Author Topic: Risujin's Arcade mod v14  (Read 77408 times)

Plague Bringer

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Risujin's Arcade mod v14
« Reply #30 on: June 17, 2007, 03:04:59 am »
Idea 1:

Maybe a 2x scope.
Looks like a lassgun.
5 darts/clip.
4 clips.
Has ROF of about MD/2.
Is a projectile weapon, but is nearly hitscan in speed.
No recoil.
Reload speed of shotgun.
Time between shots of shotgun/2.

That'd dizzy up the aliens, make their vision blur a bit, too?


Idea 2:

No scope.
Looks like a shotgun.
2 darts/clip.
7 clips.
ROF of MD.
Hitscan.
Small recoil. (A chaingun burst)
Reload of MD.
Time between shots of MD.

The alien that's hit takes 5 damage from the impact, and is poisoned, and dizzy.
U R A Q T

player1

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what's new?
« Reply #31 on: June 17, 2007, 03:39:23 am »
btw it's version 8 today!

Kotonoha@hsp.hk

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« Reply #32 on: June 17, 2007, 10:30:27 am »
The build time bonus on capturing domination point is too subtle. Building a MG turret without any domination point let you finish the turret when the timer hits half. Capturing 1 domination point in a map with 3 increase the speed by about 1/8. Capturing all domination point roughly let you build another turret after 1 has been finished (but capturing all domination points in s1 as human is impossible). The timer used to tie to the build time of a buildable when we ran pure relic (isn't it a new svn change?). Humans can't play domination like this when they build so slowly.

Risujin

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« Reply #33 on: June 17, 2007, 06:05:22 pm »
Quote from: "Kotonoha@hsp.hk"
Humans can't play domination like this when they build so slowly.

These effects are left-over from v7 Domination. The basic idea is that if you cannot hold half of the Domination points, you will be placed in pseudo Sudden Death. They are tuned such that holding half of the Domination points will result in normal settings. Holding no points will result in a minor nerf. Holding all DPs results in a significant buff. The stats affected are:
* Free kill time
* Build timer cooldown rate
* BPS

Perhaps another cvar should control whether these effects are on or off. They are not strictly necessary in timed Domination for instance.

On my server, I placed the Domination points on tremor closer to the humans. Humans are then often able to win if they can lock down even one DP with two or three turrets. To do this, they must hold one or both of the DPs which is easy enough in instant Domination if you have a stronger team.

player1

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ris, where r u?
« Reply #34 on: June 18, 2007, 07:50:08 am »
what's new in version 8?

thread update, plz...

Kotonoha@hsp.hk

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Risujin's Arcade mod v14
« Reply #35 on: June 18, 2007, 09:27:36 am »
Quote from: "Risujin"
These effects are left-over from v7 Domination. The basic idea is that if you cannot hold half of the Domination points, you will be placed in pseudo Sudden Death. They are tuned such that holding half of the Domination points will result in normal settings. Holding no points will result in a minor nerf. Holding all DPs results in a significant buff. The stats affected are:
* Free kill time
* Build timer cooldown rate
* BPS

Perhaps another cvar should control whether these effects are on or off. They are not strictly necessary in timed Domination for instance.

On my server, I placed the Domination points on tremor closer to the humans. Humans are then often able to win if they can lock down even one DP with two or three turrets. To do this, they must hold one or both of the DPs which is easy enough in instant Domination if you have a stronger team.


With share the alien team can get a goon in about 20 seconds after whipping out the first human domination team. Humans can't really fight for DPs because they have to afford 1 builder at least. S1 humans are basically "stealing" the DPs rather than dominating them. Aliens need not to build anything near DP until the end of the game. And 1 builder can't build up the first DP easily when building is such slow. When goon arrives it can basically hold the domination point near the human default base by itself. Then human is basically screwed if the nearest domination point is camped. Aliens own all DP and get many free evos and are all goon a minute later. Then while human is still building the third turret in their main base they are already destroyed. Game lasted for 1 minute and 30 seconds.

In HK most local players are very good at aliens. 100% headshot rate with any alien class plus no delay between each attack is expected by any human players. Not to mention all high ping nubs only join humans. Humans don't have any chances without a turret to help. I found tjw's new build timer cooldown rate suitable for domination. Or I would say generally faster building rate is needed for domination. It is not a problem to build a turret with 1 minute in a vanilla game, since most humans are camping anyway. But in domination the game is a lot faster and human can't afford to have 1 or more builder for a long time. When they quickly build-up they have to advance and get more DPs. Humans basically have 3 things to worry about. One is to hold at least 1 DP, second is to defend the main base, third is to attack more DPs or to assault the alien base directly. For aliens? Nothing, kill everything in your way and stand near the colored characters. Even a killwhore can do the job.

Oh, and something I would like to ask:
1. Can you add layout commands to clear all domination points and relic fonts during devmap?
2. Can you make it so unknown relic won't generate relic that is set to 0 by the server?

Risujin

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« Reply #36 on: June 18, 2007, 05:20:48 pm »
Quote
With share the alien team can get a goon in about 20 seconds after whipping out the first human domination team. ... When goon arrives it can basically hold the domination point near the human default base by itself.

Well I would like to argue that this isn't so much an issue with Domination as it is with Tremulous in general. When humans are S1 and the aliens have goons, the humans' only chance for survival is camping to S2. Domination simply prevents camping which exacerbates this inequality.

Quote
In HK most local players are very good at aliens. 100% headshot rate with any alien class plus no delay between each attack is expected by any human players. Not to mention all high ping nubs only join humans.

Not just in HK, anywhere. Good players only join Aliens because victory is inevitable.

Quote
I found tjw's new build timer cooldown rate suitable for domination. Or I would say generally faster building rate is needed for domination. It is not a problem to build a turret with 1 minute in a vanilla game, since most humans are camping anyway. But in domination the game is a lot faster and human can't afford to have 1 or more builder for a long time.

Are you suggesting that the build timer should cooldown faster for Humans in Domination or in general?

Quote
Oh, and something I would like to ask:
1. Can you add layout commands to clear all domination points and relic fonts during devmap?

The best way is to !restart *BUILTIN* right now. If you are in devmap and people join and make a mess of things, you really don't know who built what where anyway.

Quote
2. Can you make it so unknown relic won't generate relic that is set to 0 by the server?

This is a thorny issue. I'm not entirely sure how to deal with it. The problem for a server operator is:
* I only want ? relics to spawn so I set g_relic* to 0 for everything
* I hate the translocate relic, I don't want ?s to turn into them

What's a good way around that? I don't want to add a second set of cvars that control what ?s can turn into.

Perhaps I should do it this way: the ?s will only spawn from ? founts or if it appears on the map in a random spot and some cvar is set. Remove g_relicUnknown and whatever the ?s turn into will obey the other cvars.


benmachine

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« Reply #38 on: June 18, 2007, 09:49:37 pm »
Quote from: "Risujin"
Well I would like to argue that this isn't so much an issue with Domination as it is with Tremulous in general. When humans are S1 and the aliens have goons, the humans' only chance for survival is camping to S2. Domination simply prevents camping which exacerbates this inequality.
He said "with share": without it this would be far less of a problem. Furthermore, I'll dispute the statement that humans need s2 to beat alien s1 - a team of shotguns seem to do the trick in most cases.

Quote from: "Risujin"

Not just in HK, anywhere. Good players only join Aliens because victory is inevitable.

I join humans whenever I can and quite often win. That may not be true against really skilled enemy teams but well, they're not that common.

Quote from: "Risujin"
This is a thorny issue. I'm not entirely sure how to deal with it. The problem for a server operator is:
* I only want ? relics to spawn so I set g_relic* to 0 for everything
* I hate the translocate relic, I don't want ?s to turn into them

What's a good way around that? I don't want to add a second set of cvars that control what ?s can turn into.

Perhaps I should do it this way: the ?s will only spawn from ? founts or if it appears on the map in a random spot and some cvar is set. Remove g_relicUnknown and whatever the ?s turn into will obey the other cvars.

Bitfields. A set of switches like that will only really need one cvar.
benmachine

Kotonoha@hsp.hk

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« Reply #39 on: June 19, 2007, 06:44:15 am »
Quote from: "Risujin"
Well I would like to argue that this isn't so much an issue with Domination as it is with Tremulous in general. When humans are S1 and the aliens have goons, the humans' only chance for survival is camping to S2. Domination simply prevents camping which exacerbates this inequality.


That's why. In domination the human main base is very weak. They need to capture DPs for extra defense. They have to go even if they know they can't win. But humans need to leave at least 1 person to defend the main base and 1 builder has to go with the domination team to secure a DP which means two less people will be fighting in the front line. With the current build speed humans usually can only build 2 turrets near a DP at most with their first life. We used to have the domination patch over the relic timer which the building was about 2x faster. To hold off a goon for a few seconds 3-4 turrets are needed at least. Also the guy who is defending the main base can use the BP more effectively when a DP is captured. Generally faster building let a domination game to survive a lot longer in my experience.

Quote from: "Risujin"
Not just in HK, anywhere. Good players only join Aliens because victory is inevitable.


I wasn't really saying this. Actually we always have overall better human team than alien team. It is just that even the best human can't do anything to a tyrant with a rifle. Most of the time, when human survives past s2, they always win because our community is small and teamwork is always good. But only 1 out of many games human can live past s2.

Quote from: "Risujin"
Are you suggesting that the build timer should cooldown faster for Humans in Domination or in general?


I prefer 2x faster building for both teams in domination, while capturing all DP further empowers it by 50%. I would rather see both team successfully build up on at least a DP rather than no one bothers to build at all.

Quote from: "Risujin"
The best way is to !restart *BUILTIN* right now. If you are in devmap and people join and make a mess of things, you really don't know who built what where anyway.


That's alright. It is not something really too important. Actually I was asking if there can be commands to clear all DP or all relic fonts. In case I screwed up something and couldn't find it or didn't make progress save.

Quote from: "Risujin"
This is a thorny issue. I'm not entirely sure how to deal with it. The problem for a server operator is:
* I only want ? relics to spawn so I set g_relic* to 0 for everything
* I hate the translocate relic, I don't want ?s to turn into them

What's a good way around that? I don't want to add a second set of cvars that control what ?s can turn into.

Perhaps I should do it this way: the ?s will only spawn from ? founts or if it appears on the map in a random spot and some cvar is set. Remove g_relicUnknown and whatever the ?s turn into will obey the other cvars.


The problem right now is if you want to disable certain relic you have to disable unknown too. Making unknown relic only spawn on a unknown font is good. It can make map exploring more fun and rewardable.

Quote from: "benmachine"
He said "with share": without it this would be far less of a problem. Furthermore, I'll dispute the statement that humans need s2 to beat alien s1 - a team of shotguns seem to do the trick in most cases.


Without share it won't change much actually. The first goon usually appear in about ~30 seconds while humans go out to get the first DP and die. There are always 400+ ping people who doesn't know how to use an armory in case you need evo. With share you have a super alien player supporting the whole team with evolve point so even the worst player in the team can get a goon. Without it that super alien player still can pretty much own every S1 human himself anyway, Share generally is used to let late joiners be more useful earlier. And a team of shotguns won't make it: You are fighting the same number of goons with the same number of shotguns (or even less).

Some other things regarding relic balance:
1. Half relic makes damage truncated which gives alien a obvious advantage with it -- rifle only doing 2 damage each bullet to a 1/2 goon. If 0.5 damage is not possible to do, please make it round up the damage instead. This relic gives alien too much advantage in any situation and further worsen the s1 balance (all human ranged weapon in s1 except chaingun has their damage truncated to this relic). Also x2 takes into account before 1/2, a x2 rifle shooting a 1/2 goon will do 2 damage each bullet. Kind of a bug.

2. Vampire. This relic should work differently on both sides. I have done a test, using chainsuit with vampire and fight a tyrant head-on. The tyrant keeps attacking my head while I burst chaingun ammo into the tyrant. I win with 136hp left. something is wrong here. A human increases its defense by increasing its armor level while an alien increases its hp. Basically 1hp to a BS worths a lot more than 1hp to a tyrant. That creates an imbalance when a full luci shot can do like 250 damage while a tyrant hit is only 110 in raw damage. A lucisuit can take down windowroom with 160bp worth of defense himself with more than 100hp left, an adv.goon can do the same. But the main problem is in alien fighting human head-on with vampire, the alien absorb way less hp than the human absorb. I don't really have an idea on how to balance this..but currently it can't be used because humans instantly win if they find it.

3. Similar to 2., heal relic and resurrection relic should work based on  percentage instead of a set value. Battlesuit healing 5hp/second is very fast but aliens won't have much advantage with this relic. Same as resurrection, resurrecting with 25% total hp would be better than only 25.

4. Radiation doesn't seem to take armor level in calculating the damage. Making it very useful for alien in damaging battlesuit while the damage done to a tyrant is too subtle to mention.

About t-saw:
I dunno if there is anything can be done to mod this weapon. We want to include it in this mod but this weapon is pretty much broken. A battlesuit with t-saw can easily win a tyrant 1on1. I dunno if we can add something similar to the basilisk grab time on it. Dunno how that value works actually. And whether one can quickly re-grab something after the grab time is reached.

Kotonoha@hsp.hk

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« Reply #40 on: July 06, 2007, 06:39:51 am »
Recently I tried instant domination mode, found a bug that domination points are sometimes not capturable. A DP may stick to a certain team after a few dominations, and the opponent team can't capture that DP even if they clear all enemy and buildings. I have never seen a neutral DP or more than 1 DP at a time having this problem though.

EDIT: I found out the problem with some tests, the radius which indicates if a building has control over a DP is large and goes through walls, causing the alien or human starting base holding a DP from the beginning. In the stock layout of atcszalpha building on the sideway can hold both A and B. In theBunker the starting human base already has control over the bedroom so a DP there will be human's.

Also, in traditional domination, radiation relic and human building explosion will "damage" a DP and reverse the capturing process graphically. It does not really reverse the process though, just may confuse new players sometimes.

Risujin

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« Reply #41 on: July 10, 2007, 09:32:44 pm »
Quote from: "Kotonoha@hsp.hk"
I prefer 2x faster building for both teams in domination, while capturing all DP further empowers it by 50%.
...
Making unknown relic only spawn on a unknown font is good. It can make map exploring more fun and rewardable.
...
1. Half relic makes damage truncated which gives alien a obvious advantage
...
2. Vampire
...
3. Similar to 2., heal relic and resurrection relic should work based on  percentage instead of a set value.
...
4. Radiation doesn't seem to take armor level in calculating the damage. Making it very useful for alien in damaging battlesuit while the damage done to a tyrant is too subtle to mention.
...
Also, in traditional domination, radiation relic and human building explosion will "damage" a DP

Thanks for the feedback, I will be working on the mod today and I will try and fix these things.

EDIT: I hope I have made things better, swing by my server and have a peek sometime. I'll upload the patch if you're interested.

kotoko

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« Reply #42 on: July 12, 2007, 05:42:11 pm »
Quote
I'll upload the patch if you're interested.

plz do so

Risujin

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« Reply #43 on: July 14, 2007, 02:44:25 am »
Quote from: "kotoko"
Quote
I'll upload the patch if you're interested.

plz do so

I changed the name of the mod to Arcade mod but it's still what used to be "Risujin's mod", here is the patch:
http://risujin.org/pub/tremulous/arcade

There is now a list of features up on my website:
http://risujin.org/tremulous#arcade

tehOen

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Risujin's Arcade mod v14
« Reply #44 on: July 14, 2007, 03:22:34 am »
will it run in my arcade machine?

kotoko

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« Reply #45 on: July 14, 2007, 05:14:49 am »
To Risujin,

I really want a change log stating exactly what the change/bug fixes are from the last version : (

player1

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Arcade!!!
« Reply #46 on: July 14, 2007, 06:20:38 am »
@Ris: Awesome!!!

Risujin

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Risujin's Arcade mod v14
« Reply #47 on: July 19, 2007, 05:02:06 pm »
Quote from: "tehOen"
will it run in my arcade machine?

As soon as you gut it and replace the innards with a PC.

Quote from: "kotoko"
I really want a change log stating exactly what the change/bug fixes are from the last version : (

I realize maintaining the Relimination mod isn't easy when I don't distribute the changes separately. It might be easier to maintain Relimination as a patch against Arcade.

I keep a paper record of most of my changes, here is what it says changed since version 7 of Risujin mod:
Code: [Select]
Risujin 8 --
* Spectators no longer inherit Feeds
* Improved team change messages
* Dragoon pounce range reduced to melee range
* Silent relic silences death sounds
* Granger slash has sound effect
* Vampire relic prevents activation of medkit
* Allow deconstruction of dead buildables with marking

Risujin 9 --
* Fixed spelling "Font" to "Fount"
* g_relicFountsOnly
* Heal, plague, and radiation relics now percentage based
* Invisible ejects when OM/Reactor is down
* New blank Fount texture
* Heal relic scales health instantly

Arcade 10 --
* 2 second invulnerability after spawning
* Silence relic silences ambient building sounds
* Plague relic interaction bugs fixed
* Domination timer warning sound plays when the timer is low
* \share and \donate integrated with new SVN
* Team overlay moved to upper left hand corner

Arcade 11 --
* Handicap system with client side display
* Various fixes regarding health scaling
* Overlay will not bump down console during intermission
* g_chatBalloons 0 will disable chat balloons
* Domination tick sound a little louder

I also have a small list of bugs for the next version already.

kotoko

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« Reply #48 on: July 20, 2007, 02:58:10 pm »
To Risujin,

With the change log, you have turned 100% to a perfect modder and gain /me 's love. Let s kiss >3<

Risujin

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« Reply #49 on: July 20, 2007, 04:13:03 pm »
Quote from: "kotoko"
With the change log, you have turned 100% to a perfect modder and gain /me 's love. Let s kiss >3<

I've uploaded the patch for version 11 as well. The changelog is pretty deceptive though. A small change like the spelling fix "font" to "fount" changed 5 files and more than 25 instances in the code...

Risujin

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Risujin's Arcade mod v14
« Reply #50 on: July 22, 2007, 06:14:22 am »
Changelog for version 12:
Code: [Select]
Arcade 12 --
* g_relic* and other variables will not spam when changed
* Tyrant health nerfed, charge restored, health aura gone
* Basilisks have healing aura and some buffs from TJWs mod
* "Server isn't allowed to set g_domination..." message fixed
* invisible.bmp reformated to a JPEG, apparently this caused issues with some Linux players
* Handicap icons are now ... handicap icons :)
* Mini relic no longer slows the player down, damage and health are halved
* Fixed a bug that caused players to get stuck after their Mini relic was ejected
* Medkit is no longer usable for players with Vampire relic
* Ammo relic spread reduced
* Team overlay still shows when the scoreboard is up during normal play
* Radiation relic damage is now half constant half maximum percentage based
* Barricades are now obscenely cheap at 6 bps

player1

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Looking toward the next iteration, are you?
« Reply #51 on: July 22, 2007, 08:32:47 am »
Is your server still up, Ris?
I'll have to look for it.
Sounds like you're starting to incorporate some 1.2 changes...

E-Mxp

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« Reply #52 on: July 22, 2007, 10:04:29 am »
how many servers are running this mod actually?  :-?

Risujin

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« Reply #53 on: July 22, 2007, 08:11:01 pm »
Quote from: "player1"
Is your server still up, Ris?
I'll have to look for it.
Sounds like you're starting to incorporate some 1.2 changes...

Yes, it went down last night due to a power outage but I started it up again this morning. I'm trying to be very careful about which 1.2 changes I'm incorporating. I don't like many of the 1.2 changes. Everyone seems to agree that the better basis are more fun though. :)

Quote from: "E-Mxp"
how many servers are running this mod actually?  :-?

Just mine. :(

I think a lot more people hosted Balance because I spammed the General Discussion section. Mod releases is a pretty quiet place though...

EDIT: The server VM download now includes sample config set.

israroot

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« Reply #54 on: July 25, 2007, 03:23:33 am »
New version run in my casual server (in my home :)) {M}Machines Arcade.
It made success between the experienced players.
I am using domination for the first time activated.
The game is very agitated!
I adored the configurations that now come ready.
It lacked layouts ready for other maps beyond the ATCS.

Tip:
To edit alone layout, it adds in server.cfg:

Code: [Select]
g_doWarmup 0

{M}IsrarootTdT

player1

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hello Brasilia!
« Reply #55 on: July 25, 2007, 03:48:29 am »
OK there's 2 servers...

PwNz!

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Risujin's Arcade mod v14
« Reply #56 on: July 25, 2007, 10:40:59 pm »
I got an error,
Code: [Select]
Bad corpseNum on corpse entity. -1
r either hacking or asian! ~V//Arch_Enemy

Why do we kill people who are killing people to show that killing people is wrong?  ~Holly Near

To kill a man is not to defend a doctrine, but to kill a man.  ~Michael Servetus

benmachine

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« Reply #57 on: July 26, 2007, 12:03:23 am »
Risujin, I see from your website that you're using Mosse's credit overflow patch. Have you looked at it closely, or debugged it at all?
I ask because it's currently the leading candidate for causing a crippling infinite loop on a server I know a while back, not to mention several other potential problems with incorrect uses of playerState (it seems wide open to assorted bugs from spectators et al).
At the moment, I'd advise that any servers that run it keep it switched off. I couldn't replicate the bug in my brief test but the code is certainly worth checking.
benmachine

tehOen

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« Reply #58 on: July 26, 2007, 02:07:34 am »
bugs are natural in tremulous

player1

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Trem-U-louses...?
« Reply #59 on: July 26, 2007, 03:08:06 am »
theyre tremulice