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Classic Mod 1.4 Test

Historical capture recovered from the Wayback Machine · captured 2003-07-16 · 8 of 12 pages survived · 145 posts
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Ok many thanks to Brandon over at Branzone. for hookin me up with a 32 player server.

This server is running the following:

- Fixed vehicle purchase lagging server exploit.

- Fixed when running only one mission on server, cycling to next mission hangs server.
Now cycles to same mission.

- Increased damage to beacons from mines so beacons do not linger when marking mines
after the mine is destroyed.

- Bug addressed, added lava under terrain of every mission to destroy MPBs that fall
through terrain.

- Fixed Unlimited energy exploit when in an MPB station while it is destroyed.

- Fixed exploit where you can use repair gun without the repair pack mounted.

- Addressed mortar airpoints exploit.

- Shocklance no longer applies an impulse to MPBs.

- Fixed energy recharge rate bug when ELFed.

- Fixed deployable inventory stations not working when restored from file in Practice CTF.

- Fixed some radius explosion console spam.

- Removed ability to deploy multiple satchel charges.

- Fixed an observer bug that occurred when observing a client in vehicle whether or not you
were observing the vehicle, your camera was set to it.

- Increased minimum deploy distance for deployable invnentories to address issue of player
getting stuck in the trigger on deploy.

- Added missing energy checks to Sniper Rifle and Shocklance.

- Added minimum flght ceiling to all missions. If flight ceiling is below minimum, it is set
to minimum.

- Changed repair pack to issue points when somethings enabled instead of waiting for
object to be put to 100% functional.

- Many console spam fixes to inventory functions

- New idle sounds for base turrets.

- Streamlined turret pack datablocks.

- Enhanced LogEcho function to export admin actions to file.

- Wait period for spawn position and team switch reduced to 15 seconds instead of 20.

- Gameplay change: Mines do less damage to MPB, Tank, Wildcat and Turrets.


Need all of that tested and commented on. The server name is CLASSIC 1.4 TEST. It's public and the IP is
38.114.3.63 port 28000

Can't see it? Here: joinGame("38.114.3.63:28000");

Comments reply to this thread only please

"addressed mortar airpoints exploit"

Wanna elucidate?
Originally posted by: ZOD
- Fixed Unlimited energy exploit when in an MPB station while it is destroyed.

Damn, that was too amusing


- Gameplay change: Mines do less damage to MPB, Tank, Wildcat and Turrets.


Hm why?

Post edited by RenGen at 5/26/2003 2:24:23 AM
http://teamwarfare.net/forums/showthread.asp?forumid=4&threadid=56190

cool
Explain mortar stuff...
If it means no more high arc spam, then ZOD fucking rocks!
No...mortar is like 60 meters shorter.
If it kills gay ass tank spam, and high arc spam it gets my seal of approval. If it means HO have ot move an inch closer and do the same lame shit, then ZOD still has work to do
just me or is the disk traveling at base speed and not like in 1.3 ?
"addressed mortar airpoints exploit"


/me wonders if this same fix was recently done in another mod ?


^Kodiak

{Rk|Royal Knights
what is the airpoints thingy ur talking about, explain
Originally posted by: GreenBeret

Mortar and grenade launcher range is reduced.

Disc launcher speed is low (base style)

and the shrike feels like a base shrike.

It seems like the gravity is too high...
Some of that possibly due to poor install?
ZOD set it up, bran's checking it out now to see if something's funky w/ it.
_______________
]GreenBeret[.echo
Originally posted by: -BOB-

what is the airpoints thingy ur talking about, explain


It's a big secret.
I'm assuming something is wrong with the setup that ZOD needs to look at because you're back to outrunning your own grenades among other things (mortar timer is back to 2seconds, CG spread is wide again, disc is base speed again, ground friction is back). Basically Base with a powerful DJ and good skiing.
Post edited by GreenBeret at 5/26/2003 4:05:40 AM

_______________
]GreenBeret[.echo
okay...i played 1.4 for about an hour tonight on the BranZone server...here's my input

ZOD, it seems like you changed alot of things which you consider "problems", that honestly, most classic players dont consider problems, and they like the way classic is right now

first off, the grenade launcher in 1.4 is completely worthless, honestly you made it shot exactly like the base grenade launcher that slowly floats in the air and will be used by NOONE...period

2nd is the mortar, the mortar has the same problem as the grenade launcher...it has that "floaty" feeling making getting long hits on cappers almost impossible, add that to the fact that the mortar goes what appears to be about 50-100 meters less than the 1.3 mortar, ALSO add the increased detination time(which means heavies will have a harder time bouncing the mortar behind them to kill chasers), and basically you've taken the mortar(a perfectly fine weapon currently imo) and nerfed it to the point where noone will want to use it either

also, concerning mortar spam...although it can get extremely cheap sometimes (play 311 on slapdash sometime and you'll see what i mean) most people dont see mortar spam as a problem, but rather a part of the game (and not really a bad part imo)...take it from me, spammers are not hard to kill, and are not a problem to good defenses to handle

3rd, Air Vehicles...okay...not much needs the be said here...air vehicles in 1.4 SUCK ASS, straight up...anyone that tries to fly a shrike in 1.4 will know exactly what i am talking about

the last thing i noticed during my time on the server is that disk jumps are so increibly fast that noone will be able to stop cappers...i mean hell, im a capper and 1.4 already eliminates the chnaces of me getting hit by mortars, grenades, and shrikes, i dont need a disk jump that instantly makes me go 400+, make me work a little bit for my caps...jeez

i realize that the version of 1.4 on the branzone server right now is probably not the finished version or anything, and i also realize that you probably put alot of time into making the changes, but the classic i played tonight, noone will want to play...sorry =/
Well dunno if the setup on the server is just screwy or its the way its supost to be...

But i say keep classic exactully the same, just fix the bugs... dont change anything in the game play thx.

---------------------------------------------------------------------------------------------------------
Darkness of OX/STiX Fame. Except no imitations!!!!

See a ][)arkness in game its just Deuse being an idiot don’t be alarmed! He just wants my manhood cause I HO better then him
u guys are wacked im mean hahahahhahahah
it did seem weird.. classic physics and base weapons.. some more noticeable then others. the nades.. I noticed the most. going 300+ launching nades and passing them up, wont work to well. I wont extend whats wrong but.. I dont think that is the classic ZOD intended it to be.

b r a n.echo
Branzone.com Founder : #branzone
Originally posted by: ][)arkness

But i say keep classic exactully the same, just fix the bugs... dont change anything in the game play thx.
Originally posted by: Arcsim

True, but it's not like the wildcat is a frequently-used vehicle in competition.


Which doesn't mean it isn't used at all.
Originally posted by: Karma__

Originally posted by: Doc^Holliday

Originally posted by: Willieboy

Do not change gameplay please!

You think mortar spam in classic is bad? In Europe we played base a lot longer than in US, and still remember tank spam and long range spam of base. Classic spam is nothing compared to it, and spammers are a lot easier to kill. There's nothing wrong with spam in classic as it is.

I don't really see the need to change mine damage against vehicles/turrets either.



Wtf... dont go touching weapon physics. You said yourself that you would only be fixing bugs and not touching gameplay - mortar spam is not a 'bug'.

Someone already pointed out.. when theres 7 LD flaring turrets and MDing, spam is the only way to take out a turret.
neX KrytosS
Mortar Madness: Hardcore Gaming
change some of the physics/gameplay things = dead t2..

dont fuck this up please, classic is fine as it is... just get some of the bugs out.
Mortar spam isn't really a problem unless the map design makes it a problem (one door maps are retarded).

Besides if you're gonna remove mortar spam then you have to do something about the plasma turret which is rediculously accurate and powerful at med/close range. Couple that with the fact that it's sometimes perched on the wierdest little platform and it would be a real pain in the ass to take those out without spam.

That would just make for the old deploy/repair/all plasma strat on every map.
don't fix what isn't broken.
if you fix the physics it might be better/worse
but it doesnt matter...
people will just argue about it
it's fine how it is now no need to fuck with physics
I am not exactly sure what ZOD did with this build but I have an idea. When we were working on the Ren2.0 and Veteran Mod we had discussions on how to deal with scripts such as QFire. One idea that was implemented into Ren2.0 was a mortor spread. This was put in place and extensively tested at many different settings. What would happen is the farther away you were from the target the mortor would be farther off from hitting it. Each mortor was random and landed in a pattern that looked like a 5 on a dice. The spread worked as it was supposed to but on certain maps it was very problematic because you could not ever hit the target from any distance.

We decided to scrap that idea and go with a max flight time of the mortor instead. I dont remember the specifics but I think it was 450m. The mortor would only fly a MAX time that was approx equal to 450m. I believe the max a targeting laser will work is 400m so we thought 450m was a fair compromise. The mortor would explode in the air or something if it flew a certain amount of time and not hit its target. This actually works very well and does cut down on the 500+ mortor spamming and makes you have to get a little closer if you want to do it.

Like I said I dont know if this is what ZOD for 1.4 but if it is I think it is a good thing.

^Kodiak

{Rk|Royal Knights
Please, remove the gameplay changes, keep the stuff that you fixed, and add automated beacon on remote inventories(like the MPB), release.
Just gonna say, making it harder to kill an mpb is fucking evil
Originally posted by: Smaqaho

hopefully it means there won't be such a thing as high arc mortar spam, period.


high arc and air waypoints are too different things. high arc refers to the fact there are two different arcs you can use to hit the same target. high arc is the higher one, which has a longer hang time. airwaypoint spam can be either high or low arc. you can still have low-arc spam that's close to 400m away from a target, or further if you are firing from higher than the target.

anything you do to change the mortar because of airwaypointing isn't going to solve the problem, it's going to hurt the old fashioned spammers just as much as those using waypoints. Just leave it alone, gameplay has already adapted to it. Just be happy that it won't exist in Vengeance, and we can once again go back to the days of dry erase markers on monitors and sketching.

jsut's cheats scripts

Making the range of the mortar shorter to eliminate blind spam? Is this a joke? I've been playing HO for all of T2, all of Classic and now I have to relearn the feel of the mortar? Somebody tell me this isn't the case.

I would actually find the removal of all waypoints in the game preferable to screwing with the mortars physics. This isn't even a fix, I guarantee it will not eliminate blind mortar spam. Hell, since base days we've had a method for adding about 150 meters to the range of the mortar. This change accomplishes nothing good.

Fix the bugs, don't touch the gameplay. Most, if not all, of gameplay issues can be addressed by better maps.
yaaa lets fuck something up on a game we've all gotten used to. remember what happens when patches comeout people get pissed and stop playing, this community is small enough as is we dont need anymore people leaving due to unasked for gameplay changes


Democracy is a device that ensures we shall be governed no better than we deserve.
George Bernard Shaw
wah big deal 60 foot shorter mortar
Hey let's just play base while we're at it.
Originally posted by: LittleWing

wah big deal 60 foot shorter mortar


Big deal to me. I actually have a good feel for the mortar now and it took me a while to get to that point. I don't play much, rarely pub, or maybe I'm just a slow learner.

Regardless, it isn't a fix for blind spam. If you need proof, just give me 5 minutes to tweak the waypoints of my existing spam spots for any given map.
Originally posted by: littleWing

wah big deal 60 foot shorter mortar


or you played on a jacked up server and no one aside from ZOD really knows what the change is yet.
Post edited by jsut at 5/26/2003 2:32:05 PM

jsut's cheats scripts

Originally posted by: LittleWing

wah big deal 60 foot shorter mortar


it is a big deal if he changed other shit as well, such as disc launcher speed, nade launcher. Or if he randomized or changed the fuse time or physics or the mortar.

ALthough i havnt played it, the changes in the weapons is the feeling im getting.
Originally posted by: LittleWing

wah big deal 60 foot shorter mortar


Well this late into the game virtually any change in gameplay is gonna make a bunch of people say "fuckit" and stop playing.

so in other words this all sucks ass, should just fix bugs.