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.
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:
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
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
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.
yes... we might need to raise the number of points to get a rank... this might make ranking up too easy.
We should, but we won't, because we want to see if reverting the boundaries back to 0:200:40 has fixed the skill bug. If we find out it has in the next release, then we'll increase them to something like 150:45:60 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.
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.