All Out War 2
http://aow2.drdteam.org/forum/

AOW2 - r2469
http://aow2.drdteam.org/forum/viewtopic.php?f=56&t=882
Page 1 of 2

Author:  Dusk [ Tue Mar 13, 2012 9:21 pm ]
Post subject:  AOW2 - r2469

Let's hope this one plays better in-game. :)

File: http://www.mediafire.com/?tpt57h19v2rqphq
Changelog:
Code:
- Fixed: showspeed wasn't flagged properly as a NET script. [Dusk]
- Utility portals no longer display the particle effects when there is no destination. [Dusk]
- Portals are no longer solid when they have no destination. Revamped effects - uses teleport fogs as particles now. Improved code generally as well. [Dusk]
- Added a partial invisibility crate. Makes the player harder (but still possible unlike stealth) to see. Obelisk's and turrets' aim will be off if they target a partially invisible player. Lasts for 1 minute, is lost on resign. [Dusk]
- Revamped SMG sprites. [Blox, Wartorn]
- Rolled back the SMG code and added the new sprites on it. Added offset interpolation. [Dusk]
   - Added Dark-Slayer's muzzle flash code to serve as external muzzle flashes on the gun. Other weapons will be updated in the future. [Dusk]
- Moved portal ACS to a_portal.acs, changed a lot of values into constants. [Dusk]
- Berserker death now goes to XDeathGo instead of XDeath in hopes of fixing a crasher. [Dusk]
- Added an AI marine tagging system. [Dusk]
   - When a team is no longer on compensation, the existing marines are now removed. [Dusk]
   - Fixed: AI marines could block the elevator from moving on AOW05. [Dusk]
- Red obelisk purchase terminal fixed. [Qent]
- Fixed: Some chemical effects were using old CHMX sprites. They're only meant to be used by repair guns by now. [Dusk]
- Fixed: Gauss rifle had +NOAUTOFIRE. [Dusk]
- New Missile launcher sprite. [Blox]
- Implemented a more sophiscated points system. Repairing, medicing, harvesting, destroying enemy defenses all award points as well as destroying structures. [Dusk]
- Largely reworked repair turret code. They are a lot more intelligent now... at least they should be. [Dusk]
   - Repair turret firing animation changed to behave like an actual repair gun. [Dusk]
   - Repair turrets now display a question mark sign above themselves when they can't find a terminal. For some reason, sometimes they seem to just spin around instead. [Dusk]
   - They also now change themselves into klaxon turrets when sudden death hits and are targeting a major building. [Dusk]
- Added developer mode. This makes all players gamemaster and removes all limits to assist with development. DO NOT SET ON A PUBLIC SERVER! [Dusk]
- Fixed: If a player was teleporting with a timegun (or was otherwise frozen) and purchased the mech, the bought mech would remain frozen. [Dusk]
- Fixed: If a player was in utility menu when getting a mech, the menu persisted. [Dusk]
- The first frag in the game is now announced as first blood. [Dusk]
- Fixed: Red team could not repair their base. [Dusk]
- Added random weapon crate. [Dusk]
- Converted .lmps to .pngs. [Blox]
- Tiberium icon (map marker) graphic update. [Blox]
- Added A_RadiusThrust on rocket death, for a weeee effect. [Blox]
- Added armor items. Instead of utility/crate armors instantly replacing your current armor, they go into your inventory and can be activated at will (albeit with a delay). [Dusk]
- Reinstated old palette. [Blox, Dusk]
- Fixed some compensation logic.. [Dusk]
- Tickets renamed to lives for the sake of being clear. [Dusk]
- Added adjusted versions of floor4_8 and floor5_1 to make the green stand out less. [Dusk]
- Disabled weapon autoaim by adding +NOAUTOAIM to AOWWeapon. As long as there is no way to make it not target mines/turrets/anything like that we can't have it around. [Dusk]
- Fixed: Damage over-time was causing 4x the damage it should have been causing. [Dusk]
- Adjusted chemical sprayer sprites so that they can translate properly. [Dusk]
- Fixed: chemical sprayer and jumpjet gun had sound loop problems. [Dusk]
- Fixed: plasma cannon didn't give initial ammo - gave it 4. [Dusk]
- Added a tank blast sound for Titan's 100mm cannon. Fixed instances of "80mm" labeling. [Dusk]
- Fixed nladdr2's transparency. [Dusk]
- Portal health status now appears on the hud. They can also now be repaired. [Dusk]
- Fixed: The Guardian Powerup triggered an assertion failure upon ejecting, crashing the server. [Dusk]
- Made portals more compact. They have two stands now at the sides. [Dusk]
- Changed AOW14's track to 200 Meters from Red Alert 2. [Dusk]
- Ammo cache packs no longer give Plasma Cannon ammo. [Dusk]

Author:  Espio [ Tue Mar 13, 2012 9:31 pm ]
Post subject:  Re: AOW2 - r2469

Eeeeeeee

Author:  Blox [ Wed Mar 14, 2012 5:38 am ]
Post subject:  Re: AOW2 - r2469

I think you forgot to mention the fact that I actually made the missiles (from the missile launcher) very much rocket-jump friendly when I added the new sprites. (Also due to fixing the animation) :lol:

Quote:
Actor HeavyMissile
Death:
TNT1 A 0 A_SpawnItemEx ("FlameDecay", random(-16,16), random(-16,16), 4, 0, 0, 0, 0, 0, 160)
TNT1 A 0 A_StopSound (CHAN_BODY)
TNT1 A 0 A_Explode (100, 128)
TNT1 A 0 A_RadiusThrust(96,128,0)

Let's see how that goes. :P

Edit: Or did I miss that.

Author:  Eric [ Wed Mar 14, 2012 7:26 am ]
Post subject:  Re: AOW2 - r2469

Just a couple of issues, and for the most part it's just stuff that's been noted in the past and just wasn't done yet.

-Time Cop's armor needs to be reduced
-Medic (and probably Tiberium Autorifleman) need to get full chemproof armor so we can do away with the half-chemproof crap
-Not sure if anything can be done about this, but with just 100 ping the external muzzleflashes for the SMG were trailing behind my location by about 2-3 Doomguy widths. May just be due to a weak server, but I don't know.
-Also related to the SMG, the spread for both primary and altfire are exactly the same, which I don't think was intentional.
-The repair facility will not heal infantry above 100 health, but will restore ammo until health is full. Also affects mechs that were ejected and re-entered or built via utility gun, only rather than 100 health the limit is the health the mech has when you enter it (1000 for Raven, 1500 for Wolverine, 2000 for Madcat, 2500 for Titan). Does not seem to affect mechs that cannot be re-entered after ejection, though their ammo will continue to be restored as long as they remain on the pad, regardless of health. This last bit is probably a good thing, but if it has to go to solve the other issues, then I'm fine with it.

Other than that, this is looking really good. The gameplay feels much more balanced, it's certainly more difficult to become an unkillable tank than in previous versions, if not impossible due to the fact that you'll almost always have a direct elemental weakness, but in the few cases where you wouldn't, chances are the class you're playing has weaknesses of its own (i.e. a Super Shotgunner with Grade 5 armor will be nigh unstoppable in close combat, but useless against anyone that outranges him). Stealth speed feels good, both as a stealth infiltrating the enemy base and as a defender hunting down enemy stealths. Missile launcher is good without being too good, and despite just being slightly edited sprites, the laser rifle feels much nicer to use. Gauss no longer dominates the battlefield with such absolution, as even if you load up a fireproof before going out to shoot people, you're then so weak to chem that a tib rifle could do considerable damage with a few direct hits. The gauss altfire does seem slightly less effective against turrets, but it's not a huge difference, maybe turrets take one more shot than before.

Author:  atac [ Wed Mar 14, 2012 11:55 am ]
Post subject:  Re: AOW2 - r2469

I'm liking how this is coming out. I've got only a few things to say:

  • You kept in the halfassed laser sprites I did :I y u no update
  • Titan cannon sounds neat. Maybe an alternative to the Light Tank sound you used could be a Medium Tank's, who knows. It might sound better if the sound was played by the weapon and not by the spawning projectile, and at a long attenuation so it can be heard firing from far away and doesn't fade out for the pilot.

    HUD info still says 80mm, though.
  • The gauss rifle's primaries and secondaries don't match. One team's altfire is white while the other team has a white-railed primary.
  • As for that SMG and its muzzle, looks good, but maybe it could be spawned a tiny bit earlier to compensate for lag. Even offline it felt like it could spawned a little behind.

Author:  Joe [ Wed Mar 14, 2012 10:30 pm ]
Post subject:  Re: AOW2 - r2469

I'd like to point out on how much the disparition of both the power-up cache and the damage upgrade button GREATLY affects and degrades stealthing.

Stealthing, as you know, is not only a fight against players, but also against the automated utility environment.
In fact, stealthing is much more about fighting the environment the utility guy made than anything else... (without being noticed, of course - then if not, you're back at fighting infantry)

So, what's the deal ? The typical scenario I'll be drawing, I would have avoided to tell it in public.
But, for the sake of stealthing, here I go :
  1. Turrets everywhere in the enemy base. You're stealth.
  2. You're currently cloaked, and there is so many turrets you absolutely can't uncloak to do something, without dying
  3. You then have to find a place where only one turret can see you at a time ...
  4. ... to directly uncloak within its field of view, shooting it instantly with massdriver
  5. The turret gets instakilled by the massdriver shot, almost didn't had the time to shoot you ...
  6. ... and you immediately cloak back, 90% of the time unharmed
  7. Good, you have removed a turret - now onto the next one, the same way

Now, you can't do that without any damage power-ups. In the previous version, as much as in this beta - tested it.

Not being able to power-up the damage you inflict on turrets, results in the following scenario :
  1. ... to directly uncloak within its field of view, shooting it instantly with massdriver
  2. The turret stays alive after the first shot, and begin to hammer you with bullets
  3. You die :
    - because you can't go anywhere else and can't cloak back (turrets everywhere - if you move you will only die faster)
    - during the massdriver reload time. (you won't have the chance to fire another shot, except if you're really far)

So stealthing effectively against turrets is pretty much wrecked. Sometimes you survive (luck ?) but this scenario lefts you at something like 14 HP - and, powered-up, you would have been unharmed.

So really the difference is huge there.
Damage buffs do not only affect PvP.

There is also another case affected by their removal : C4.
It now takes much more C4 to blow up a terminal ...

So wat suggest ? I don't have any idea.

Author:  Dusk [ Thu Mar 15, 2012 9:56 am ]
Post subject:  Re: AOW2 - r2469

Can't say I took turrets into account... if powerup caches really have an effect in turret fight I'll reinstate them.

Author:  atac [ Thu Mar 15, 2012 10:53 am ]
Post subject:  Re: AOW2 - r2469

Implying laser rifles don't painlock any turret in that scenario. That's literally what the purpose of the high pain chance in turrets is for.

Personally I feel that argument is null.

Author:  Joe [ Fri Mar 16, 2012 12:21 am ]
Post subject:  Re: AOW2 - r2469

Hm, ok, I always avoid to use the laser rifle at any cost (well except death) while stealthing, because it gets you noticed. (the noise and the trail)
Mass driver was the perfect weapon for the job (more like an assassin's weapon, kills on one shot, and doesn't make noise) but, yeah, I overlooked the pain state because I don't do it that way.
Now it's not "null". It's just a way vs another.

Author:  Joe [ Fri Mar 16, 2012 2:39 am ]
Post subject:  Re: AOW2 - r2469

Sorry for double posting : I tested it, and it reeks pure fail.
Against my laser, the turret started instantly to fire, never stopped once, and killed me very fast. It's probably way too random compared to the other way, and can't be trusted at all. You're so weak as stealth you can't afford such randomness.
Even more when you're holding valuable gear to destroy terminals (4xc4, nuke, plasma, ...)

Now I suppose it can only be done right at a long distance (but what's the point then), but the more distance you have between a turret and you, the longer the trail, the higher chance you have to get noticed. And YOU WILL. (the laser is made that way)
Also between the obelisk, sandbags, other well placed turrets, and all the usual, you do not often have the required distance for the bullets to spread around you. While sabotaging, you're often in a confined place with hazards all around you. You move, you're dead. So if you're in the enemy base, firing lasers at a far away turret, it is likely that you are currently under another one's sight.

Stealth currently serves :
1) midfield stalking and silent elimination
2) destroying buildings
3) sabotaging utility - which is wrecked as it was with turrets
4) recon

Very often in order to achieve 2) you need 3) first.
This beta change makes an excellent utility guy (knowing what he's doing with turrets) almighty against an excellent stealth. (before, they were equal)

So if you ever want to solve this, my suggestion is, to avoid reinstating unwanted power-ups, just boost the massdriver to instakill turrets in particular.
But the problem will be now, that by default it will... Before, you needed to get both power-ups in order to do so, and had to know what you were doing. Actually for example very few players knew that C4 were in fact boosted by power-ups. (and even the most skilled saboteur) I'm talking about the same thing. This is like, removing a subtility.


EDIT : also, this wasn't too op, before. Because with Massdriver, you actually have to aim well taking the curve into consideration, when you do it from afar (unlike with the gauss)
And to instakill a turret when you're close to it ... well ... you HAVE to get close to it. Either it's a utility placement mistake or you're good - or you're a stealth. Meaning it was a part of the stealth's job.

Author:  atac [ Fri Mar 16, 2012 3:48 am ]
Post subject:  Re: AOW2 - r2469

Well, if the case is that the laser rifle can't even do its job of stunning turrets properly, there's something wrong.

I'm also thinking about making laser rifles not have as far-reaching of a sound when firing.

Author:  Joe [ Fri Mar 16, 2012 4:23 am ]
Post subject:  Re: AOW2 - r2469

Medicris wrote:
I'm also thinking about making laser rifles not have as far-reaching of a sound when firing.

Then that weapon would loose one of its main weakness :|

Author:  atac [ Fri Mar 16, 2012 5:16 am ]
Post subject:  Re: AOW2 - r2469

He's got a point. I was just taking into consideration the overall speed decrease and not making it harder to stealth into util fortresses overall.

Like you said, the trail is still highly visible and the gun itself is outdamaged big time by pretty much anything besides long range. Definitely the worst thing to use against groups like you'll most likely be fighting in a base, especially once they're alerted to you.

Also that sniper obituary seems kind of awkward. Lol.

Author:  Joe [ Fri Mar 16, 2012 4:14 pm ]
Post subject:  Re: AOW2 - r2469

By the way, if the new armor system was made with the removal of damage buffs in mind, then it's OK for weapons versus infantry/mechs.
But what about weapons/damage versus terminals and utility made objects ?
Did they get any change in their HP/Armor ?
Because if not, by extent I think it means every weapons got nerfed against them in comparison :S

Author:  atac [ Fri Mar 16, 2012 5:36 pm ]
Post subject:  Re: AOW2 - r2469

I doubt it. As far as I can tell only infantry armor's been touched.

As for armor resistances as they are, here.

Author:  Dusk [ Fri Mar 16, 2012 8:06 pm ]
Post subject:  Re: AOW2 - r2469

  1. aow14: red and blue flamer blocker hom
  2. aow14: damaging nukage in spawn wasn't a good idea
  3. aow14: bad spawn near blue res
  4. ticket hud is broken AGAIN
  5. building coloring bug still present
  6. ticket loss doesn't end the game
  7. repair facility will not heal over normal maxhealth
  8. stealth rifle needs to check for stealth item more than once
  9. red team bomb aura should be orange, appears blue
  10. tiberium is paletted wrongly
  11. smg doesn't call a_light*
  12. point system: 2-1 building situation needs catering for
  13. spectators see tiberium messages can't fix, skulltag bug
  14. mech sprites need updating - they do not translate properly
  15. smg altfire has primary spread
  16. teamswitch command assumes that score=buildings
  17. selfheal should be made a weapon again? nah
  18. aow07: airstrike obits are broken can't fix
  19. aow07: airstrikes need more spread and be more dangerous overall
  20. aow14: red research and mech purchase rooms are tagged as blue
  21. remote c4 needs to be made a weapon again
  22. chemspray pickup sprite needs checking
  23. armor modifiers should not apply to mechs
  24. healing radius sphere doesn't appear at all
  25. chemspray is silent at times. what do?

yep yep

Author:  Blox [ Tue Apr 03, 2012 10:08 pm ]
Post subject:  Re: AOW2 - r2469

yep yep

Author:  Konda [ Wed Apr 04, 2012 10:37 am ]
Post subject:  Re: AOW2 - r2469

gg

Author:  Dusk [ Wed Apr 04, 2012 1:59 pm ]
Post subject:  Re: AOW2 - r2469

gg indeed, just need to clear up some stuff, hope we have a release today. :)

Author:  projectionist [ Wed Apr 11, 2012 4:32 am ]
Post subject:  Re: AOW2 - r2469

Why did you revert the color palette? :< The new one looked so fresh.

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