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Devlog KAG Build 2019 - Getting the Ball Rolling Again

Discussion in 'Announcements' started by Geti, Oct 27, 2016.

  1. Lava

    Lava Former Lag King Staff Alumni Donator Tester

    Messages:
    230
    build 2020 with player marking OH BABY YES PLEASE THANK YOU NORILL
     
    norill likes this.
  2. i forgot about it, sorry.

    it is a bugfix, more info https://forum.thd.vg/threads/blocks-selected-disappear.15830/
     
    bru-jaz likes this.
  3. franek123

    franek123 The architect of the royal castle. Donator Tester

    Messages:
    514
    norill likes this.
  4. but it was inconsistent with blocks. i don't have an opinion on that, if enough players want that we can revert it and change normal blocks behaviour to be consistent with blob blocks
     
  5. this is terrible, 2 years after release and no new content in the patch?

    going to play this week
     
    Geti likes this.
  6. Mazey

    Mazey Haxor Global Moderator Forum Moderator Staff Alumni Donator Official Server Admin

    Messages:
    1,914
    omg you can add friends now this was promised in classic so be happy idiota
     
  7. Potatobird

    Potatobird Haxor Forum Moderator Mapping Moderator Tester Official Server Admin

    Messages:
    777
    Mostly, it is damn near impossible to hit anyone with a drill if they're moving. This might make some realistic sense, but it seems kinda dumb to be chasing along right next to someone else, blobs touching, and being unable to hit them with your drill. Might have something to do with how "static" drill hitboxes are
     
    norill likes this.
  8. ShnitzelKiller

    ShnitzelKiller Haxor

    Messages:
    590
    So I'm guessing this is where the two new bugs came from: The little numbers that tell you how many mats you picked up double count materials that you both picked up and then put in your inventory (you can make it go up infinitely by taking it in and out of your inventory), and blocks you ran out of mats to build no longer vanish. Sure, it's kind of trivial, but regression is always disheartening.

    EDIT: And now if you join a game while a flag is taken, a ghost flag will be in the flag base.
     
    Last edited: Oct 30, 2016
    norill likes this.
  9. the hover messages/material merging/inventory events were/are a total fubar clusterfuck mess, we've "[fixed] hover messages covering one another" which only made that mess more visible. i'll check that picking up/putting in issue, but i don't think putting stuff in and out to "farm" those messages is an issue. re: non-vanishing selected blocks - read my 2 previous posts. re: ghost flag - is it just one time bug or it happens every time?
     
  10. Asu

    Asu THD Team THD Team Forum Moderator

    Messages:
    1,580
    [​IMG]
     
    Biurza, bru-jaz, epsilon and 4 others like this.
  11. Geti

    Geti Please avoid PMing me (poke a mod instead) THD Team Administrator Global Moderator

    Messages:
    3,730
    This was indeed the motivation for fixing it promptly

    This sounds more like a result of the drill doing its "hitting" serverside. There's not really a way to fix this as it stands as I don't think there's a way to mark anything except a player-controlled object as belonging to a client, and tinkering with the netcode is a whole can of worms that I'm not interested in opening.

    Are you 100% that this is reproducable? The flags and flag bases are totally separate objects in-game.
     
    Asu likes this.
  12. makmoud98

    makmoud98 You are already DEAD Forum Moderator Staff Alumni Tester

    Messages:
    586
    match time still increased when the game is in "intermission" (when there is not enough people to start a game). basically whenever there is 1 person in a ctf game. not a huge deal, but i can imagine starting up a server then at the end looking at the match time and sensing that it is inaccurate,
     
    norill likes this.