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Engine v.91, Scripts v.190
*sam*
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There's quite a few new things in here:

* New combat arena event type: "free for all" (no teams). Weapons are allowed after a 10-20 delay at the start (similar to deathraces). These arena combats will initially be available for custom events and professional events only.
* Pedestrians can now score points in the arena. They are calculated as having CR 40 for this purpose.
* You can now exit your vehicles in all event types. Note that characters have not been implemented ?as containers? for looting yet.
* The Laserfire specialism has been reduced in effect.
* From the top menu in the game you can now propose a new turn length (between 10 and 120 seconds) ? it is then voted on by all active players (the majority wins). This is only possible after 5 turns have elapsed, and only once every 10 turns. If a player has consistently taken much longer to take their move then everyone else, they don?t get to vote. I don?t want to give the precise details of what ?consistently much longer? means, since that could lead to attempted work-arounds by ?time griefers?
* If you are close to or are moving towards a town safety zone faster than all enemies and are closer to it than them, you cannot become demoralized. Also, if there is no non-crippled enemy vehicle within 150m then you cannot become demoralized. (Note: a demoralized enemy is not necessarily crippled, since he may still be able to fire)
* I have made some more changes to help the vehicle-stuck-on-terrain problem

Please keep a careful watch on arena scoring, since the code changed a lot -- this was necessary to enable the upcoming pedestrian arena combats (and a bit later, the insect arena combats muhahah).
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted May 12, 2008, 10:05 pm
*sam*
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I'm just figuring out where the client engine build has gone wrong and is crashing you when downloading objects. Should be sorted out soon...
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted May 12, 2008, 10:26 pm
Parduz
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YEAH! PEDS IN DESERT!!!! Bring your sunglasses, guys  B)

Sam: two questions:
1)
Quote:
Note that characters have not been implemented ?as containers? for looting yet
Do this mean that peds can't loot hand weapons, or what?

2) A "crippled" enemy means an enemy that can't move, can't fire, both, or what else?

Thanks for your work!
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vet wv

Posted May 12, 2008, 10:32 pm





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Posted Today, 10:40 pm
*sam*
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Quote:
"developer goes on Holiday and everything works fine...He comes back and game is screwed"


It's not a bit surprising really. It's hardly likely to break when I'm not modifying it.. heh.

Anyway, I'm just repatching the server, I finally tracked down the problem.

Thank you all for your patience. This was a really nasty bug.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted May 13, 2008, 12:15 am Last edited May 13, 2008, 12:16 am by *sam*
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Quote:
Do this mean that peds can't loot hand weapons, or what?


That's right. They can't yet change their equipment at all, in the wilderness.

Quote:
2) A "crippled" enemy means an enemy that can't move, can't fire, both, or what else?


Can't move.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted May 13, 2008, 12:47 am
madmax
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So dead engine and/or chars?
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vet wv

Posted May 13, 2008, 1:21 am
Jansan
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The patch I've been waiting for, looks great! Is 120 the cap though, or for larger-car amounts, could we consider upping that?
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vet

Posted May 13, 2008, 4:56 am
Seiler
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Oooh, now that we have peds in the wilds, can we get some specs for handgunner skill?
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vet deathrceL1 wv

Posted May 13, 2008, 8:01 am
*Longo*
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Sam-
If my 1 car turtles, and I exit the car, and escape as a ped, is there a 100% chance my ganger will make it back to town, or is there that chance Ill starve, get eaten by the natives, join another gang etc?
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vet combatL1 ped1 paintladder semiprocombat ped2 wv pvp4 pvp1 gwped paintball pvp3 pvp5 slay2013 marshal circuit2 combat1 e2g raceL1 gwextrav gateautumn pvp2 triangle1

Posted May 13, 2008, 8:41 am
*viKKing*
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Quote:
is there a 100% chance my ganger will make it back to town, or is there that chance Ill starve, get eaten by the natives, join another gang etc?

On "gates" maps it is always 100%. On other ones it is randomized.
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vet cont zom slay2013 marshal wv

Posted May 13, 2008, 9:22 am
Alocalypse
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Quote:
if there is no non-crippled enemy vehicle within 150m then you cannot become demoralized. (Note: a demoralized enemy is not necessarily crippled, since he may still be able to fire)


I assume this works both ways? So if you have really good gunners or are mortaring from 150m the NPCs won't surrender?
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vet deathrce1 raceL1 race1 combat1 northernsummer gateautumn elmsautumn deathrceL1 semiprocombat wv cont

Posted May 13, 2008, 9:41 am
*sam*
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Quote:
So dead engine and/or chars?


Yes.

Quote:
Is 120 the cap though, or for larger-car amounts, could we consider upping that?


My concern is that this anti-griefing device could be used for griefing, if we give a high upper limit. Imagine a scenario where a one-player squad attacks a two-player squad...

Quote:
some specs for handgunner skill?


I'm not entirely sure what you're looking for here Seiler?

Quote:
Quote:
is there a 100% chance my ganger will make it back to town, or is there that chance Ill starve, get eaten by the natives, join another gang etc?

On "gates" maps it is always 100%. On other ones it is randomized.


Vikking is correct here, although I do need to go and check the code to make sure it will actually happen that way. There are a number of potential scenarios at the end of a wilderness event that need monitoring for bugs now we have peds in the mix.

Quote:
Quote:
if there is no non-crippled enemy vehicle within 150m then you cannot become demoralized. (Note: a demoralized enemy is not necessarily crippled, since he may still be able to fire)

I assume this works both ways? So if you have really good gunners or are mortaring from 150m the NPCs won't surrender?


Yes, alo. Is 150m too short? I picked it as an approximate maximum range of weaponsfire (disregarding fluke hits, which shouldn't pose enough of a threat to make you demoralise). Should the 150m range be higher? -- 200m?
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted May 13, 2008, 12:13 pm
El Kabong
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As to Seiler's comments about hg specs, are vehicular gunnery specialisns (sniper, rapid fire...) applicable when firing hand weapons?
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vet

Posted May 13, 2008, 12:21 pm
Parduz
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*sam* said:
Should the 150m range be higher? -- 200m?

I can see no-demoralizing anymore in this condition good for when you're not taking damage (so other ppl dying and so on don't have no more influence on your morale).
"Breaking" this rule when you take direct hits will solve any problem, even if you got hit from 200mt by a very lucky shot.
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vet wv

Posted May 13, 2008, 12:28 pm
Alocalypse
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*sam* said:
Quote:
I assume this works both ways? So if you have really good gunners or are mortaring from 150m the NPCs won't surrender?


Yes, alo. Is 150m too short? I picked it as an approximate maximum range of weaponsfire (disregarding fluke hits, which shouldn't pose enough of a threat to make you demoralise). Should the 150m range be higher? -- 200m?


Yeah 200m would be pretty much safe for what I was concerned about, though I've had to mortar down stray runners at 200m+ at least a couple of times.

It should either only apply to player cars and/or cancel out if it's the only thing keeping the car from surrendering and it's being hit by weapons as Parduz suggests.


Also 1-2 possible bugs:

Event ID: S46397

I had a car with a 5% engine that couldn't get up the hill to the gateway so I dumped it and had my char run to the town and hide while I tried (and failed) to kill all the NPCs (There was 1 LR left when I ran out of ammo :( )

So I escaped all my cars (but not the ped), the event ended and it said my character made it back to town safely - which would be normal if I had abandoned/surrendered her, but since she was inside the town limits she should've auto-escaped.

Should the event end if one side has only peds left?

Also the AI went mental on the abandoned and empty car, which was a totally pointless waste of ammo and I could see a strategy exploiting that and abandoning invaluable cars as "bait" for the AI to shoot at to take less heat.
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vet deathrce1 raceL1 race1 combat1 northernsummer gateautumn elmsautumn deathrceL1 semiprocombat wv cont

Posted May 13, 2008, 12:42 pm Last edited May 13, 2008, 12:42 pm by Alocalypse
Parduz
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going to buy a couple of Racoon immediatly :D
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vet wv

Posted May 13, 2008, 1:01 pm
*sam*
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Quote:
So I escaped all my cars (but not the ped), the event ended and it said my character made it back to town safely - which would be normal if I had abandoned/surrendered her, but since she was inside the town limits she should've auto-escaped.


Thanks for that. I'll look into auto-escaping.. this is quite important since without it, you could hide a ped as a insurance against losing due to all cars being demoralised.

Quote:
Should the event end if one side has only peds left?


This is a difficult one. I can see circumstances where it should, and others where it shouldn't. Maybe a ped needs to be within say 40m of a drivable, commandeerable car, if he/she is to stop you losing??

Quote:
the AI went mental on the abandoned and empty car, which was a totally pointless waste of ammo and I could see a strategy exploiting that and abandoning invaluable cars as "bait" for the AI to shoot at to take less heat.


I'll check that thanks..
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted May 13, 2008, 1:21 pm
Seiler
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*sam* said:
Quote:
some specs for handgunner skill?


I'm not entirely sure what you're looking for here Seiler?


Specializations, ya know, sniper, rapidshot, etc, the kind of things every other skill and even leadership has, but Handgunner is glaringly devoid of?
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vet deathrceL1 wv

Posted May 13, 2008, 6:46 pm
Jansan
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Seiler said:
*sam* said:
Quote:
some specs for handgunner skill?


I'm not entirely sure what you're looking for here Seiler?


Specializations, ya know, sniper, rapidshot, etc, the kind of things every other skill and even leadership has, but Handgunner is glaringly devoid of?


Those would be great, I know that currently some of them might cross over, like Combat Psychologist is in First Aid and Leadership. Rapid Reloading is another one that is in multiple disciplines, etc.

I believe currently rapid shot from the Gunnery branch works with hand weapons, I'm guessing Sniper and Rapid Reload do too. I know you can use Rapid Shot from Gunnery spec with Large Guns as well, so the crossover is consistent (double-firing radar guided missiles!).

So some of those crossovers would be nice, at least would give us something to choose if nothing new has time to be entered.
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vet

Posted May 13, 2008, 6:56 pm
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