Test #7 - BUGTEST - Wednesday 18th January 20:00 GMT/12pm PST

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

  1. Trickster

    Trickster Retired Developer

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    Ok, so Jephir, the most wonderful man to ever walk this planet, has gone fucking insane with the bug fixing. Hopefully he sees this and has time to post a comprehensive list of what he's done so we can test it. Assuming all goes well in this test, we'll be going for our first major playtest on Saturday, pug-style.

    Server password is testingtime as always.

    In the meantime before he posts the full list explained and whatnot, this is the log:

    http://raegquit.com/log.php

    We're going to want to cross-reference whatever Jephir posts with the previous feedback thread: http://forums.empiresmod.com/showthread.php?t=16163

    This way, we can work out what's still going to be outstanding. Hopefully after this as well, the list will be a bit easier to organise.

    See you all there.
     
  2. Candles

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

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    Dear Jephir,

    You are fuck awesome.

    Sincerely,
    Candles
     
  3. w00kie

    w00kie Mustachioed Mexican

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    agree ith candles.

    I will still be under the influence of narcotics (from a professional narcotic's dude at hospital) by then, if I join it may be worse than last time :|ove:
     
  4. Jephir

    Jephir ALL GLORY TO THE JEPHIR

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    RC7 Changelog

    Changes:
    • Fixed scout hide skill hiding a player from their own team's minimap
    • Fixed refineries not outputting resources
    • Hidden scouts can no longer be targeted
    • Minimap targets on infantry are now delayed
    • Smoke grenades no longer block vehicle creation
    • Changed default range for attack orders on infantry to 1500 (~30% less than previous)
    • Servers can now specify the override for the commander freeze time with emp_sv_commander_freeze_time_override (this overrides the map's setting)
    • Only move players to spectator in conquest sudden death if there are no tickets
    • Update skill slots when the class panel is opened (fixes skill slots being unlocked at start of next map)
    • Hide heal effect when engineer tool is used on a player during conquest sudden death
    • Don't increase player health when getting health upgrade during conquest sudden death
    • Disable parallax occlusion mapping by default
    • Set turrets to be non-solid when they are destroyed
    • Allow squad members that are not the squad leader to invite players to their squad
    • Fixed game clock starting before the game starts
    • Version number in main menu now in lower-right corner and is fainter

    SVN revision: 995
    Git commit: 9c303f1368cc0ba82be67e4f27a290bba6ca0ae2
     
  5. Jephir

    Jephir ALL GLORY TO THE JEPHIR

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    From the code this is how kill assists work:

    Infantry
    if( m_iDamageDoneByPlayer[ i ] >= GetMaxHealth() / 2 ) // Critical assist
    else if( m_iDamageDoneByPlayer[ i ] >= 15 ) // Simple assist

    Vehicles
    if( m_iDamageDoneByPlayer[ i ] >= 250 ) // Critical assist
    else if( m_iDamageDoneByPlayer[ i ] >= 100 ) // Simple assist
     
  6. Grantrithor

    Grantrithor Member

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    So it's 50% of enemy health for critical assist? Seems a bit low to me but in a circumstance where 3 people are shooting at one guy I guess it works out.
     
  7. complete_

    complete_ lamer

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    i look forward to games ending with 30% of the team having 100 points (again)
     
  8. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    yes... we might need to raise the number of points to get a rank... this might make ranking up too easy.
     
  9. Trickster

    Trickster Retired Developer

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    We should, but we won't, because we want to see if reverting the boundaries back to 0:20:30:40 has fixed the skill bug. If we find out it has in the next release, then we'll increase them to something like 15:30:45:60 for the release after, but for one version, you're probably going to have to live with getting 4 skills really quickly. Better that than them not working at all.

    I think the main issue is that it defaults to 0 if it isn't defined in the map. Is it possible to make it default to 60?

    Or at least, what I mean is, when we loaded up maps, we found they had no freeze time. If a server has to set it to 60 to stop that, then mappers won't be able to use the feature anyway unless they re-declare it in the cfg. That's not a huge problem but if it's easy to make it default to 60, we should.
     
  10. dustbin

    dustbin Member

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    It's telling me that I'm using different class tables.
    Steam updated testpires with a 15MB patch so I thought it was good to go.
     
  11. complete_

    complete_ lamer

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    does it say on the bottom right "Version 2.32 RC7"?
     

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