. Required massive changes but it's worth it.






neat stuff
Originally posted by: z0ee

GET it RIGHT the FIRST time, 56k sux0rs on the dling shit...=) , thanks for the update


Wait till they get it right then, if you insist on using the 56krap modem...

Much ,
fix the floatingness and i bet lots of t1 ppl will play,
Extracting ruin4.dif
Extracting ruinarch.dif
Extracting sbunk_nef1.dif
bad CRC 05d535c4 (should be ae708284)
Extracting siege.dif


while extracting your vl2
___________________________________
^i^Durak

PLEASE PLEASE PLEASE PLEASE


Add ability to snipe shrike pilots



PLEASE PLEASE PLEASE PLEASe







PLEASE!!
no friction skiing, thx
Half the initial super speed of before with a slightly reduced discjump please!
just tried it a lil.

not sure what to thinkg yet. HOs are initially alot slower and can be stopped easier.

Got going pretty fast when i hit good routes. I think a bit more power to the heavy jet would make for a better all around HO if things stay the way they are.

So far the mortar feels fine. still not sure why everyone was so opposed to a change.
Originally posted by: wozamfana

PLEASE PLEASE PLEASE PLEASE


Add ability to snipe shrike pilots



PLEASE PLEASE PLEASE PLEASe







PLEASE!!
i think the guy above has a point in regards to the grenade launcher. With everyone travelling so fast, the grenade launcher is now useless for chasing
skiing up hills should not be insta slow down...fix
Actually, the new changes to the grenade launcher have made it usable for chasing, even in compmod. It's quite effective now.

As for the HO changes, I'd say more of a bump in speed with less disc jumping power. As it is, heavies can outrun lights since they can disc jump twice with not much damage to them. Disc jumping is just way overpowered now.

And there's still the fact that once a heavy is going fast enough, they don't take much damage from the disc jump and still get the full force of the disc jump. Not sure what causes that, but it's the main thing that's making heavies so powerful right now.
Originally posted by: Innerva
As for the HO changes, I'd say more of a bump in speed with less disc jumping power. As it is, heavies can outrun lights since they can disc jump twice with not much damage to them. Disc jumping is just way overpowered now.


I agree with that, lower the effectiveness of the ho discjump....while giving them more speed.

I think they should up the speed a bit for all armors, maybe ~10-~20% across the board (don't know if they'd do more acceleration or less resistance...whatever)

Shocklance seems a bit too easy, range too long possibly, less delay?...but it did seem like the lance was knocking HOs off of their route (from the sides, as well as the front), which was cool.

Seems, as far as playability/balance goes, that it's getting pretty damn close. I saw HOs getting owned and I saw HOs camping inside teh base on Snowblind.
Originally posted by: Mota

I agree with that, lower the effectiveness of the ho discjump....while giving them more speed.



Hello Mota. :heart:
Originally posted by: Got Haggis?


Mortar explosion radius reduced. Projectile velocity sped up a bit due
to higher gravity, but still has same max range. Projectile is less
floaty. Reticles prob wont work anymore.


wouldn't this affect the targetting laser and beacons as well?



The hit spot is calculated on the fly, so no. Unless, it doesn't take into account gravity, which I think it is as beacons were working perfectly.
Originally posted by: s h r o o m

no friction skiing, thx


That is the sole cause of the come-to-a-halt bug. We had to yank it. Eventually it would have caused a team to lose a match.
Originally posted by: TySoft

which one is Empyreal ?


The lava map with the floating bases. You know, the one everyone bitched about every time I change to it.
The Penalty on uphill now is very harsh, and the disk jump is still overpowered when compared to speeds that can be attained via route.

The DJ needs to be reduced in effectiveness. Acceleration needs a ever so slight increase again, but not much, top speed is also at a good level - nice and hard to hit, but damn when you do, sweet!

Also with the speed changes, the Grenade Launcher needs some damn love. As an avid Gren Launcher both Capping and Chasing, the thing is pretty pathetic. Need to up the projectile speed of it.
Agreed, very nice work, I think this version has a good balance, but agree, giving everyone a tiny bit more speed and reducing the effectiveness of disc jump by a eensy bit will make it purrrr-fect, meow.
i like the grenade launcher boost but i think it could use a few additional tweaks for sure.

ungberg has a definite point with the skiing uphill. I can hit the bottom of a slope doing 220 and lost half that speed in under a second just by touching the uphill slope without DJing.


btw people, z0dd told meh that the SL range was increased from 15 to 16 meters, NOT from 15 to 20 meters.


Post edited by Skedar103 at 8/15/2002 12:15:48 AM

terrain stops happen in t1...matches are not decided upon them

couldn't maps be fixed for less terrain stops?
z0dd, get KP to help you with the skiing

everyone one says that TR2 skiing is incredibly close to perfection

enlist his help and get the physics right
Originally posted by: ungberg

z0dd, get KP to help you with the skiing

everyone one says that TR2 skiing is incredibly close to perfection

enlist his help and get the physics right
Originally posted by: mad rebel

Originally posted by: ungberg

z0dd, get KP to help you with the skiing

everyone one says that TR2 skiing is incredibly close to perfection

enlist his help and get the physics right

i agree with the above 3 posts