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[265] General Mechanics Discussion

Discussion in 'Classes & Mechanics' started by Wyeth, Jan 5, 2012.

  1. Wyeth

    Wyeth KAG Guard Donator Tester

    Messages:
    375
    This log is only posted for reference.
    This is not meant to restrict the discussion only to the contents of the log.
    Code:
    Changes 228-262:
    
    - Changed workshop building to an UPGRADE MECHANISM using USE KEY [E].
    
    - new Swordfight map
    
    - fixed some collision bugs
    
    - fixed tents spawning underground
    
    - map format changed to .KAG
    
    - \loadmap \savemap - loads\saves .KAG files
    
    - \loadbitmap NAME - loads PNG map format from Maps/
    
    - packet compression is back on
    
    - arrows stick to bodies
    
    - fixed rules time counter and display
    
    - changed to larger font for catapult health and blocks menu resources display
    
    - builder rectangle cursor doesn't appear if not buildable and not diggable
    
    - fixed ping times in server browser
    
    - fixed favorites in server browser
    
    - fixed server browser password prompt display
    
    - fixed sort types list box
    
    - fixed most bottom blocks on map indestructible bug
    
    - added speedhack detection and prevention
    
    - units are decreased on spawn not death
    
    - Mac: fixed ingame web browser
    
    - Mac: fixed screen options not saving
    
    - Mac: changed team chat switch to Ctrl
    
    - Mac: improve graphic performance on
    
    - Mac: fixed game crashing when window larger than desktop
    
    - fixed authentication mix up when two players from same host connect
    
    - improved network code - slightly lower pings
    
    - added server check for knight slashing
    
    - slash takes 5% longer
    
    - sv_compression variable works again
    
    - fixed throw sound being played if trying to drop materials during warmup
    
    - fixed client crash on map restart
    
    - fixed trying to connect to full server
    
    - units aren't decreased in build time
    
    - added \nextmap command (\restartmap works as it should now)
    
    - Mac: fixed clipboard pasting Cmd+V
    
    - Mac: fixed mouse button / shield problem
    
    - fixed head config hack
    
    - fixed bomb killing teammates
    
    - improved offscreen objects netcode
    
    - autoupdate can be canceled with ESC
    
    - new linux dedicated executable works w/o batch file "./KAGdedi"
    
    Changes 262-263:
    
    - fixed kick and swap menus not scrolling
    
    - arrows don’t stick to shields
    
    - fixed unpredictable bomb throwing on high ping
    
    - fixed unit_count=0 in gamemode.cfg (one life for all)
    
    - fixed warmup counter display
    
    - fixed quarters not healing if something in front of it
    
    Changes 265:
    
    - fixed native resolution in fullscreen broken
    
     - fixed map collisions (not climbing, corner jumping etc.)
    
     - chat console is disabled if no players
    
     - unit counters changed to minimalistic numbers
    
     - chat moved to top
    
     - gamemode descriptions support line break (new CTF description)
    
     - chat box position, transparency improvements
    
     - chat box only displays under 140 chars
    
     - fixed help texts not appearing during build time
    
     - fixed not being able to build sometimes at some spots
    
     - fixed buying bomb by spamming with left over coins
    
     - fixed massive gold appearing under tent in older generator scripts
    
     - fixed hole in map generator causing tower
    
     - added flat map with hole in middle to deafult map cycle
    
     - fixed 2 players from the same IP being authenticated wrong on master server
    
     - Mac: fixed space appearing after pressing shift in chat
    
     
  2. Eggnogg

    Eggnogg Ye Olde Wench Donator Tester

    Messages:
    417
    In the new build, vaulting seems easier. Although my run-into-wall method no longer works :(
     
  3. Rayne

    Rayne ༼ つ ◕_◕ ༽つ Administrator Global Moderator Forum Moderator Tester

    Messages:
    1,916
    Also, Vaulting in the new build isn't easier for me, I find that you have to hit the corner of the block you wish to vault off of exactly right, or else it won't work.

    Or, on the other hand.. you can simply face backwards to the block and vault as normal(No idea why this is easier), while looking like a cocky bastard for jumping backwards all the time.

    Hope that helps anyone who might've had trouble with vaulting in this build.
     
  4. Eggnogg

    Eggnogg Ye Olde Wench Donator Tester

    Messages:
    417
    I find it extremely odd that notch jumping had tried to be fixed in the new build, yet vaulting was not (even though a fuss was made that it would certainly go).
     
  5. Wyeth

    Wyeth KAG Guard Donator Tester

    Messages:
    375
    I think vaulting now seems odd... It almost looks like you are crushing into the wall but somehow you are able to jump up anyways. Also it seems to work normally (maybe slightly less potent) as long as you are vaulting from a 1 block difference. As soon as you try to vault off of a small stack of 2 blocks it becomes impossible. I don't know what Rayne means that you need to face backwards. I didn't have this at all. For me vaulting off of a 2 stack blocks is only possible by chance.

    Rayne could you elaborate on what you mean by the backwards thing?
     
  6. killatron46

    killatron46 Cata Whore Donator
    1. MOLEing Over Large Estates - [MOLE]

    Messages:
    808
    I have noticed what Rayne is talking about too . . . When running at a wall to vault/notch jump, it almost seems to work better if your character is facing the opposite way you're going:

    You are going this direction --->

    And you're facing this direction <---

    It is almost like your butt is bigger than your knee when vaulting. =S
     
  7. Eggnogg

    Eggnogg Ye Olde Wench Donator Tester

    Messages:
    417
    Could someone clarify something for me? Is there anyway to hide your name-tag so that it is not visible to enemies if they mouse over you? Must you be pressing down? If you mouse over yourself, will your nametag disappear for enemies as it does for you?
     
  8. Rayne

    Rayne ༼ つ ◕_◕ ༽つ Administrator Global Moderator Forum Moderator Tester

    Messages:
    1,916
    Exactly as killatron put it.
    Your character must be facing opposite of the direction that you want to go, basically.
    Haven't tried it with notches though.

    Afaik, there is no way to hide your nametag.

    EDIT: With some more testing in sandbox mode, it appears I was somewhat wrong.
    You have to jump a little bit before the block, to hit the corner of it, causing a vault.
    It's just a bit more touchy when doing it facing forwards, for me at least.
    Vaulting off of a 2 tile high stack, you have to hit the corner of the top block.
     
  9. killatron46

    killatron46 Cata Whore Donator
    1. MOLEing Over Large Estates - [MOLE]

    Messages:
    808
    By the way, an interesting glitch has been found to do with squeezing, see attachments. You can squeeze yourself into a 1x1 square, then you can dig trenches that are 1 block tall, kind of funny maneuvering around in these "mole tunnels".

    xD
     

    Attached Files:

  10. ComboBreaker

    ComboBreaker Horde Gibber

    Messages:
    392
    I have to say that build [265] is awfull.

    Everything is extremely buggy : knights can squeeze through 1 block basically anywhere!Pisses me off,as sometimes you cant place 2 blocks,since 2-nd block is unplacable.(due to a knight partially beeing in that block).

    I mean,it was before,but not as unpredictable and easy to exploit as it is now.
     
  11. Auri

    Auri Tunnel Addict Donator Tester

    Messages:
    139
    Running backwards is only displayed that way on your own screen, others see you running forward as normal.
     
  12. Rayne

    Rayne ༼ つ ◕_◕ ༽つ Administrator Global Moderator Forum Moderator Tester

    Messages:
    1,916
    That makes me sad :(
    Though I have seen people running backwards on my screen.
     
  13. Auri

    Auri Tunnel Addict Donator Tester

    Messages:
    139
    Oh, maybe it depends on ping or something I guess?

    My brother and I were playing together and never saw each other running backwards despite the fact that both of us pretty much only run around that way lol.
     
  14. UnnamedPlayer

    UnnamedPlayer Arsenist Administrator Global Moderator Tester
    1. MOLEing Over Large Estates - [MOLE]

    Messages:
    752
    My favorite build is still 203.
    I wish I could host a 203-228 server (cata/op mechanics from 228 but no workshops, 1 bomb or 15 arrows at respawn, combat and movement from 203 + vaulting, and knights uncapable to break rocks. Also, old colapse, I guess the new is better somehow but I like the old.)

    Cant you guys just leave the new workshops and revert to last build? No one seems to like new one (at least I don't. I know you spend yours of work on it but sometimes you face to face that not everything you do is good. Sometimes is better to delete the last fucking glitched/fucked/sad-combat build for example and just start again) keep the workshops, they are cool. But restore the combat. Oh and clashing still sucks.
     
  15. Noburu

    Noburu Dirty, DRUNK, Hillbilly Forum Moderator Donator Tester

    Messages:
    1,809
    I didnt like the workshops that much at first, but it does force people to build better fortifications or suffer the consequences.
    This build isnt that bad now, EXCEPT for knight combat. If the knight syncing issues are fixed, all will be good.
     
    Rayne likes this.
  16. ComboBreaker

    ComboBreaker Horde Gibber

    Messages:
    392
    At least make workshops immune to friendly knights bombs.Make arrow shop not as costly as it is(what is the reason behind it's price?). Please.

    *dream builder mode activated*
    It'd be nice if shops could survive 2 explosions...Or be repairable and not poofing away when enough damage is done.

    Personally,I'd like shop transporting mechanic for builders : it takes a hell of resources to build workshops, and almost allways you are too late : you either don't need them where you've built them because your tower is allready being overrun,or you don't need them as the front line has changed.
    At least,you could "recycle" old shops and replace them where they are needed most,but now..."Go and headbut some stone and trees.Again."
    Really discouraging.

    Make all shops recyclable - builder has a capped line of resources carried,so he can't replace more than 1-2 in a row,how overpowered is that?
     
  17. UnnamedPlayer

    UnnamedPlayer Arsenist Administrator Global Moderator Tester
    1. MOLEing Over Large Estates - [MOLE]

    Messages:
    752
    I belive the reason why arrow shop is so expensive it's because archer is the most powerful class now, since knight combat is just sad.
    They could be like catas, once they are destroyed, they throw part of the resources used to build them.
     
  18. JimmyNic

    JimmyNic Shopkeep Stealer

    Messages:
    72
    This isn't really a complaint specific to this build, and I'm sure it's something people have already highlighted. But it seems that when a team pushes forward they lose units at a faster rate than the team who are being pushed back. If you are playing a long team deathmatch you can gain lots of territory and yet still lose the game. It won't be an issue when some of the new game modes are released, and it's something that players could counteract if they just organised themselves a bit better, but it's probably worth mentioning anyway.
     
  19. Eggnogg

    Eggnogg Ye Olde Wench Donator Tester

    Messages:
    417
    That's just the attacking team pushing too hard and wasting their lives trying to be badasses.
     
  20. GhostyS

    GhostyS Shopkeep Stealer

    Messages:
    150
    i have not noticed the knight combat change... maybe im just pro :P