Author Topic: Planned Development Games  (Read 741181 times)

Plague Bringer

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Re: Planned Development Games
« Reply #660 on: October 20, 2009, 10:59:23 pm »
Are you fucking serious, Norf? You think that sizing down the bb by a few units is going to do much good for anything bigger than a dretch?
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Norfenstein

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Re: Planned Development Games
« Reply #661 on: October 20, 2009, 11:40:20 pm »
I actually playtest these changes, so yes, I have noticed it makes a difference.

Cadynum

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Re: Planned Development Games
« Reply #662 on: October 20, 2009, 11:50:12 pm »
It was too easy to attack with, but I also felt like advanced goons had too easy a time escaping from fights, now that they take less damage due to a smaller bounding box. I've only played a handful of small games with the change so far, so it's not set in stone yet.
Another approach might be to simply lower the adv's health slightly.
I just personally prefer when my goon moves around swiftly.

Plague Bringer

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Re: Planned Development Games
« Reply #663 on: October 21, 2009, 12:06:43 am »
I actually playtest these changes, so yes, I have noticed it makes a difference.
You've neglected to realize how many times I've been on your development server on the 1.1 client testing things when there isn't one of your bullshit, biased "planned development games" going on.
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Repatition

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Re: Planned Development Games
« Reply #664 on: October 21, 2009, 12:09:41 am »
besides all the cussing your right!

Norfenstein

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Re: Planned Development Games
« Reply #665 on: October 21, 2009, 12:37:40 am »
You've neglected to realize how many times I've been on your development server on the 1.1 client testing things when there isn't one of your bullshit, biased "planned development games" going on.
I didn't say anything about you, I said I noticed the reduced bounding box does make a difference. I wasn't sure it was going to when I reduced it, even though it made a big difference with the dretch and the marauder.

Plague Bringer

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Re: Planned Development Games
« Reply #666 on: October 21, 2009, 12:58:04 am »
I didn't say anything about you, I said I noticed the reduced bounding box does make a difference. I wasn't sure it was going to when I reduced it, even though it made a big difference with the dretch and the marauder.
Seemed bitchy. My apologies. You do play more than I do, you've probably noticed the difference.
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mooseberry

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Re: Planned Development Games
« Reply #667 on: October 21, 2009, 05:34:26 am »
It was too easy to attack with, but I also felt like advanced goons had too easy a time escaping from fights, now that they take less damage due to a smaller bounding box. I've only played a handful of small games with the change so far, so it's not set in stone yet.

Goons already get put out of the fight low enough, don't leave them there to be screwed. (Aka. they need to at least be able to partly flee, they lose hp so fast now with turrets.)
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HellsAngelz

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Re: Planned Development Games
« Reply #668 on: October 22, 2009, 06:27:21 pm »
Are you fucking serious, Norf? You think that sizing down the bb by a few units is going to do much good for anything bigger than a dretch?

You do realize that for every unit lowered, that's not just one unit, that's one unit^3, meaning in cubic millimeters (millimeters I hope? o,O lol)
So for every unit that the bb is lowered, the aliens get another cubic millimeter advantage, that can mean a mara battle with bsuit, before results: 50hp (normal bb)
After results: 75hp (new, smaller bb).

UniqPhoeniX

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Re: Planned Development Games
« Reply #669 on: October 23, 2009, 12:30:09 pm »
It's not units^3, and it doesn't matter what real world units you compare them to. What matters is the change of size of how big it looks on screen which is about 21 % smaller if viewed from side, 22 % from below (for mara, ~16-15 % for +mara, 11-18 % for +goon).

HellsAngelz

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Re: Planned Development Games
« Reply #670 on: October 23, 2009, 04:38:55 pm »
It's not units^3, and it doesn't matter what real world units you compare them to. What matters is the change of size of how big it looks on screen which is about 21 % smaller if viewed from side, 22 % from below (for mara, ~16-15 % for +mara, 11-18 % for +goon).

Tremulous is 3d, aside from the HUD, what other measurement for an alien's volume would there be? I might be wrong in millimeters, but I wasn't saying the exact change Norf made, just an example of how it could effect an outcome of a battle. So explain to me how it isn't unit^3, when the Tremulous game itself has 3 Dimensions, so you explain to me what units they'd use. Check for yourself, do they have measurements in percentage, or in an actual real-world measurement. Oh wait, you need a unit in order to use %, since % means out of the unit you're comparing it to. Like if I have 2 apples, and I eat one, I have 50% of the apples I had originally.I apologize for my low tolerance today. I'm dealing with issues, and like I usually do I vent out on people who trigger me. :-\
« Last Edit: October 23, 2009, 04:46:30 pm by HellsAngelz »

David

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Re: Planned Development Games
« Reply #671 on: October 23, 2009, 04:51:02 pm »
What matters is the cross-sectional area that you're shooting at.  How deep the target is is (mostly) irrelevant to me shooting at it.

And everything is measured in "game units" which have no real-world equivalent.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
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My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Plague Bringer

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Re: Planned Development Games
« Reply #672 on: October 23, 2009, 05:10:12 pm »
What matters is the cross-sectional area that you're shooting at.  How deep the target is is (mostly) irrelevant to me shooting at it.

And everything is measured in "game units" which have no real-world equivalent.
Based on rough measurements and estimates, we can rough out real-world equivalents that make logical sense to us, but you're right, Tremulous was not designed with these equivalents in mind.

HellzAngelz, it's a percentage of the units. We have units. Game units. That's all we need. The mara is a certain percentage smaller now than it was before. Your anger clouds your logic. Work on that.
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HellsAngelz

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Re: Planned Development Games
« Reply #673 on: October 23, 2009, 06:49:32 pm »
Plague, you said yourself it wouldn't change anything for any other alien other than a dretch. I explained how it would change, and now you're basically telling me I never tried to counter your reply about norf making the bb smaller. So perhaps your inability to use your fucking brain and actually read what I said is clouding YOUR logic. Only type shit if you can back it up. Don't even reply back, i'm done yelling at your ugly face

David

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Re: Planned Development Games
« Reply #674 on: October 23, 2009, 06:55:19 pm »
[Insert "internet drama" image here]
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Plague Bringer

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Re: Planned Development Games
« Reply #675 on: October 23, 2009, 07:27:57 pm »
Plague, you said yourself it wouldn't change anything for any other alien other than a dretch. I explained how it would change, and now you're basically telling me I never tried to counter your reply about norf making the bb smaller. So perhaps your inability to use your fucking brain and actually read what I said is clouding YOUR logic. Only type shit if you can back it up. Don't even reply back, i'm done yelling at your ugly face
Wow, Hells, don't be a douchebag, and call me Bringer if you must shorten my name so you don't confuse Plague and I.

Now, to be quite frank with you, not only are you overreacting, but you're sadly mistaken. You said in the post that I quoted last that we could not compare the current bboxes with the old bboxes using a percent. Re read what you fucking wrote. We HAVE units to measure with. And why the hell are you calculating volume? As David said, normally, you don't think of shooting into the other side of the alien; only the side that you can see. A cross section. What UniqPheoniX said, in this case, is perfectly valid. Certain bboxes are certain percents smaller from certain sides, which is what you're thinking of. You're aiming for a 10x10 box, not a 10x10x10 cube.
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HellsAngelz

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Re: Planned Development Games
« Reply #676 on: October 23, 2009, 09:19:14 pm »
That message was not on the forums when I replied. It may have been that you posted it before I posted mine, since I was doing it discreetly in class. I apologize for my actions, but I haven't the energy to explain shit right now. I have someone I need to look after

Plague Bringer

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Re: Planned Development Games
« Reply #677 on: October 23, 2009, 10:01:30 pm »
That message was not on the forums when I replied. It may have been that you posted it before I posted mine, since I was doing it discreetly in class. I apologize for my actions, but I haven't the energy to explain shit right now. I have someone I need to look after
[off]To be fair, you quoted one of the posts I'm referencing, and I'm quoting the other. :)

Don't get expelled.[/off]
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UniqPhoeniX

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Re: Planned Development Games
« Reply #678 on: October 24, 2009, 07:25:46 am »
Also keep in mind that 20 % smaller bbox does NOT equal 20 % less damage in most cases, it does not make your opponent automatically hit 20 % less.

Plague Bringer

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Re: Planned Development Games
« Reply #679 on: October 24, 2009, 02:01:31 pm »
Also keep in mind that 20 % smaller bbox does NOT equal 20 % less damage in most cases, it does not make your opponent automatically hit 20 % less.
This is, of course, because we aim at the center of the bbox (AHEM, CROSS SECTION), which (barring the vertical) does not change. It will result in having to readjust our lead if we, say, would hit the rear end of a Marauder that's moving left, because now the rear end is 20% closer to the middle, but that's trivial and easy to do. It WILL, however, affect weapons with spread (coughchainguncough).
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David

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Re: Planned Development Games
« Reply #680 on: October 24, 2009, 02:26:32 pm »
It'll also effect those of us who suck at aiming :)
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
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My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Norfenstein

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Re: Planned Development Games
« Reply #681 on: October 24, 2009, 07:32:46 pm »
Well it's been three weeks since the development branch was merged, and we've had a flurry of improvements made to trunk in that time (over 130 commits to SVN). We currently have two beta servers set up, and the few games we've had on them with the 1.2 client this past week have gone well, but we want to use this Saturday to confirm there are no showstopping bugs that would muck up the beta release. So today's games will be on beta servers with an early build of the 1.2 client. Follow the instructions below to get set up. No, this isn't the actual beta release; consider it a release candidate for early adopters. The settings and map rotations on the servers are still subject to change before release.

1) Determine your basepath folder: Start your current (1.1) client and bring down the console, enter in /fs_basepath and remember the directory it tells you.
2) Get the PK3s: Make a directory called "gpp" in your basepath directory and put in it the highest numbered vms and data pk3s from here.
3) Get the client: Get the latest build of the client from here and put it in the same place as your current client (the .exe one is Windows, the other is linux32). Name it something else; don't replace your current trem client.

When you go to the server browser, pick either one of the starred "official" servers at the top of the list; I'll play on whichever one gets more people (though for what it's worth, today would have been a Euro server day). Our usual start time is 30 minutes from now, but feel free to join whenever.

Thanks for bearing with us.

F50

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Re: Planned Development Games
« Reply #682 on: October 24, 2009, 11:10:00 pm »
Mara is still significantly slower in 1.2 than 1.1.

To prove this:

1. Start beta client.
2. /devmap transit
3. /team aliens; class level0; wait 20; give all; wait 100; class level2
4. Leave the train using the nearest exit and proceed to the side of the platform near one of the ends of the train.
5. Take note of the time and jump your way over (do not use walls) to the other side of the platform (by the other end of the train)
6. Take note of the time. You should have something around 13 seconds from the time you started.
7. exit beta client and start a 1.1 client.
8. repeat steps 2-6. You should get a time around 7 seconds. Note how the 1.1 mara accelerates significantly with each jump.
"Any sufficiently advanced stupidity is indistinguishable from malice." -- Grey's Law


Winnie the Pooh

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Re: Planned Development Games
« Reply #683 on: October 24, 2009, 11:38:17 pm »
Norf, It says that it needs SDL.dll which is on the download site. I downloaded it even though it didn't say to and put it in my basepath. I'm sure other guys will have to do this too.
Quote
I also realize that this is the internet, but even more so this is the forum for a video game on an internet, then even beyond that this is TREMULOUS forums the Satan version of all video game forums for a video game that is ON the internet.

temple

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Re: Planned Development Games
« Reply #684 on: October 25, 2009, 12:55:52 am »
Well I played around on the server just now.

Mara is fine.  I enjoyed playing it.

That's about all.

A Spork

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Re: Planned Development Games
« Reply #685 on: October 25, 2009, 01:08:51 am »
Umm... It doesn't work for me... All I get is the background and the scroll bar, no text or anything...




help?

EDIT: Nevermind, forgot the dat .pk3, just grabbed the vms....dur...
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Demolution

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Re: Planned Development Games
« Reply #686 on: October 25, 2009, 06:59:03 am »
Norf, It says that it needs SDL.dll which is on the download site. I downloaded it even though it didn't say to and put it in my basepath. I'm sure other guys will have to do this too.

This!

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and i am VERY stupid.

Death On Ice

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Re: Planned Development Games
« Reply #687 on: October 25, 2009, 10:05:50 am »
A little bow to Rocinante for hosting the Mac client, you rock.
Also, your server gave me upwards of 1.5mb/second.
Keep being awesome.

Rocinante

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Re: Planned Development Games
« Reply #688 on: October 25, 2009, 02:53:48 pm »
Sorry that it didn't exist sooner :>  Now I can have at least one fewer excuse for not playing next time people load up the server.  Hopefully it happens when everyone's in bed...

EDIT No reason not to give the URL: http://www.srhuston.net/tremulous/ has the .dmg, and there's a readme.rtf inside for upgrading should the need arise (you'll know if the version number is higher than the one you have, I'll only upgrade it if there's a client-breaking commit to svn).  Also, please let me know if you're using a PPC Mac (or something other than OS 10.5) and if it works for you - this was compiled on my x86 Power Mac, and I don't have a G4/G5 I can test on right now.
« Last Edit: October 25, 2009, 02:56:27 pm by Rocinante »
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HellsAngelz

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Re: Planned Development Games
« Reply #689 on: October 26, 2009, 10:47:14 pm »
Still no pretty models. :'(
I played for a bit, fiddling around with the new repeater concept.
The only comment I can make it maybe make it 26 building points instead of 20 building points, since the repeater takes up 4 of the energy in the zone, making it only 16 usable building points. If you changed it to 26, you'd be able to make 2 turrets and a medi, an arm and medi, a node and 2 rets, and so forth. Unless the idea is to make humans camp the outer bases? I thought it was to make convenient resting/supply areas.