Darkwind
Engine v.128, Scripts v.282, hot fun!

*sam*


Posted May 27, 2010, 5:12 pm
This patch adds gives squad owners in PVE combats the option to let non-demoralised enemies escape. The option is available from the top menu in-game.

A couple of minor bugfixes, e.g. icons in looting were difficult to click if they had a lot of text on.

And two new ped weapons.. the 'molotov belt' and the 'hand flamer'. Neither of these is supposed to be particularly rare, so I'm going to dump some into the town shops. Please don't buy too many, so others can get them too!
Flaming savage


Posted May 27, 2010, 5:17 pm
I don't see them. HP only I presume?
*sam*


Posted May 27, 2010, 5:22 pm
Gimme a chance! :rolleyes:

OK, Dexter now has them listed. Please don't buy more than 2 of each for the moment...
*sam*


Posted May 27, 2010, 5:24 pm
OK, I created a few more.
Flaming savage


Posted May 27, 2010, 5:24 pm
Thanks can't wait to test em.
BOTNJ


Posted May 27, 2010, 5:26 pm
nice, gonna go try em out now!!

thanx sam!! :D
Flaming savage


Posted May 27, 2010, 5:26 pm
I suggest releasing them gradually so people who log on later can get some.
*sam*


Posted May 27, 2010, 5:27 pm
I think Dex accidently stole back any that were bought from the 1st batch when he made the 2nd batch. Sorry!
*sam*


Posted May 27, 2010, 5:27 pm
Yeah, I'll make some more later if they run out. So no need to hoard!
Flaming savage


Posted May 27, 2010, 5:28 pm
That would explain why I only bough 4 but got 3. NP though.
4saken


Posted May 27, 2010, 5:33 pm
Also I heard a rumor that we have some kind of flaming ped animation now. Is this true? Cuz if it's not it really needs to be.
FireFly


Posted May 27, 2010, 5:33 pm
I bought about 8, that to many?
*sam*


Posted May 27, 2010, 5:35 pm
4saken said:
Also I heard a rumor that we have some kind of flaming ped animation now. Is this true? Cuz if it's not it really needs to be.


Yep, that was done a week or two ago. I forgot to do a smashing glass sound when a molotov lands, but will do so asap.

FF: that's ok.


http://www.dark-wind.com/images/ss2/handflamer1.jpg

http://www.dark-wind.com/images/ss2/handflamer2.jpg

http://www.dark-wind.com/images/ss2/handflamer3.jpg

FireFly


Posted May 27, 2010, 6:32 pm
Hit with a molotov...
http://img193.imageshack.us/img193/800/screenshot1913435.png
No damage and didn't catch on fire...
Pretty disappointing considering how inaccurate these things are :)

http://img85.imageshack.us/img85/597/screenshot1914536.png
That happened next turn thou, its cool, but not much use in an actual scout :)
*sam*


Posted May 27, 2010, 6:41 pm
I don't think a molotov would cause a lot of impact damage, would it? Well maybe it should deliver a *little*..
FireFly


Posted May 27, 2010, 6:44 pm
Nah, no damage makes good sense, its a glass bottle after all, but what is the chance of catching a car on fire when you hit them, that's what I wonder...

Oh, also, you don't suppose you could dump a few of those in firelight? ;)
simonmaxhill


Posted May 27, 2010, 6:44 pm
do these things create flaming oil slicks?

because if so... awesome.
Studman


Posted May 27, 2010, 7:00 pm
*sam* said:
Please don't buy too many, so others can get them too! 


"lol"
LoSboccacc


Posted May 27, 2010, 7:54 pm
btw: "the restore configuration" button now respects the autoconfiguration flags, for those who missed the thread

(cheers)
FireFly


Posted May 27, 2010, 8:27 pm
S213391
A lot of direct hits on the cars in the latter half, but not a single fire started :thinking:
Crazy AL


Posted May 27, 2010, 8:48 pm
FireFly said:
Nah, no damage makes good sense, its a glass bottle after all, but what is the chance of catching a car on fire when you hit them, that's what I wonder...

Oh, also, you don't suppose you could dump a few of those in firelight? ;)


Definitely no damage! No oil either, just flame and a chance to set a vehicle or ped on fire...
triad4evr


Posted May 28, 2010, 12:13 am
Will have to try some once I get my hands on a couple- all the markets where I am are cleaned out.
triad4evr


Posted May 28, 2010, 5:12 am
Well, at least I've gotten a couple from the Devilz Rejects guy- at a substantial markup no doubt. <sigh> Just one more commodity to be hoarded by the haves... unless you put a huge pile of them on the market, Sam, somebody's always going to hoard them. Just like fuel cans, etc.
*Burden*


Posted May 28, 2010, 8:02 am
Yep. It seems Devilz Rejects gang is one of the hoarders,
Lord Foul


Posted May 28, 2010, 8:15 am
*sam* said:
This patch adds gives squad owners in PVE combats the option to let non-demoralised enemies escape. The option is available from the top menu in-game.


This does not appear to be working properly.

S213564

Late in the scout there were 2 confident AI cars trying to flank me about 200m away with no LOS. After I demo'd another AI car near me a message flashed "All confident cars want to escape". Wanting to see if it would work, that very same turn I selected the "Let confident cars escape" option from the pull down menu.

When I did select the option, another message flashed during the same turn saying "No confident cars want to escape". They had plenty of space to turn around if they had wanted to but never did.

In the end the 2 cars never changed course and I finished one off and the other demo'd as it got near.
*sam*


Posted May 28, 2010, 9:27 am
Ah yeah, I think I can see the bug here LF. The "get outta here" code was written before the "backoff for a few moves" code, and the latter kind-of breaks the former.. will fix, hopefully that's it.
*Wolfsbane*


Posted May 28, 2010, 9:30 am
It just worked fine for me.
*sam*


Posted May 28, 2010, 9:41 am
Yes, under some circumstances it would work, wolf. Only cars that were currently on a "temporary back off" wouldn't work.
Karz Master


Posted May 28, 2010, 2:45 pm
*sam* said:
This patch adds gives squad owners in PVE combats the option to let non-demoralised enemies escape


This is sexy B)
JuaN VaLDeZ


Posted May 28, 2010, 2:54 pm
Just used a hand flamer at about 1 meter from a car with a breach, lots of pretty fire shooting from my guy but no damage nothing set on fire

Event S213638
Parapsycho


Posted May 29, 2010, 11:48 pm
Studman said:
*sam* said:
Please don't buy too many, so others can get them too! 


"lol"


Yep...
Crazy AL


Posted May 30, 2010, 12:46 am
Parapsycho said:
Studman said:
*sam* said:
Please don't buy too many, so others can get them too! 


"lol"


Yep...


SS - None, Elms - None, GW - None, BL - None, FL -None, TX - None... Um... None
*sam*


Posted May 30, 2010, 10:40 am
100 of each were already released over the last 48 hours in SS. I have just created another 100 of each to be released over the next 48 hrs.
*Grograt*
gary.r.horder@gmail.com

Posted May 30, 2010, 10:41 am
Sam to stop the hoarders purchasing these all up, could you not add one of each to all members with a subscription, just so everybody can try one out ( since they are not a rare item ) just a thought
*Bastille*


Posted May 30, 2010, 10:47 am
nice idea if that is possible

I grabbed 3 of each to share out through my gang, which is plenty for me for now. Tried the molotovs and they seem a very useful weapon, haven't had a chance to try the flamers yet.
*Longo*


Posted May 30, 2010, 11:59 pm
Some camp could run em for a week or 2 and there would be plenty
*jimmylogan*


Posted May 31, 2010, 12:32 am
Good idea Longo - as soon as my stock of Paint Guns is where I want them, I'll switch to Belts for a while... unless someone beats me to it. :)
Zephyr


Posted Jun 2, 2010, 7:48 pm
I like the flame idea, but my main comment is about the "get outta here" code. It seems odd to me that there would be a popup saying "confident cars want to escape" and offering you a choice to let you allow them to escape. Methinks if a confident enemy wants to escape, they should just turn tail and run. And if they get to 350 meters range, they escape.
*goat starer*


Posted Jun 2, 2010, 7:49 pm
thats what they do... all that the pop up does is give you the option to end the scout early rather than sit tehre twiddling your thumbs whilst the AI wanders around the board trying to get to 350..
*Longo*


Posted Jun 2, 2010, 9:46 pm
*sam* said:
This patch adds gives squad owners in PVE combats the option to let non-demoralised enemies escape. The option is available from the top menu in-game.


Sam-
Having played a few scouts with this new option, I gotta say this is one of the nicest improvements to the game I have seen in a long time. Excellent work!

-Longo
*Marc5iver*
marcg@comcast.net

Posted Jun 2, 2010, 10:44 pm
goat starer said:
thats what they do... all that the pop up does is give you the option to end the scout early rather than sit tehre twiddling your thumbs whilst the AI wanders around the board trying to get to 350..

This is what I was wondering about. So if you choose to let them escape, the combat ends immediately and you don't have to worry about the demoed cars that are still around firing on you?
*Wolfsbane*


Posted Jun 2, 2010, 10:50 pm
Yep, you give up the potential loot/bounties in return for a quicker and safer end to the scout. I'm not entirely sure about it myself, but it doesn't seem to make things massively easier so far.
*DoubleTap*


Posted Jun 11, 2010, 3:56 pm
Anybody else having any problems with the current client not updating properly? I get the update at the login screen, but when I'm in the lobby the game tells me I do not have the current version. Even re-d/led the game. Ideas?
*sam*


Posted Jun 11, 2010, 4:04 pm
On Windows? Did you run the patcher 'as administrator' ?
*Marc5iver*
marcg@comcast.net

Posted Jun 11, 2010, 5:10 pm
Hmmm? Not sure if this is same or different issue but I cannot get the client to open at all this morning. I played last night but even after uninstalling and reinstalling the client this morning, I cannot even get to the login screen.
*DoubleTap*


Posted Jun 11, 2010, 10:24 pm
*sam* said:
On Windows? Did you run the patcher 'as administrator' ?


Guardedly confident I did; I'll try again. Thanks, Sam!

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