1.05

Discussion in 'General' started by Krenzo, May 10, 2006.

  1. Stu

    Stu BehälterGott

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    The hitboxes need to be fixed, you can shoot a crouching person in the head/upper body 100 times and they don't take any damage.
     
  2. Bodrick

    Bodrick Ye Olde Supermod

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    When you spawn now, you start with no MightyTool™ ammo. I don't think this used to happen, but I'm not entirely sure.
     
  3. ^Dee^

    ^Dee^ Former Super Moderator

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    That was added in last patch or the patch before or something.
     
  4. Jn.

    Jn. Member

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    NEW FORUMS..........hi.

    Ok well I just skipped to the last page, and I don't know what's been suggested yet, but the first thing I'm saying is to fix the mine thing.
     
  5. ^Dee^

    ^Dee^ Former Super Moderator

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    It's not a suggestion thread, it's the changelog for 1.05 :P

    EDIT: Any screenies of district?
     
    Last edited: May 10, 2006
  6. Artemas Ward

    Artemas Ward Member

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    Is District going to be a linear flag-based map like escort, or non-linear like, say, bf1942, or DoD? Will their be any vehicles, albeit in a limited capacity (escort), or none at all. Can buildings be entered? Et cetera.
     
  7. Krenzo

    Krenzo Administrator

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    It'll be linear like escort. There won't be any vehicles. Some buildings will be enterable with some capture points being inside buildings.

    I keep missing some bugs that need patching. Just keep writing them in, and I'll get to them eventually.
     
    Last edited: May 11, 2006
  8. Jn.

    Jn. Member

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    Out with turret crouch bug too!
     
  9. ^Dee^

    ^Dee^ Former Super Moderator

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    From what I've played of the prerelease, it could do with more enterable buildings and more entrances/rooms to buildings that can already be entered :o
     
  10. Jn.

    Jn. Member

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    Oh god sorry :( These new forums confuse me. Ignore my previous post(s).
     
  11. brammes

    brammes Member

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    I'm getting the idea that the bugs are posted everywhere? In the changelog thread, the general discussion page, the bugs forums or let moderators do some cleaning and move all the bugs to one place.
    Maybe it's a good idea to set up a somekind of bugzilla system, so we can add bugs and search for existing bugs?
     
  12. Krenzo

    Krenzo Administrator

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    We do have a private bug tracker. If we make it public then people would have to moderate it, and I don't know if that would work.

    We could possibly give access to a few forum members and have them compile the list of bugs from the forum to input.
     
    Last edited: May 11, 2006
  13. [RTFM]Major_Tom_CosmicBlu

    [RTFM]Major_Tom_CosmicBlu Member

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    I don't know, how you see it, but I haven't read about that much new bugs in the public part of the Empires boards since 1.03, I think.
    There are some bugs, that were revisited as they should be fixed in a previous version and most newer bugs seems to be minor important or touching gameplay.
    But I may feel wrong about this.
    How many points are in your private bug tracker at this time?
     
  14. theBlind

    theBlind Member

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    Reposting my wishlist from the old boards. Green items are already in krenzos changelist, red are points that I think are urgent, quickly done or need clarification (pick one of those).
    Yellow are points that would be nice, but can wait for a patch or two.

    Fixes:
    -Turrets not targeting crouching enemies
    -Scout always flickering into and out of hide once reaching 40 rank points
    -NF APC lacks firepoints. I'd suppose several to reflect the adaptability of NF compared to the single firepoint BF one.
    -Scouts firing when crouched into cloaked targets will often miss, even absolutely sure shots from point-blank (this really is a hitboxes problem)
    -when placing turrets, the engineer should be moved backwards and upwards, not just upwards so the chances of not getting stuck are higher in close areas.
    -Hitting the turret of a tank registers a hit not against the back armor, but against the armor on the opposing side of the attacker (which can very well be the front armor). Intentional?
    -Spawn selection map should only autotrigger once after death. Once removed, it should stay removed to allow endgame spectation.
    -When joining a map and dismissing MOTD, team selection screen should be triggered instantly.
    -If possible without major map-rework: Shrink all hitboxes, better to make them too small than too big, better to be able to shoot through a little bit of wall than to have bullets stopped by thin air.
    -When designing tanks, only check for enough resources when building, not when designing so we can design tanks, save the outfit and then build it when funds are available.


    Additions:
    -Possibility to bind voice commands directly to a key
    -Add zoom_sensitivity_ratio 1.0 line to rifleman.cfg to make zoomed assault rifle more useful.
    -Start commander maps with a single APC preproduced or COMM-droppable.
    -Add secondary driving position to artillery tanks where the driver can look around but not shoot the cannon.
    -Allow players in tank firepoints to crouch, hiding them inside the vehicle.
    -Set BE APC default spawn point to position 3-8, then 2, then 1 so players spawn in a secure location.
    -Save skill and weapon selections for each class for each side locally so they are automatically present especially when switching classes with several skills aready unlocked.


    Balance changes:
    -Change pistol base accuracy to something that will not make it into an effective sniper weapon.
    -Collision damage treshold (eg. 25km/h, 33% hull damage) to avoid comulative damage from minor collisions.
    -lower artillery minimum elevation, increase artillery base range to match current minimum range, giving artillery the ability to shoot farther, but not better at targets in close range.
    -Increase NF heavy rifle damage OR reduce kickback to allow 3 shots to be placed in human sized target at mid range, crouched with aim-skill. Reason is that 3 shots are needed to drop BE rifleman and the 3rd is much harder to place than it is for the BE rifleman to kill the NF soldier, even if the NF soldier gets the first shot.
    -Decrease moving artillery base accuracy, restore it after stopping for 5 seconds.
    -Reduce grenade timer from 6 to 4 seconds
    -Reduce concussion grenade timer from 6 to 2 seconds
    -Reduce smoke grenade smoke density to allow some 30cm sight radius inside the smoke, so players can still navigate (imagine them using their hands to feel their surroundings)


    Forum Issue: Add a skin that has a light background and dark letters, something IMO more readable than dark background with light letters.
     
  15. brammes

    brammes Member

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    That's an idea or let one/a few tester(s) do this?

    @theBlind
    I agree with your red marked bugs, they should be fixed asap.
    When you stand in front of a tank, you still can repair the rear armor. (NF and BE light tanks). I thought this was fixed but it's still there ... .
     
  16. theBlind

    theBlind Member

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    Remembered another one - BE APC suffers from the same model errors as the AFV did. There are locations at the front that are registered as backarmor (it's the same location)
     
  17. Bobbus

    Bobbus Member

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    Just choose the vBulletin default colour scheme. However, it makes it impossible to read your yellow text.
     
  18. ^Dee^

    ^Dee^ Former Super Moderator

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    shouldn't requests be stuck in a 1.06 thread after 1.05 is released?
     
  19. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Oh and when you click on a BE APC when you're the commander, it actually shows up as AFV instead of APC.
     
  20. Jn.

    Jn. Member

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    Yeah, as usual make a 1.06 thread :) Oh and dee, about your sig, is that really my name there, or is it one of those neat features like in AIM where you can put in a symbol and it shows the viewer his/her name? I hope not because I enjoy being loved. Oh God, someone help me.
     

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