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Bananas

Closed Beta Testers
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Everything posted by Bananas

  1. No idea where that came from thommy. Pug is still on to my limited knowledge, as well as the map test. I would assume an announcement would be in this thread if it was cancelled.
  2. This should probably be a little more organized this week if we are still doing it. Should go ahead and decide which maps to do.
  3. Gunner is currently one of the highest skill cap characters and borderline op if played right (in my opinion). If you can hit aircraft you destroy them. If you headshot infantry you one hit kill most of them (or leave them with a tiny health). His side arm is pretty decent considering how powerful his launcher is.
  4. Didn't think it was bad, just boring. It's what happens when you have balanced teams on maps that are very constricted. Just exposing some of the flaws of the game. Also, I think it would be better if we just let this whole commander/need a leader mentality die lol. Why not just be smart enough to plan stuff together and know how to play the game. It's really easy as long as you don't clog up teamspeak with useless talk.
  5. Just a summary of what I've found and poked at. Not amazing with udk, so probably gonna look like a nub. I have a general idea of what I think the tutorial should be. It shouldn't be super hard to do I imagine. General layout would be something with some exploring if people want. Something like... spawn as player as gdi -> explain basics -> player encounters mines, have them pick up repair gun to disarm them and get by -> player learns about credits/mct -> player encounters obelisk and has to get by (basic hide behind rock wait blah blah) -> stealth area explaining it -> perhaps an area where they can play with all the gdi stuff. Swap player to nod -> get by or kill agt -> repair xxx -> use sbh/stank to sneak by -> explain the concept of mining buildings -> nod exploration spot? I poked around with kismet and ran into a few issues. The biggest issue is displaying text on screen or objectives. Play announcement kismet node only plays sounds, the text won't show up. I had a similar issue with drawtext not showing up either. Some googlefu seems to relate it to not using UT hud or something with gametype. You can display log text which comes up as the EVA text. It doesn't look good, but would be a start. Another method is drawimage if you make a texture of the text (probably not worth using). Using flash is a good option for some/all and just display movies. I don't have access to flash though, nor do I know much about it. The only thing I found is a way to convert images into swf which I can then display on screen. That's just from a kismet point of view. It's probably possible to create a custom kismet node that draws on a canvas or possibly even just calls the way airstrike/beacon/commander mod text is displayed. Was going to poke at that some, but not great at unrealscript (or anything udk haha). Next issue I ran into is spawning bots/pawns as certain characters/meshes. I couldn't figure out a way using a factory to do this. I can spawn bots just fine, but don't know how to make them not soldiers. I haven't looked into actors/skeletal meshes much though. I'm sure havoc or another dev would know how to do something like this much better. Basically adding depth to the tutorial with different bots and it's needed for spawning sbhs as an example. I'll look at this a little more, but I'm sure other people know much more than me. I think a simple tutorial would be nice to start working on.
  6. At one point the passenger seat was going to be removed, but it was decided that it is more interesting to have it. Having the seat encourages people to work together more and allows for interesting play. It's not really a problem now that chinooks aren't overshadowed. Chinooks got buffed with more hp in a patch a while back which makes them worthwhile.
  7. The game is close to being where it could be advertised heavily again. I think there still needs to be some work done though. There's still some silly bugs that have been around forever. Some new/changed maps would help too. Stuff that people who have been playing are used to, but new players will wtf at.
  8. Should make a ramp/bridge/whatever connecting the holes in the walls to the upper infantry path at the windows. http://i.imgur.com/I1reLNY.jpg sloppy quick example in the editor Would allow access to the holes in walls so you can counter snipers/campers there. Also opens up and adds more use to underused parts of the maps. Another place for infantry to go is desperately needed on this map.
  9. Bananas

    [MAP] CNC-Snow

    Tested some stuff on the map server. The link says it's the 1.2 version, but not sure if you fixed any of this stuff already. Stuck where I'm standing Where cross hair is pointing you can jump on rocks and walk around some Can walk inside of this rock just a little This rock is a little weird. Get stuck sometimes sort of Those are links if it isn't obvious. Hopefully these screenshots show enough of where they are at. Also gonna pm you something.
  10. Personally I liked the additional use for humvees/buggies. Not like they get used much after the first 3 minutes. I can see how people dislike it though. Also don't tempt kenz canucck. Next patch there will be invisible walls everywhere. Probably even a blocker rifle that only he can use.
  11. Personally I think timed are easy enough to find now. The only remaining issue in my opinion is when they get stuck to really weird places on vehicles. Like when they get stuck almost inside an artillery. Probably hard to fix though.
  12. I'm down for crash site and grassy knoll if the map makers want them tested.
  13. Bananas

    Lag

    Lag can mean a lot of things. Hit ` or f5 and type stat fps. If you have low fps (below 30) consistently, then that's why. If so, post your hardware specs here and we can see if that is the issue. Otherwise hit ` or f5 and type stat net. This pops up with a lot of info, but there's only a few you need to look at. Ping, in loss, and out loss. High ping will make your actions feel delayed, in or out loss will make things appear to teleport and stuff. If any of those are your problem, then it's either you live super far from the server, bad connection to the server, your internet provider is being dumb, or faulty hardware (router, modem, cable).
  14. Thanks to those who showed up! It was nice getting feedback on maps. If you have any ideas for the next one, post them. I know people didn't really know what to do this time hah.
  15. Thought this pug went really well. The games were mostly close and some cool stuff happened.
  16. Adding to this topic that snipers feel really weird after teh changes. It's like the reload is delayed and sometimes feels unresponsive. Snipers feel really unresponsive sometimes.
  17. A good idea would be update the loading screen to be more relevant. Armor values/descriptions could be displayed on it.
  18. Gameplay: Nod can borderline base to base the barracks and powerplant. In my opinion the map is really stale. The silo path is super long and boring. It's way too far away from the action considering this map seems to be going for a close quarters fast paced type of thing. Not much to do overall, two seperated small vehicles paths, and one semi-infantry path straight up the middle. Personally I hate how the turrets/guard towers hit so much of the field since they can just own you if you go for harv. Just my opinions though. Mapping: Your soft boundaries are broken in some places. My understanding is that the sides, top, and bottom of the boundaries can't be exposed. Otherwise you get the endless countdown if you enter/exit at one of those spots. Could be wrong, but that's what I last heard. Agent/kenz probably knows better.
  19. Yah that video shows it well. If that bug can be fixed, it would be amazing. Happens in small tunnels, when you jump sometimes, you can even make a hotwire beam shoot backwards if you just stand behind them sometimes.
  20. Try gamebooster or any similar program that shuts down processes you don't need when playing to free up ram. Even then, 2 GB is ancient.
  21. you need to post more information than this. Is it crashing on startup or ingame? Did you patch through the launcher? Have you tried a fresh install? Have you tried redownloading the game?
  22. make sure you understand how you have to place the soft boundaries. they are very picky.
  23. Probably the same issue as shooting the ceiling when it is too low and you jump/look a certain way? I've always been curious why the projectiles come out like that.
  24. Agreed that most of the slower characters feel really bad to play. A better way might be make sprint into an actual sprint. Not hold this button down forever. Up the base movement speed across the board, maybe raise sprint speed slightly, then lower the sprint time drastically to like 4 seconds total or less. Then if you want to mess with movements you can do a lot of it through sprint. Super heavy character has no sprint...fast character has 8 seconds..blah blah. I think it would feel better. I always thought the game felt better after getting one speed crate anyways.
  25. Should rename these to community gatherings, community games, large games. These aren't pugs. Pugs imply semi-competitive. At 20 players it was already borderline terrible. With increased size and very lax rules/common sense, they are just public games. People leaving mid and joining mid game, random stuff being said on teamspeak, very little communication, hardly anyone knowing what is going on before it starts. Some people thought the game had started during "warmup" and then we just change map and go with little warning. If these aim to be at all competitive, they are completely missing the mark.
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