*sam* Posted Apr 28, 2008, 11:37 pm |
This patch includes some new scouting maps near badlands: Spooky forest and Dead Man?s Road, as well as some improved terrains (lower hills) for the Maure Dore and Smokey Hills maps
The bugfixes and minor additions include: * Improved the calculation of which side of a vehicle was hit * Removed (hopefully) the vehicle repeatedly bouncing off the ground bug (hopefully without re-introducing the vehicle sinking into the ground bug). Like most of my DW-related headaches, this one is related to the bugged collision system inherited from Torque. Yes, I spent most of the day repeatedly dropping carrier vans from 30 feet.. * Increased the effect of slipstreaming * The last ped-related server crash is fixed (I think ? I will keep an eye on it a while longer) * Fixed the event hanging bug when you escape from a wilderness combat (hopefully) * viKK's new arena bunkers have been added, and some are now used in the Mine arena. These were good tests for the pedestrian 'shoot around obstacles' code, which I think is working pretty well now... |
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*JD_Basher* jd.basher@charter.net Posted Apr 28, 2008, 11:53 pm |
despite your previous denial of being omnipotent.....
YOU are the God of DW and you FREAKING ROCK! "We're not worthy!" |
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Jansan Posted Apr 29, 2008, 12:12 am |
I've had good experiences with this so far with the last patch (haven't tried this new one yet). I was able to shoot over a broken building wall section during an NPC vs NPC event without a problem that would have normally made them shoot the wall. |
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*sam* Posted Apr 29, 2008, 12:32 am |
Ye, it worked reasonably before, but still wasn't perfect. It does a lot of LOS tests now until finding a hole to shoot thru or giving up.
The last several events have ended properly, so fingers crossed we're ok on this one. |
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Serephe Posted Apr 29, 2008, 12:42 am |
Yay, time to test more carrier vans. | ||||
4saken Posted Apr 29, 2008, 12:47 am |
time to put weapons on my vans again! | ||||
*Lugal* Posted Apr 29, 2008, 1:44 am |
Sounds great - can't wait to see the new maps! | ||||
*viKKing* Posted Apr 29, 2008, 6:03 am |
Sam, are you planning to release the two remaining scouting maps later?
You do remember there were four, don't you? Missing ones are Acid Land and The Maze. But I guess you lacked time to test them accordinglty. Nice work on the coding side. |
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*sam* Posted Apr 29, 2008, 10:25 am |
Er.. yes! I remember (now). Sorry. I can't find the Maze in my inbox, can you resend it? I delayed the Acid Land one because I wanted to implement acid damage, and then forgot. |
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*viKKing* Posted Apr 29, 2008, 11:29 am |
Heheh.
I don't know why, but I guessed it was something in the genre... I will email The Maze later in the evening, once back home and quiet. |
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*Diablo Vash* diablovash@gmail.com Posted Apr 29, 2008, 1:54 pm |
sweet new maps, nice vik.
any ETA on the snow place? :P |
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*viKKing* Posted Apr 29, 2008, 2:02 pm |
No, because I will switch to southern towns instead due to popular request. Snow also requires mode coding for Sam, so you will have to wait more longer. |
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*Diablo Vash* diablovash@gmail.com Posted Apr 29, 2008, 2:04 pm |
Ok cool, i thought with the new setup with the training system outside of towns they could be put on hold still, but thats cool there is still enough dirt for me to have fun drifting on | ||||
4saken Posted Apr 30, 2008, 12:59 am |
speaking of track stuff that map that the musclecar extravaganza was on... i noticed it had a wide open pit area in the middle... is it possible to have a map like that that can be used for a race on the outside and an arena on the inside? | ||||
Serephe Posted Apr 30, 2008, 1:09 am |
I'd assume so, the junkyard tracks (3 + 1 arena) point toward yes. |
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*viKKing* Posted Apr 30, 2008, 5:56 am |
The Gateway arena will be located in the middle of the track, you got the point I had in mind. |
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*Ayjona* Posted Apr 30, 2008, 1:57 pm |
Would this make Windsors a tad safer to take out for wilderness cruises? Not that I can stay away from my favourite car anyways, but if this bouncing fix removes some of the physics problems with Windsors I've rambled on about in the bug forums, I will be one happy coward... |
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*sam* Posted May 1, 2008, 8:49 pm |
I'd be interested to hear anyone's experiences with the tweaked collision code.... has it stopped the terrain-bouncing bug? - the one where your vehicle would start helplessly smashing itself on the ground, breaking its innards.
I have seen one report of someone getting stuck on the terrain, which is a side-effect of the above change. But I have other ideas on how to fix that in a different way. |
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*Longo* Posted May 1, 2008, 10:13 pm |
I did have one recent bouncing issue Sam. However it was not a fatality. I think I bounced and took damage for a few rounds. I neglected to write down the event however. | ||||
Mocktard Posted May 2, 2008, 3:35 am |
Sam I managed to turtle a boxvan I guess it was Tuesday (?) night; but the weird thing was that it ended up on it's nose/front, with the whole vehicle straight up in the air. The thing stayed like that until a rocket hit the underside, and it went flying some 75 mph through the air. Craziness. I didn't report it because the wreck was my own fault, not to mention the embarrassing thing that happened right after, with my buggy.
I believe it was S44636 |
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Kazzy Posted May 2, 2008, 4:13 am |
I had a LR get stuck on the slope of a hill and only way I managed to get unstuck was to fire 1 round of hmg at the ground |
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*sam* Posted May 2, 2008, 7:40 am |
Was that before or after the latest patch longo?
That's happened occasionally before mocktard. It's caused by the fact that the boxvan's collision mesh is a simple box and its centre of gravity is very central in that box. I figured it wasn't a major problem? |
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Mocktard Posted May 2, 2008, 12:01 pm |
No problem here, like I said, I rolled the boxvan first, and ending up nose-down like that is at least possible if not probable. Mostly I wanted you to know about the crazy mid-air acceleration and hangtime that a couple rockets caused, in case there was something wonky with the physics. The screenshots were kind of disappointing, the flight was pretty spectacular in-game. |
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*Longo* Posted May 2, 2008, 2:24 pm |
Im thinking 3 days ago? | ||||
*sam* Posted May 2, 2008, 3:02 pm |
OK, that may well have pre-dated the patch to fix it then.. | ||||
Parduz Posted May 2, 2008, 3:45 pm |
This post may have a better place in the bug section? i don't know. I'm writing here 'cause it's not OT.
--- I've been stuck with a lorry in my last wilderness event. ID: S45104 The lorry was offroad on a rocky bump: while the ghost was showing the next position, the lorry was fixed at 0mph, and did not move at all. I'm also concerned about my apache ramming the front of a moose (or a symph?). My apache has made a big jump back, turtling, while the sedan did no so much but stopping. It may be correct, but seems to me that the weight should give an advantage. Sam, if you think that the apache collision is right as it was, there's no need to modify to the event result. |
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*Toecutter* Posted May 3, 2008, 3:04 am |
I just wanna say thanx to ViKK for continuing to deliver Grade A maps despite a conflict of faith as to where the game is headed ^^ we all enjoy your maps mon ami, I hope you'll continue to amaze us all | ||||
*viKKing* Posted May 3, 2008, 5:24 am |
Thanks. |
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*Longo* Posted May 3, 2008, 7:36 am |
Vik-
Played the Spooky Woods map twice now. Gotta say I love it! |
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*viKKing* Posted May 3, 2008, 1:37 pm |
Thanks. I'm happy this one is finally in game. It was originally designed and ready for Halloween 2007, but was not released due to excessive loading time. Current version has only a little over half the trees that were present in the first version. |
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Parduz Posted Jun 5, 2008, 3:49 pm |
Yeah, i was searching for this thread!
Vikk, it's a great map....but beware: take some seeds with you, 'cause Cuchullain started to crash that trees with a Buzz, when we have been there! (and just to be annoying, if they will fall, instead of disappears, it will be fantastic ) |
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Zoltan Posted Jun 5, 2008, 4:40 pm |
Yeah the spooky map is awesome. Great job Vikk
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