Test #13 - BUGTEST - Saturday 19th May - 16:00 BST, 11am EDT, 8am PDT

Discussion in 'Archive' started by Trickster, May 16, 2012.

  1. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    Make hard collisions with tanks -> no need for ramps. Wookie, genius!
     
  2. Trickster

    Trickster Retired Developer

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    This never really happened that much to be honest. It's possible but most of the time, it requires too much coordination.
     
  3. Candles

    Candles CAPTAIN CANDLES, DUN DUN DUN, DUN DUN DUN DUN.

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    I remember doing a 12 or so player pyramid behind the wall on Escort once. Everyone had Health, Regen, Repair and Turrent Upgrade, keeping the wall up and using the turrets to kill the infantry. It was hilarious when the wall got hit with five nukes and a heavy ran straight under the pyramid, killing all the engineers.
     
  4. Fooshi

    Fooshi For fuck's sake Fooshi

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    Anyone written down the bug where binds (bound through console) resets after you get revived / respawn?
     
  5. Trickster

    Trickster Retired Developer

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    Candles, you were scribe, where is the post of findings?
     
  6. Candles

    Candles CAPTAIN CANDLES, DUN DUN DUN, DUN DUN DUN DUN.

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    I passed them off to Jephir already. Didn't think you'd wanted me to post them.
     
  7. wealthysoup

    wealthysoup Lead Tester

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    Its a good idea to have public records for many reasons, e.g. jephirs pc crashes or he stops using his pc etc etc. Also means bugs dont get reported 50 times
     
  8. w00kie

    w00kie Mustachioed Mexican

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    were people actually able to drop their turrets on top of enemy crates in this version?
     
  9. Candles

    Candles CAPTAIN CANDLES, DUN DUN DUN, DUN DUN DUN DUN.

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    These are the bugs I noted

    • (FIXED)If you cancel the recycling of a refinery, it no longer gives resources. Rebuilding the refinery makes it work fine.
    • The pending skill icon that appears when you select a skill but haven't actually gotten yet replaces the skill icon instead of overlaying on it; might be a feature, Trickster said it was a bug or should be changed if it isn't.
    • Occlusion mapping possibly not disabled by default; Trickster said this one.
    • (FIXED) The F-Menu is broken. It comes up, but upon trying to select any options it disappears; the binds still work however.
    • (FIXED) Vehicle icons don't appear on the map or the minimap, including the command vehicle.
    • BE can build turrets on NF ammo crates although NF can't build turrets on BE ammo crates.
    • (FIXED) If you select a vehicle in any way as a commander, the icon for in the commander GUI on the bottom doesn't appear.
    • Console binds reset when revived or after respawning; noted by Fooshi.
    • (FIXED) Vehicle diagram showing armor and health doesn't appear.

    Fixes and new features
    • Health regen bug is now fixed.
    • Unassigned can no longer use the camera options.
    • Mine icons for Grenadiers with Defusal appear properly.
    • Class loadouts remembered within rounds.
    • Research is now free and doesn't show a cost in the research tree.
    • Can switch directly from one squad to another without having to leave the squad first.
    • Vehicle carcasses can be recycled.
    • Hard collisions work properly.
    • Recycling of buildings can be toggled.

    Also, Trickster wanted me to note that there should be a glow around the elements of the GUI.

    I believe that's everything. If it's not on here, then either we forgot to test it or no one mentioned it to me.
     
    Last edited by a moderator: May 21, 2012
  10. Reznov

    Reznov Member

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    Dont forget the vehicle armor/hp not showing while driving.
     
  11. Candles

    Candles CAPTAIN CANDLES, DUN DUN DUN, DUN DUN DUN DUN.

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    Forgot to put that one in, although I did note it down. Added.
     
  12. complete_

    complete_ lamer

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    when i was recycling an enemy vehicle carcuss the progress bar wasnt filling up
    it seemed to work fine when it was my own vehicle
     
  13. Trickster

    Trickster Retired Developer

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    I consider the testers who turn up to tests to be a small, select group of people who actually give 2 shits about the mod development. As such, I have a few questions I want to pose to you guys, given you actually deserve to have some say in stuff.

    1) What do you think about expanding the new icon above mines (which only DEFUSAL grens get atm) to all Grenadiers, regardless of Defusal? Consider that Grens have a mine detector ability, and an icon for that, but I removed it to add "Grenadier Armour" which I intend to swap back to mine detection. So in short, do you think all Grenadiers should be able to benefit from the mine icon ingame?

    2) An idea Jephir had was that vehicle carcasses shouldn't actually disappear after a set time, and instead leave it to engineers to recycle the carcass (assuming it is fixed), at will. That way, losing teams have more of an opportunity to gain res, or even use them as makeshift cover. Obviously this can be done using a simple server variable we already have, but I'm talking about changing the default value. Servers could change this back, but above all, this is the setting that would be known as default, and the kind of setting we'd use in Scrims, which obviously use default settings.
     
  14. Candles

    Candles CAPTAIN CANDLES, DUN DUN DUN, DUN DUN DUN DUN.

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    If you intend to give all Grenadiers mine detection, it would only make sense for all Grenadiers to be able to see the icons.

    For the second idea, the despawn time should stay but be longer than it is now, perhaps say thirty to forty-five seconds? Trying to imagine a map like Slaughtered, where it would become almost impossible for an engineer to clear the carcasses, makes me think it'd be even more of a clusterfuck. Also consider Escort, where NF would have no incentive to clear the tanks. A few grens to take out some tanks in the beginning and everyone else as rifleman to kill engineers trying to recycle tanks. A thirty or so second timer gives an engineer in the vicinity time to recycle it if he so chooses while also preventing them from crowding the area if no one is recycling them.

    I'd propose allowing the carcasses to be destroyed, but that somewhat defeats the point of allowing a losing team to recycle them if all the winning team has to do it shoot the carcasses a few times.
     
  15. wealthysoup

    wealthysoup Lead Tester

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    Escort could be dealt with by putting the old value in the map cfg file which will overwrite the server cfg files
     
  16. Trickster

    Trickster Retired Developer

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    Grenadiers already all have minimap mine detection, but only defusal grens get the indicator in their actual FPS view. My idea is to roll-out that to all Grenadiers.

    I considered carcass destroying, but I don't want to add any extra coding burden if I can avoid it. A much longer timer could work, but I don't think 30-40 seconds is enough to get the intended result. It would need to be around 2 minutes.

    And yeah, whilst I wouldn't personally run differing settings on individual commander maps, infantry maps could quite easily have it overridden in the map.cfg.
     
  17. flasche

    flasche Member Staff Member Moderator

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    and then you hit the entity limit and crash? 2 minutes can be quite some vehicles ...
     
  18. Trickster

    Trickster Retired Developer

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    Not even close. Also, non-testers don't get to have an opinion, because they're bad people.
     
  19. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    can you imagine escort with tank carcases all over the damn place choking the shit out of be progression? I know you shouldn't balance on one map but, your not just going to kill escort your going to kill if not maim a lot of maps that have choke points.
     
  20. Trickster

    Trickster Retired Developer

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    Have you even read the discussion? That won't be a problem.

    On top of that, you did not attend a test, so you, like Flasche, have no opinion. Only people who test are allowed opinions.
     

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