Author Topic: Beta 4a Playtest  (Read 7685 times)

April 29, 2004, 02:15:21 PM
Reply #20

BigD

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Maybe the PT has something to do with BUS.. Seeing how its server-side only.

April 30, 2004, 07:54:26 AM
Reply #21

rad4Christ

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Negatory, mostly normal stuff. It's looking better, although I had to leave right after the 2nd patch came out. and <gasp> we played ns, though ppl kept jumping into the chair before I could get there. :(

Maybe Jhunz can give more info (what we're allowed) when he posts on the second half (or third if there was another change), but I will say combat was fun even for me...
tim
Christianity, if false, is of no importance, and if true, of infinite importance. The only thing it cannot be is moderately important. CS Lewis

SheenaYanai
: why do i have to be a stone? i dont want to be a stone... i want to do some harm.... can i be a exploding stone at least?

April 30, 2004, 01:47:54 PM
Reply #22

JHunz

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The changes were mostly to combat, but I will say that I find them welcome.  It'll take a little while for people's tactics to adapt, but it definitely eliminates the problem of stalemates for good.  

</tease>
"We have plenty of youth, how about a fountain of smart?"

April 30, 2004, 02:46:00 PM
Reply #23

Fewlio

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Mmmm manpei.... erm wait.... that doesnt solve the problem!! Hunzy dont lie to us!

I reveal penis I know psychology.

April 30, 2004, 05:15:48 PM
Reply #24

BigD

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sounds...Interesting.. How is all this being done server-side only?

April 30, 2004, 10:22:38 PM
Reply #25

JHunz

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Well, actually, it's not completely serverside.  There will be a small client download.
"We have plenty of youth, how about a fountain of smart?"

May 01, 2004, 12:57:42 PM
Reply #26

Grillkohle

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It looks like the PT is taking a little longer than we thought, but that may be a good thing. Right now, Flayra is trying to approach the spawn camping issue with a couple of changes.

May 01, 2004, 08:42:51 PM
Reply #27

Grillkohle

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Here comes the changelog, though most of you probably read it already. I have recorded some demo's from the playtest, unfortunately, I lost the romano one, and they are pretty big in size (23 and 29 MB).
« Last Edit: May 01, 2004, 08:44:07 PM by Grillkohle »

May 01, 2004, 11:23:15 PM
Reply #28

Uranium - 235

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OMFG YES!!!!

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O Grenades no longer teleport into the void before exploding when they are shot into vents (bug #530)

My bug was fixed, and I was right!

For the less informed...

This bug caused the 'invisible nukes of doom' in vents that'd annihilate everything near it, through walls, whatever. It had been a major bug, people knew about it, but no one really knew why.



When a grenade explodes in half-life, the engine will detect if there are any walls (brushes) nearby. If there's nothing, it removes the grenade projectile, and spawns an explosion.

If it does detect a brush, it will teleport a virtual point slightly above the grenade, based on a calculation that factors in the power of a grenade (more power = higher in the air). Then it spawns an explosion at this point.

Another guy calculated it out, figured out that if it was using default half-life mechanics, it was teleporting the grenade a hundred or so units above it. I pointed out that this was larger then the size of vents in NS. Then I mentioned that half-life will completely remove the outside of a map (the 'void' area) that you can't see. So for all intents and purposes, a grenade detonating in the void, to the engine, would not see any walls (since the backfaces are completely invisible and non-existant to the engine) nor entities, so it was the equivilent of the grenade exploding next to you in a large open room.

;)

May 02, 2004, 04:46:46 AM
Reply #29

Sancho

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Yes, U235, you are one smart cookie, GJ :D

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- Focus cost increased from 1 to 2 levels

HURRAY!