Digital Paint Discussion Board

Development => Bugs, Feature Requests, and Feedback => Topic started by: jitspoe on November 13, 2011, 09:02:58 PM

Title: Build 33
Post by: jitspoe on November 13, 2011, 09:02:58 PM
Engine:
build 33 (2011-11-13):
- Tweak: Better movement control on slopes (hold the jump key to bounce and slide on slopes like you used to).
- Tweak: Made landing sound quieter for short falls. 11:57 PM 3/28/2011
- Tweak: Allowed non-integer sizes for cl_hudscale (example: 2.5 instead of 2 or 3). 12:48 AM 3/29/2011
- Tweak: Removed some (likely) obsolete code that could potentially zero out player velocity. 11:36 PM 4/12/2011
- Tweak: Made cl_drawtexinfo 1 only hit solid objects.  Use cl_drawtexinfo to test clip, etc.  8:40 PM 5/5/2011
- Tweak: Improved stair smoothing.
- Bugfix/Tweak: Fixed not stepping/abrupt stops when jumping up stairs/onto objects. 
- Bugfix: Fixed not stepping in places with a low ceiling. 11:37 PM 4/12/2011
- Bugfix: Fixed application icon (in Windows). 10:36 PM 4/27/2011
- Bugfix: Fixed corrupt screenshots at 1366x768 resolution. 8:57 PM 7/20/2011
- Bugfix: Fixed bouncy/jittery screen when on elevators.
- Bugfix: Fixed multithreading crash on Linux config.
- Cvar: oldmovephysics - Disable new movement physics tweaks.
- Feature: Added minimize, maximize and resize capability in Windows. 1:54 AM 4/28/2011


Game DLL:
*** 1.922 build 178 ***
- Tweak to better support new physics (don't take falling damage if we're not falling).
- Added "teamnumber" support to trigger_multiple so triggers can be team-specific. 8:58 PM 6/13/2011
- Made .ent files load from the maps/ent directory (will fall back to maps directory if no ent is found). 11:55 PM 8/2/2011
- Disabled team switching after a match is over. 10:16 PM 8/3/2011
- Made "noname" and "newbie" names have random numbers after them even if the names have formatting. 11:02 PM 8/27/2011
- Fixed bug in siege where kills were counted toward the score after the round ended.
- Fixed bug where auto team switch would not work if a client was flooding team changes.

Windows:
Full install:
http://digitalpaint.org/files/temp/paintball2_build033_full_pretest1.exe
Update:
http://digitalpaint.org/files/temp/paintball2_build033_update_pretest1.exe

Linux:
Update:
http://digitalpaint.org/files/temp/paintball2_build033_linux_patch_pretest1.tar.gz

Specific details on the movement physics tweaks can be discussed here: http://dplogin.com/forums/index.php?topic=23745.0
Title: Re: Build 33
Post by: Foxhound on November 14, 2011, 03:22:41 AM
ok so i made this post to originaly say that in superman's pub on shaz33 it was acting funny while strafing up the main ramp to bridge. what it was doing was becoming choppy and it seemd as if i lagged all over the place. however it didnt do this while just walking. So i made a private server and tried it there the same ramp and nothing happened. i decided to make a demo of it in superman's pubi and i watched it and it seems that its just the server because there was nothing noticeable after watching the demo.. and now i cant remove this post so i am explaining it.

cheers
Title: Re: Build 33
Post by: Foxhound on November 14, 2011, 03:40:00 AM
than again i just tried it in another server and the same results happened. and when i say the game lags/glitches while speeding/strafing up the ramp in shaz_33 i mean you float off the floor 5 feet and then glitch all around. weird that it doesn't happen in a "create your own match"/ Demos wont show it either. and this wasn't happening until i obtained b33
Title: Re: Build 33
Post by: Foxhound on November 14, 2011, 03:43:17 AM
sorry for the triple post but i feel like these are three separate thoughts so it should be this way....

but "- Tweak: Better movement control on slopes (hold the jump key to bounce and slide on slopes like you used to)."

would this mean for a DJ script it would cause it to jump a lot thus the "twitching" that i have been seeing going up the ramp? would that effect the strafe jump at all? if so i vote get rid of that :P
Title: Re: Build 33
Post by: prozajik on November 14, 2011, 05:32:49 AM
Actually i have to admit that i found that skigliding pretty funny but anyway i took 2 demos on how it can destroy gameplay.

gameplay_test1 - maybe ok its pretty cool jump but i think that going through BD shouldnt be that fast, at least its not how the map was designed
gameplay_test2 - fastest capping ever

jump_bug1 - few ice to ramp bugs (idk how to describe better just watch demos when you hit ramp from ice it does something weird)
jump_bug2 - well i guess it shouldnt be that easy without new physics, but i think it shouldnt be that easy even with this new physic should it?

The main problem i see at the moment is that ice-to-ramp bug, because you lose all the speed gained on ice. Also think about that gameplay issues i pointed out in demos.

Edit:Also i remembered 1 thing thats pretty annoying. Idk if its only me, but everytime i start the game it freezes until it gets"IP:PORT vninitresponse" and sometimes it takes really long to get.

Edit2:Added another demo ramp_bug - its a little research when the bug occurs, it happens only if you dont press the jump key right before the ramp. Is it possible to fix it somehow? Sometimes it might be a problem, because if you go really fast on ice it could be hard to time the jump key right.
Title: Re: Build 33
Post by: yossarianuk on November 14, 2011, 05:59:08 AM
Cool - I'll test the Linux version when its out - hopefully the crashing issue will be fixed for me ...

Can't wait to have a version that will let me in to servers all the time (0.30 I had the 'not latest' issue) .
Title: Re: Build 33
Post by: joonas on November 14, 2011, 06:07:44 AM
ok so i made this post to originaly say that in superman's pub on shaz33 it was acting funny while strafing up the main ramp to bridge. what it was doing was becoming choppy and it seemd as if i lagged all over the place. however it didnt do this while just walking. So i made a private server and tried it there the same ramp and nothing happened. i decided to make a demo of it in superman's pubi and i watched it and it seems that its just the server because there was nothing noticeable after watching the demo.. and now i cant remove this post so i am explaining it.

cheers

If the servers you were playing on used build 33, then it would work as it should with no stuttering etc. Until the servers update themselves, you're better off using the oldmovephysics command and pub with the old physics.
Title: Re: Build 33
Post by: SuperMAn on November 14, 2011, 09:55:59 AM
Thank you for putting the option in to disable new physics changes.  I will put up a test server later tonight.  Maybe even this afternoon if I finish up my work =)


Edit: Nvm, didn't notice linux version wasn't done.  I will have a test server up soon after it is released.
Title: Re: Build 33
Post by: jitspoe on November 14, 2011, 10:52:47 AM
Like joonas said, it will be laggy/glitchy playing on servers with the old movement physics unless you set oldmovephysics to 1.

prozajik: I'll check these out when I get home.  Thanks for putting some demos together.  On the note about losing speed up ramps, you have to be holding the jump key to slide up ramps.  It'll take some getting used to.  Future maps/map fixes could be made with the slick surface on the ice ramps to make it so you don't have to hold the jump key.
Title: Re: Build 33
Post by: Beppo on November 14, 2011, 11:03:21 AM
new movement sux.
Title: Re: Build 33
Post by: prozajik on November 14, 2011, 11:40:16 AM
...On the note about losing speed up ramps, you have to be holding the jump key to slide up ramps.  It'll take some getting used to.  Future maps/map fixes could be made with the slick surface on the ice ramps to make it so you don't have to hold the jump key.
ye, after some tries i finally got used to it, so i dont think its a big deal.
Edit:Just realised that it happens also on carpathian where the ramp is covered with ice. (jump_bug1_008)
But pls check those gameplay tests on prolandr.I am sure its not only prolandr i will try to find out some more examples.

new movement sux.
Come on, it doesnt :P. Point out things you dont like so they can be fixed/upgraded, dont generalise. I think its good step forward, this game needs some new improvement and those fixes make the game faster/funnier at least in my point of view.
Title: Re: Build 33
Post by: T3RR0R15T on November 14, 2011, 11:49:41 AM
Can you please add the newest version of the serverbrowser and all changes from the cvs to the next pretest/final version?
Title: Re: Build 33
Post by: jitspoe on November 14, 2011, 12:09:21 PM
Can you please add the newest version of the serverbrowser and all changes from the cvs to the next pretest/final version?
What changed with the server browser?
Title: Re: Build 33
Post by: Beppo on November 14, 2011, 12:50:16 PM
http://www.youtube.com/watch?v=HiHQ6sxuuYQ
so much for a more realistic game ;)
Title: Re: Build 33
Post by: Chef-Killer on November 14, 2011, 12:59:04 PM
I like this build, even if it needs a little bit time to get used to the new movements :D

Btw, you forgot the 2 here:
- Tweak: Made cl_drawtexinfo 1 only hit solid objects.  Use cl_drawtexinfo 2 to test clip, etc.  8:40 PM 5/5/2011
Title: Re: Build 33
Post by: prozajik on November 14, 2011, 01:12:09 PM
http://www.youtube.com/watch?v=HiHQ6sxuuYQ
so much for a more realistic game ;)
Type oldmovephysics 1 and make jump to HBD. Is it realistic enough? Now wait for winter then find some rocks ice and snow, make snow ramp and shape rocks like its on proalndr then build a HBD in aproximately 8 metres height, now if you can slide over the ice ramp to that HBD outside your house I will believe you its realistic :D. This game is not realistic anymore. So who cares if this update makes it a bit less or a bit more realistic. Most people wont notice.
Title: Re: Build 33
Post by: Chef-Killer on November 14, 2011, 01:19:57 PM
A dj script isn't realistic too and experienced players use it :P

I guess prozajik is right with the statement that most of the people won't notice a difference.
Title: Re: Build 33
Post by: pvtjimmy on November 14, 2011, 01:30:25 PM
new movement sux.

it's good to have an opinion, even better to also explain your problems.
Title: Re: Build 33
Post by: Riddick on November 14, 2011, 02:33:29 PM
i found myself in the sky while jumping way to often. its going to be crazy trying to shoot people who know how to jump.... darn you olbaid...
Title: Re: Build 33
Post by: Gamabunta on November 14, 2011, 02:55:57 PM
I just wanted to note that decreasing ball speed was supposed to make it (shooting/weapons/game) more realistic, movement/speed was never taken into consideration (yeah, this is me still hating on lowering ball speed about 3 years ago). I will give b33 a try when it comes as official. Good job on finishing tweaks/bugs, though.
Title: Re: Build 33
Post by: T3RR0R15T on November 14, 2011, 04:33:02 PM
What changed with the server browser?

- added icons for certificated server and sv_login
- renamed tray icon text
- added website and about to the tray menu
- added versioninfo
- added serverlist mirror (will be used, if dplogin.com is down)
Title: Re: Build 33
Post by: Toxiic on November 14, 2011, 08:05:48 PM
WooT i m going to try them right away! good job.
Title: Re: Build 33
Post by: Beppo on November 15, 2011, 09:49:02 AM
ok.
the idea with the stairs is great. but why u changed the movement? and why u want to change the ballspeed? i dont want to learn so much jumps new!!
rly, i dont understand this sky gliding... the ramp movement is.. hmm i can accept it. but the idea with the sky is excrement!!! it destroys so much. the main problem is that all maps are made for the actually movement and not for the new, and i think there will be never such great maps like tatras for the new movement! i heard no one crying about the ballspeed, so why u want to change it -.-? the game is making me meddling angry at the moment. until now i liked it, but since build 33 its crap!
Title: Re: Build 33
Post by: eXitus on November 15, 2011, 10:34:23 AM
the main problem is that all maps are made for the actually movement and not for the new, and i think there will be never such great maps like tatras for the new movement!
and i think there will be never such great maps like tatras for the new movement!
great maps like tatras

teh fuq?
Btw, ballspeed was changed 3 years ago like gama said, noone here said it will be changed again (although I would appreciate it, too).
I have not tried the new physics yet but I think it might be a good step to make the game much more attractive for new players. I'll try the new build as soon as updated servers are up.
Title: Re: Build 33
Post by: prozajik on November 15, 2011, 11:21:07 AM
I'll try the new build as soon as updated servers are up.
You can already try it on your own local server (just reminding idk if you know it)
Anyway i wanted to ask about this "bug". I am not sure if its problem in game or map but i guess its in game (or at least bsp editor not map itself). I think that the height of both roofs is same but you can make blue speed a lot easier than on the other roof.
Also i agree with eXitus it actually might attract more new players because of its new flow. Why dont give it a try? I think it cant get worse :D

Edit:Another possible bug. Anyone tried ski gliding while the ski is not flat? I tried it on shz22 and it seems to me that the game has difficulties handling tilted ski.
Title: Re: Build 33
Post by: Beppo on November 15, 2011, 11:41:18 AM
ye shazam22 is rly bad :D
Title: Re: Build 33
Post by: Chef-Killer on November 15, 2011, 11:41:39 AM
Pgptrain_b4 might be a problem with the map(per) itself. The two sides of the ramp have different angles and the ramp isn't placed in the center exactly. There're lots of other problems with this map, too.

But I'm not sure if Jonny, kaese or someone else is still working on this map or if the new movements will solve the ramp problem.
Title: Re: Build 33
Post by: jitspoe on November 15, 2011, 01:43:08 PM
Edit:Another possible bug. Anyone tried ski gliding while the ski is not flat? I tried it on shz22 and it seems to me that the game has difficulties handling tilted ski.
What do you mean by difficulties?  I think I have an angle check in there so you can only sky glide on stuff that's directly up.
Title: Re: Build 33
Post by: rafalluz on November 15, 2011, 02:30:31 PM
Minimize on windows doesn't always work properly, sometimes screen isn't refreshed, game just seems to stop responding, only to recover after several alt + tabs.
Title: Re: Build 33
Post by: prozajik on November 15, 2011, 03:19:52 PM
What do you mean by difficulties?  I think I have an angle check in there so you can only sky glide on stuff that's directly up.
Well I am not sure, but it looked to me like when i hit a sky which was, lets say 30 degrees decreasing it just bumped me from sky instead of gliding along it.

Edit:
....you can only sky glide on stuff that's directly up.
Does this mean you cant sky-glide downward?
Title: Re: Build 33
Post by: T3RR0R15T on November 15, 2011, 05:13:02 PM
- Made .ent files load from the maps/ent directory (will fall back to maps directory if no ent is found). 11:55 PM 8/2/2011

Does an ent file for a map in the beta folder need to be in "pball/maps/beta/ent/" or in "pball/maps/ent/beta/"?
Title: Re: Build 33
Post by: jitspoe on November 15, 2011, 10:13:02 PM
I would expect it to be maps/beta/ent, but I don't remember offhand.  Try it and see. :)
Title: Re: Build 33
Post by: Foxhound on November 16, 2011, 03:51:50 AM
so when the servers start running build 33, will the oldmovephysics 1 still be use able?
Title: Re: Build 33
Post by: T3RR0R15T on November 16, 2011, 01:05:39 PM
I don't know it, but i think yes (with almost the same issues like 'oldmovephysics 0' on a b32 server).
Title: Re: Build 33
Post by: SuperMAn on November 17, 2011, 08:43:20 AM
so when the servers start running build 33, will the oldmovephysics 1 still be use able?

- Cvar: oldmovephysics - Disable new movement physics tweaks.


Looks like it will be a server setting.
Title: Re: Build 33
Post by: blaa on November 17, 2011, 01:06:30 PM
 I think it is very bad to have two kinds of movements at the same time. It will create more problems than it solves.
Title: Re: Build 33
Post by: Aveiro on November 17, 2011, 03:45:42 PM
next useless buggy build here?
Title: Re: Build 33
Post by: prozajik on November 17, 2011, 07:24:35 PM
Another issue i found isnt about movement. Everytime i start the game, it freezes until the game gets IP:PORT: vninitresponse. After that response i can see account logging etc., but the game stops responding untill the response which sometimes takes really long. Is it just me or is it about the game?

PS:Not sure if i didnt post about this already if so sry for repost or w/e it is :D
Title: Re: Build 33
Post by: jitspoe on November 17, 2011, 08:20:34 PM
Another issue i found isnt about movement. Everytime i start the game, it freezes until the game gets IP:PORT: vninitresponse. After that response i can see account logging etc., but the game stops responding untill the response which sometimes takes really long. Is it just me or is it about the game?

PS:Not sure if i didnt post about this already if so sry for repost or w/e it is :D
Is this issue new to build 33, or did it happen in older builds as well?  I had a similar problem with a hard drive that was really slow to respond.  You might want to check to make sure you don't have drives that are going bad.
Title: Re: Build 33
Post by: prozajik on November 18, 2011, 04:24:15 AM
It happened in b32 too. I posted it here because i thought it would be nice if it was fixed for b33 (if its an issue). So what you are saying is that this not respodning isnt common? Ok I will try to have a look at my drivers
Title: Re: Build 33
Post by: prozajik on November 18, 2011, 07:50:27 PM
So as for today i am depositing with 2 more "bugs". Not sure if they are bugs or not just have a look at it ;)

bug4 - I thought that sliding over 45 degrees was fixed?

bug5 - Should it be like that? Notice that I didn't press jump
Title: Re: Build 33
Post by: Riddick on November 25, 2011, 09:44:20 PM
whens this getting released so it will actually be on servers other then our own private servers :)
Title: Re: Build 33
Post by: Toxiic on November 26, 2011, 11:55:26 AM
yes ikr :P
Title: Re: Build 33
Post by: Ace on December 02, 2011, 01:52:24 PM
So I was toying around with bsp today seeing what kind of new jumps are possible, and this one came up that is pretty obvious but could have some pretty crazy cool effects in new maps build for this physics. Check out the attached map and pic.

Using something like this with the ceiling very low you could have people float over the tops of things and create a whole new style of routes.

Try the circle jump up top with and without the new physics, (use oldmovephysics 0/1) and see what you think.

(http://i1137.photobucket.com/albums/n517/yournightlyfix/sshot0000.jpg)
Title: Re: Build 33
Post by: prozajik on December 03, 2011, 11:44:21 AM
So I was toying around with bsp today seeing what kind of new jumps are possible, and this one came up that is pretty obvious but could have some pretty crazy cool effects in new maps build for this physics. Check out the attached map and pic.

Using something like this with the ceiling very low you could have people float over the tops of things and create a whole new style of routes.

Try the circle jump up top with and without the new physics, (use oldmovephysics 0/1) and see what you think.

(http://i1137.photobucket.com/albums/n517/yournightlyfix/sshot0000.jpg)
Wouldnt it be easier to just make the ceiling higher? :P
But i have to admit that with new physics you can make cooler jumps, for example in this map you can triple jump there ;), that wouldnt be possible with the old physics.
Title: Re: Build 33
Post by: Ace on December 04, 2011, 12:43:28 PM
Wouldnt it be easier to just make the ceiling higher? :P
But i have to admit that with new physics you can make cooler jumps, for example in this map you can triple jump there ;), that wouldnt be possible with the old physics.

Ah I meant to say triple jump to it and cj... total fail on my part haha. But my point was that maps could be much smaller (lower r_speeds, less lag) and still have some pretty cool jumps that lag out for some people right now due to high ceiling etc
Title: Re: Build 33
Post by: T3RR0R15T on December 05, 2011, 05:22:14 PM
@ jitspoe: Any updates (pretest2, linux) ?
Title: Re: Build 33
Post by: jitspoe on December 06, 2011, 12:35:28 AM
Sadly, I've had like 0 time.  We've been in hardcore crunch mode at work.  It's after 12am now.  I just got home.

Pretest2 will likely just include the new gamex86 and serverbrowser.  I'd like to avoid changing the exe if possible.  I don't have time to test the changes in the CVS, so they'll get put in the next build.  I'll probably add a separate skyglide setting in the next build as well.  It seems there's only 1 or 2 maps this affects negatively.  Worst case, they can be rebuilt with clip brushes blocking the sky.

I haven't even tried to compile the Linux build yet.  Hopefully there aren't a bunch of headaches in store.
Title: Re: Build 33
Post by: yossarianuk on December 06, 2011, 02:03:11 PM
Feel free to msg me if you have linux issues (i remember you had some sort of 32 lib issue previously...)

I'm just looking forward to having a later version than 0.30 ...

Btw : What is the policy regarding some servers sometimes not letting you into a server because you have an old version ?

It seems slightly random, sometimes I'll get the msg about not having latest version a couple of times, then i'm allowed in. Other times it will try for seemingly ever and never let me in...

(I'm using Linux build 0.30 as 0.31+ crashes for me (hopefully fixed in 0.33.)
Title: Re: Build 33
Post by: shockwave on December 06, 2011, 06:05:21 PM
horrible, im quitting if this comes out
Title: Re: Build 33
Post by: shockwave on December 06, 2011, 06:05:48 PM
it's like adding a boost for noobs who can't get air, like adding 2 extra back wheels on a bike to keep balance.
Title: Re: Build 33
Post by: coLa on December 06, 2011, 07:20:30 PM
So this update is right up your alley.
Title: Re: Build 33
Post by: Foxhound on December 06, 2011, 08:40:43 PM
this is where my old question comes in... oldmovephysics 1. Will it be able to be used when the servers are updated? that way on maps where the jumps need to be precise, we can still make them and not fly and hit the invisible ceiling.

I kinda was given two answers, one: it will be server side (of course) but what about servers that leave it on, will we be able to override it with the command?

two: it will be usable like how it was for b22.

the worry then is having different players having two different movement physics at the same time. i don't think its possible?

so i hate to say it... either 1) the maps will need to be reconstructed

2) new maps need to be made, and new maps aren't being made as much as they were before so i doubt someone will be up to the task of making enough maps for a rotation.

Or  3) these new physics should be tweaked or not employed at all.

of course if i was a newcomer to this game, and didn't know anything was different it wouldn't be a problem. so i guess people will just have to deal. But like shock, i don't think many people will be willing to do so.

Edit: People had problems when the ball speed changed, so we just aimed a little higher. this change however is drastic, it will change the way we play all together.
Title: Re: Build 33
Post by: cusoman on December 06, 2011, 11:48:54 PM
Good example of new physics having a noticeable effect.

Insane speed boost on 2fort5. Easy to reproduce. Demo attached.

zzz.....hibernation...zzzz
Title: Re: Build 33
Post by: Foxhound on December 07, 2011, 12:05:20 AM
I kind of like this one but it deffinitley is something you couldn't do before.
Title: Re: Build 33
Post by: Ace on December 07, 2011, 02:38:21 AM
I think the amount of change this will have is more minimal than people are trying to put on, myself included. The amount of times that something drastic changes is really pretty small. All the cases that have been brought up are usually pretty particular to maps and really don't change the overall that much.

The problem I have is why this was needed. The game was good as it was, and really didn't need any new changes. meh
Title: Re: Build 33
Post by: Foxhound on December 07, 2011, 03:41:58 AM
its more or less speeding up and over ramps. you gain so much more height and speed. i find myself hitting my head on the maps.
Title: Re: Build 33
Post by: MarawaNa on December 07, 2011, 10:17:57 AM
Yeah, and if Foxhound gets to much air, imagine what actual good players would get?
Title: Re: Build 33
Post by: joonas on December 07, 2011, 12:33:22 PM
I think that it would be better if the players would always skip down on slopes (except on icy slopes). Going underground in propaint1 is annoying now because when you hit the slope before the ice, you'll lose all your speed, and jumping there just doesn't feel right.

Another potential way to fix it would be by adjusting the friction so that you deaccelerate less when going downhill, but I don't know what kind of an effect this would have on the game. edit: You'd also have to make turning on slopes harder so that people aren't able to slingshot everywhere from them, if you were to lower the friction I mean. edit2: ..I guess it would be very troublesome and self defeating to make it work through this method.
Title: Re: Build 33
Post by: Foxhound on December 07, 2011, 03:21:28 PM
Yeah, and if Foxhound gets to much air, imagine what actual good players would get?

right on!
Title: Re: Build 33
Post by: Olbaid on December 07, 2011, 10:01:03 PM
Seems pretty dumb.
Title: Re: Build 33
Post by: Mayhem on December 07, 2011, 10:09:25 PM
Seems pretty dumb.

As you can all see by the demos posted... This update will ruin the ability to play a majority of maps, if not completely destroy the matching scene entirely.

This update should not be implemented, if possible I would like to request a feature vote to NOT implement this.

I see a large number of older players in the active match scene leaving if this goes through, most likely including myself.

- Build 33, digging a grave for DP.
Title: Re: Build 33
Post by: joonas on December 07, 2011, 10:55:55 PM
Seems pretty dumb.

On the second demo, you should jump right before the ramp and then hold down on the jump key if you want to jump normally.

Edit: Have you guys noticed that you can jump into almost any direction from a ramp? It's fun :o
Title: Re: Build 33
Post by: Foxhound on December 07, 2011, 11:36:43 PM
also joonas another problem with that jump (even if he did do it correctly) is that even without hitting the side of the ramp, your head hits hbd so you cant even speed to 2
Title: Re: Build 33
Post by: Rocky on December 08, 2011, 03:25:58 AM
yeah go ahead ruin the game more !! first ruin sounds now ruin the jumpin what next ?
Title: Re: Build 33
Post by: Rocky on December 08, 2011, 03:30:40 AM
wont be playin if this excrement goes through
Title: Re: Build 33
Post by: joonas on December 08, 2011, 10:18:45 AM
also joonas another problem with that jump (even if he did do it correctly) is that even without hitting the side of the ramp, your head hits hbd so you cant even speed to 2

I'm not sure what you mean by hbd or 2, but you won't hit the ceiling or anything as long as you don't jump from the ramp itself. You can't glide on ramps with the doublejump script though, so you'll have to get rid of it if you want to try it out.
Title: Re: Build 33
Post by: Foxhound on December 08, 2011, 11:23:45 AM
I'm not sure what you mean by hbd or 2, but you won't hit the ceiling or anything as long as you don't jump from the ramp itself. You can't glide on ramps with the doublejump script though, so you'll have to get rid of it if you want to try it out.

if you can't glide up ramps than it's impossible to do speed in the first place ^^ and yes you can with a double jump you just have to time it better and have it jump once before the ramp, but that's besides the point. my point is that the extra speed gained from the ramp is now propelling you higher causing you to hit your head on the wall by the gap, and the high back door area in pp1.

i made a demo to show you :)
Title: Re: Build 33
Post by: Tyrone(MyeRs) on December 08, 2011, 12:45:24 PM
Propaint1:

Speedjump to cat (or above cat "banner") is ridiculously easy, going to be a capfest. You get so much air out of window.

Ice - to hbd seems pretty similar to before, it's just awkward to do.

Ice - to 2 - I couldn't get even once. When I hit the ramp I'd get air instead of speed... and go up and hit my head.... without ice to ladder2(Flag ladder) on PP1 (as Foxhound mentioned) - didn't watch Olbaid's demo, just went and tried some jumps on pp1 with the new physics. You get way to much air, and PP1 will be unplayable.

Prolandr:

Going out BD (left of flag 1) - speed through window - then over waterfall and just float on that sky and get to 1 or 2 ---- That wont help gameplay having people flying on sky. That map would have to be reworked in order to stay playable.

Pforest:

Of random things you get a lot of air - and going out hill/hump to wet, doing the speedjump you can 'glide' along the ceiling into dry - seems dumb to glide that long.

Those are the only maps I've looked at so far - I'll probs look at more later. Basically you get too much speed off nothing, DJ's are ridiculously easy, and sky gliding ruins most maps. Can't mappers just make their maps properly so you never hit a sky  --- or is it possible for the sky to be like... "bigger"? so you can actually go into it kind of, I don't really know how to explain it, but basically so it never impedes your speed, but doesn't let you glide off it either - if anyone understands that and wants to explain it better, please do.
Title: Re: Build 33
Post by: Ace on December 08, 2011, 03:25:29 PM
Seems pretty dumb.

-All the jumps are still very from the ice jump, if anything they are harder now so less people will be able to do them.
-The main speed jump was doable before the update anyways, it's just easier now
Title: Re: Build 33
Post by: SuperMAn on December 08, 2011, 03:48:12 PM
Should not be making changes to the game engine to compensate poorly made maps.  

Quote
- or is it possible for the sky to be like... "bigger"? so you can actually go into it kind of, I don't really know how to explain it, but basically so it never impedes your speed, but doesn't let you glide off it either - if anyone understands that and wants to explain it better, please do.

I might be wrong here.. but all mappers would have to do is add a few feet to the top of their walls and give it the same texture as the sky.  
This would give the sky some depth, instead of just being a thin ceiling with a texture.

This > skygliding.


My opinion is that this update should just be scrapped.

Title: Re: Build 33
Post by: Olbaid on December 08, 2011, 08:11:10 PM
-All the jumps are still very from the ice jump, if anything they are harder now so less people will be able to do them.
-The main speed jump was doable before the update anyways, it's just easier now

Never said they were not possible, but you should not have to hold jump while strafing on the ice, or need to jump before the ramp and hold it down.

I'm pretty sure you could never speed to that ledge before, but ok SpookJr.

If I'm understanding this correctly, this was implemented to benefit newbies.  What I don't get is how a new person is supposed to know that he/she needs to hold down +moveup while on any ramp.  

In conclusion

Seems pretty dumb.
Title: Re: Build 33
Post by: Ace on December 08, 2011, 08:37:37 PM
Never said they were not possible, but you should not have to hold jump while strafing on the ice, or need to jump before the ramp and hold it down.

True Story, it makes it harder, but for no good reason other than having to press more buttons.
Title: Re: Build 33
Post by: joonas on December 10, 2011, 02:04:19 AM
Tweaks that I think I'd like to see (4th one isn't as important):

1. Re-implement skipping down on nonslippery slopes
2. Make doublejumping from stairs possible
3. Make doublejumping from ramps impossible
4. Lower the height of waterjumps by almost half
5. Drop sounds and effects should only take diagonal speed into account

Other stuff I've noticed or thought of:

- Going outside the map while in observer mode looks buggy. I think that the outside of the map isn't being rendered with the sky texture anymore, which is how it worked several builds ago, if I remember correctly.
- The volume of the falling down sounds should scale according to how fast you're falling. The idea here is to make low drops not sound as dramatic. Just so it's clear, I'm against increasing the volume from what it is right now, it should be the highest volume.
- Make people who are inside of each other die if they're shot, and if the paintball hits both of them at the same time, both of them should die.
- Teleporting into another player shouldn't be any different from spawning into another player. With the way it works now, teleporting makes you get stuck.
Title: Re: Build 33
Post by: yossarianuk on December 20, 2011, 02:32:20 PM
any news on the linux client ?
Title: Re: Build 33
Post by: T3RR0R15T on December 20, 2011, 02:42:42 PM
No. Maybe jitspoe want to make an xmas release and waits for it or he is looking at the cvs changes for build 34 first or he forgot this thread / has no time.
Title: Re: Build 33
Post by: jitspoe on December 23, 2011, 01:03:14 AM
has no time.
This.  Been crunching at work for a while (staying past midnight some nights).

Should not be making changes to the game engine to compensate poorly made maps.
What about keeping old bugs that are detrimental to potential future map designs purely to compensate poorly made maps?

Quote
I might be wrong here.. but all mappers would have to do is add a few feet to the top of their walls and give it the same texture as the sky. 
This would give the sky some depth, instead of just being a thin ceiling with a texture.

This > skygliding.
Better, sure, but you'd still be able to reach all of the areas you could with sky gliding, which seems to be the biggest complaint (new shortcuts).  You'd be gaining a bunch of height, too, which would make you an even harder target.  Also, who is going to update the maps, and who is going to get the server admins to replace them?

any news on the linux client ?
Probably won't happen 'til the new year.  Sorry. :(

Seems pretty dumb.
What's "sad" about being able to reach a point you would have been able to if you didn't hit your head on an invisible ceiling?

my point is that the extra speed gained from the ramp is now propelling you higher causing you to hit your head on the wall by the gap, and the high back door area in pp1.

i made a demo to show you :)
Are you clipping the steeper part of the ramp or something?  I'm not seeing this issue (demo attached).  If you're holding the jump key down, the physics should behave exactly like the old physics on slopes, so you're not going to get extra speed gained on ramps (though you will from the jump).

What I don't get is how a new person is supposed to know that he/she needs to hold down +moveup while on any ramp. 
How are they supposed to know that turning at just the right angular velocity proportional to their current transitional velocity is going to make them accelerate while in the air?  With all of the weird nuances in the movement physics, holding jump to skip and slide up hills seems intuitive.  Having an intro tutorial map for first time players would certainly help.

Ice - to 2 - I couldn't get even once.
I actually find the high BD ramp easier when jumping (demo attached).

yeah go ahead ruin the game more !! first ruin sounds now ruin the jumpin what next ?
If you have specific feedback about the sounds, post it here so I can improve them:
http://dplogin.com/forums/index.php?topic=16120.0
Saying they're "ruined" is just useless complaining and doesn't help anything.

Have you tried playing with the physics tweaks?  A lot of bugs/inconsistencies are fixed.  If you have specific issues, post a demo.

it's like adding a boost for noobs who can't get air, like adding 2 extra back wheels on a bike to keep balance.
More like tightening the nuts and bolts so the bike doesn't fall apart when you hit certain speeds/slopes.  I haven't added any boosts.  I've just tried to make the behavior more consistent.  As a result, you can more consistently double/triple+ jump, but the jumps themselves don't go any faster.

I think that it would be better if the players would always skip down on slopes (except on icy slopes).
I disagree.  The slope skipping pretty much makes it impossible to have a map with realistic terrain where you need specifically timed jumps.

its more or less speeding up and over ramps. you gain so much more height and speed. i find myself hitting my head on the maps.
Could you post a demo of where you're gaining more speed on ramps?

I kind of like this one but it deffinitley is something you couldn't do before.
Water double jump... interesting.  Does it happen in all maps, or just where the water meets up flat with the edge?  I might have to do something to disable jumping while you're water jumping.

Good example of new physics having a noticeable effect.

Insane speed boost on 2fort5. Easy to reproduce. Demo attached.

zzz.....hibernation...zzzz
Interesting find.  That looks like a legitimate bug.  Seems you're boosting off of the angled ceiling for some reason.  Does this happen on any other maps?  Looks like you need a specific combination of slope angle and ceiling height.
Title: Re: Build 33
Post by: Ace on December 23, 2011, 02:10:32 PM
Good example of new physics having a noticeable effect.

Insane speed boost on 2fort5. Easy to reproduce. Demo attached.

zzz.....hibernation...zzzz

-I've noticed that speed boost on a few maps with that kind of set up.
-The other similar problem I have seen is if it has that sort of ceiling, and then has a gap on one side that goes up, you sort of "catch" on the lower ceiling and it makes it hard to move up the new ramp. I'll try to get a demo when I find the map.
Title: Re: Build 33
Post by: joonas on December 23, 2011, 09:53:12 PM
I might have to do something to disable jumping while you're water jumping.

Some jump maps are designed to have waterjumps.
Title: Re: Build 33
Post by: Foxhound on December 24, 2011, 11:38:01 AM
@jitspoe,

didn’t feel like cutting off the ends of that long ass post so I just copied and pasted this


Quote from: cusoman on December 06, 2011, 10:48:54 PM
Good example of new physics having a noticeable effect.

Insane speed boost on 2fort5. Easy to reproduce. Demo attached.

zzz.....hibernation...zzzz
Interesting find.  That looks like a legitimate bug.  Seems you're boosting off of the angled ceiling for some reason.  Does this happen on any other maps?  Looks like you need a specific combination of slope angle and ceiling height.

MY GUESS is it’s not the ceiling you’re boosting from; it’s the ceiling that is keeping your feet touching the ramp thus giving you the big speed increase like we said  it’s the same with all ramps. The ramps that I can think of off the top of my head areeee, like olbaid demoed, the window jump in pp1 where he flew across the map after gain speed and height and landed on the strip, ill admit, I barely make the cat sometimes but I easily reproduced what he did with new physics. The ice jump in pp1 (even while holding down the space bar, which isn’t the problem) you gain speed and height (again height is the key word) and hit your head on the high back door wooden wall by gap (which I demoed). And yes the water jump happens on all maps, demo enclosed.
Title: Re: Build 33
Post by: Foxhound on December 24, 2011, 11:59:13 AM
sorry for double post (I noticed I started a new page, make sure u read the post before this one)

@jitspoe, i retried the ice jump. and i found that me and others were missing it because we jump before the ramp, we do this because that's what we are used to, so jumping before the ramp creates our super height because we kind of bounce off the ramp in a way.... make sense? i tried holding the space bar when i first entered the ice and continued to hold it the whole time i was strafing across the ice, and sure enough when i hit the ramp i completed the speed. HOWEVER! for the speed on the cat walk and hitting the banner, this will always happen because we can't hold the space bar down after jumping to the window, because we don't make it all the way to the ramp part, we land on the flatness before the ramp forcing us to have to jump a second time.

It seems that not all jumps can be fixed just by holding the space bar down sooner. Is there a way to implement everything you changed, but remove the part where you have to hold down the space bar? That seems to be the issue.

And think about the countless number of jumps that require you to jump to them instead of gliding on ice off a ramp. you HAVE to press your space bar in before you hit the jump which is causing extra height.

Again I say that you should look into fixing the holding space bar or get rid of it. other than that and the water jumping I see no flaws.
Title: Re: Build 33
Post by: PGPSandman on December 24, 2011, 05:04:35 PM
So the 33 build takes away some of the ridiculous jumps and slides and whatnots?? Hell then im all for it keep it up!
Title: Re: Build 33
Post by: Foxhound on December 25, 2011, 12:05:05 AM
So the 33 build takes away some of the ridiculous jumps and slides and whatnots?? Hell then im all for it keep it up!


sarcasm?

it actually makes more ridiculous jumps...
Title: Re: Build 33
Post by: PGPSandman on December 25, 2011, 05:09:23 PM
ugh MORE... that sux. Want a great game lots of new people will play. Get rid of the superjumps and "tricks" you have to learn in order to survive a game as a newbie. Make it realistic, don't say realism does not work in video games. Saints Row and the GTA series use realistic world settings and sell billions of copies. New players leave when some "pro" can tag them out within 3 seconds of game start on a map that will take the newbie 45 seconds to cross. Speedjumps, superjumps, running faster mods make for less attraction to gameplay.
Title: Re: Build 33
Post by: UnRateD on December 25, 2011, 05:18:32 PM
ugh MORE... that sux. Want a great game lots of new people will play. Get rid of the superjumps and "tricks" you have to learn in order to survive a game as a newbie. Make it realistic, don't say realism does not work in video games. Saints Row and the GTA series use realistic world settings and sell billions of copies. New players leave when some "pro" can tag them out within 3 seconds of game start on a map that will take the newbie 45 seconds to cross. Speedjumps, superjumps, running faster mods make for less attraction to gameplay.

lol, GTA and Saints Row dont sell billions of copies because they are realistic (which i dont agree with, they are definitely not realistic..in most ways), they sell billions due to the brand name, advertising scale, fact that they are able to sell millions (not billions mate) of copies to game and electronics stores.

and how the hell would less speed jumps make newbies faster? if anything, after 5 mins of playing theyd be able to use some of the speedjumps and cross maps faster.

(p.s. i dont like b33 due to the issues raised by fox)
Title: Re: Build 33
Post by: Tyrone(MyeRs) on December 25, 2011, 08:33:38 PM
GTA is 100% realistic, nigguh live a day in my shoes n u gun understnd. y u think im so gud at that game? I kno how to sruvive nigguh. dem days i wanna go to dat skewl ish, i juz take out my 9mm, say nigguh GTFO, and unload on that nigguh. white boiis dont dare come in here.

But now to the actual game part - PGPSandman, shutup. A new build isn't going to COMPLETELY make a new game. This game is surviving off people who have stayed around for 4-5+ years, not newbs. Making the physics 'realistic' will lose EVERY talented player. Than, sure you lose the supposedly 'attitude problem' - that is far more evident in other games, DP's attitude is hardly bad compared to most games. But, you "hope" new players come - while you guarantee old players leave. Horrible logic.

People play DP for the physics, people stay to learn. You want it so that a player who played 1 week can compete with a player who played years? That's silly. You never go to a game a dominate. Most people coming to DP2 are likely coming from other quake games, and enjoy the jumping - they just aren't experienced at it.

Don't forget, DP is being run by a single person, it's non-profit, you can't compare this to paid games fool. New players have their own servers, you'll never see a "pro" on OTB Speed, or Syncmasters Cable - they have their places to learn. Speed makes it MORE attractive. Speedball type games will become boring, FAST. If you want a slow movement shooting game, go play EVERY other game online. DP2 gives a unique gameplay, which is why it's still alive. There are PLENTY of adjustments that need to be made, but I'm sure most of the community can agree that changing the physics is not one of them (even though b33 messes dem physics up yo).

I say go toony. The physics are unrealistic, the textures will never be as nice as CS:S type games, the models magically bounce without bending their legs, why not go to toony? The textures are super easy to make, and you could really start with the old models as the base of the toony player models. I'm sure a toony looking website - game , would be more attractive. And the jumping and speed would be more expected.
Title: Re: Build 33
Post by: Rick on December 26, 2011, 07:09:52 PM
Give me all the map files that need the sky raised and I'll do it. .map files that is. I'd rather do that then let the sky gliding be a default setting. Couldn't you have just made it that when the sky texture is used horizontally that it is actually sky? Like, so instead of it being like a wall, you can just go through the sky? Not sure if that made sense, I'm on a phone.
Title: Re: Build 33
Post by: Gamabunta on December 26, 2011, 07:25:10 PM
I'm on a phone.

I'm on a horse.
Title: Re: Build 33
Post by: Rick on December 26, 2011, 07:38:47 PM
I'm on a horse.
I don't have whatever character you used after 'on' on my phone, d00d.
Title: Re: Build 33
Post by: Foxhound on December 26, 2011, 08:28:31 PM
don't say realism does not work in video games. Saints Row and the GTA series use realistic world settings and sell billions of copies.

Saints row the third was the most rediculous game ive played all year...... driving around with a tiger in your car etc... man you're whack. This game is appealing tot hose who play quake, which are far and few in between. The jumps are the best part about this game. there are many higher wuality paintball games that are realistic. go play those.
Title: Re: Build 33
Post by: UnRateD on December 26, 2011, 08:41:26 PM
Saints row the third was the most rediculous game ive played all year...... driving around with a tiger in your car etc... man you're whack. This game is appealing tot hose who play quake, which are far and few in between. The jumps are the best part about this game. there are many higher wuality paintball games that are realistic. go play those.

Yo it's all about dat high wuality.

How the hell can you want the game to be realistic sandman. It defeats the point of the game..
And holding jump is a nuisance in b33.
Title: Re: Build 33
Post by: Tyrone(MyeRs) on December 26, 2011, 08:53:56 PM
Yo it's all about dat high wuality.

How the hell can you want the game to be realistic sandman. It defeats the point of the game..
And holding jump is a nuisance in b33.

nigguh y u fckin makin fun of my boii's language? lyke sheet. are u a fckin english teacher or someshet? dumb fckin somalians cant pass school so they cum up in mah town n try to be the shet.

hey, don't say it defeats the point of the game. Why are the textures made to be realistic, while everything else isn't. nigguh obvz part of the game is tryna be realistic u dumb filthy somalian take a shower.

pce
Title: Re: Build 33
Post by: UnRateD on December 26, 2011, 09:07:05 PM
nigguh y u fckin makin fun of my boii's language? lyke sheet. are u a fckin english teacher or someshet? dumb fckin somalians cant pass school so they cum up in mah town n try to be the shet.

hey, don't say it defeats the point of the game. Why are the textures made to be realistic, while everything else isn't. nigguh obvz part of the game is tryna be realistic u dumb filthy somalian take a shower.

pce

I'm training to be an English teacher actually.
I'm not Somalian, I'm Nigerian...
And realistic gameplay is stupid when the games not meant to be realistic.. Stop using your Christmas stash before you post. Your brother was better at dp2 Richie. ;D
Title: Re: Build 33
Post by: jitspoe on December 26, 2011, 09:56:46 PM
Since I can't work on much now (laptop without most of my dev tools), I made a simple map with some steps and ramps and such.  Try running through it with an older build and with the new.
Title: Re: Build 33
Post by: Olbaid on December 28, 2011, 02:35:21 AM
No.
Title: Re: Build 33
Post by: jitspoe on December 28, 2011, 05:21:38 PM
12 downloads and 2 days later, nobody has any feedback?  Just run through with the new and old physics, try to grab all of the flags, and tell me which one you prefer (and why).
Title: Re: Build 33
Post by: ic3y on December 28, 2011, 05:47:59 PM
12 downloads and 2 days later, nobody has any feedback?  Just run through with the new and old physics, try to grab all of the flags, and tell me which one you prefer (and why).

+ ramp stop

- stair gliding
- double jump bug
- sky gliding

Title: Re: Build 33
Post by: T3RR0R15T on December 28, 2011, 05:56:00 PM
I tested the old physics only on my netbook, but the movement is not the best with this litte mouse and keyboard.

Some things i noticed:
- you get stuck and lose a lot of speed sometimes, if you run-jump at the beginning with old physics. It's gone with the new physics.
- sometimes you'll make a double jump on the first stairs with new physics (was never with the old physics).
- the ability to stop/walk on ramps instead of slide on it with all the speed is very helpful.
- the small corridor at the end is much smoother with the new physics.

So i prefer the new physics.
Title: Re: Build 33
Post by: Ace on December 28, 2011, 06:45:08 PM
For this map I would prefer the new physics, but the problem I see is that it is pretty rare that you are put into any of these situations when actually playing a map.

The best of the new physics:
-Being able to stop/jump easily on ramps is highly helpful
-The small corridor was smooth compared to the old physics

The worst of the new physics:
-The double jump at the end seemed odd at the end for me... and I make double jumps 99.9% of the time
-Stairs were odd feeling
-stopping instantly made me fall off some of the ramps when I landed because I am used to pressing back when I land... this is just something to get used to I guess
Title: Re: Build 33
Post by: Morphin on December 28, 2011, 06:49:09 PM
This map is really annoying with the old physics.
While doing it with new physics i noticed that i doublejump sometimes on that stair.
Ramp stop was very useful and the doublejump at the end was a bit easier, because u get much more air.
Title: Re: Build 33
Post by: Foxhound on December 28, 2011, 09:19:31 PM
because u get much more air.

enough said...
Title: Re: Build 33
Post by: jitspoe on December 28, 2011, 11:27:27 PM
For this map I would prefer the new physics, but the problem I see is that it is pretty rare that you are put into any of these situations when actually playing a map.

The best of the new physics:
-Being able to stop/jump easily on ramps is highly helpful
-The small corridor was smooth compared to the old physics

The worst of the new physics:
-The double jump at the end seemed odd at the end for me... and I make double jumps 99.9% of the time
-Stairs were odd feeling
-stopping instantly made me fall off some of the ramps when I landed because I am used to pressing back when I land... this is just something to get used to I guess
The situations where you literally fall to your death if you lose control on a ramp may be rare, but there are lots of times when this can eliminate you.  If you see somebody shooting a stream of paint at the end of a slope, and you can't stop, for example, that can be a very frustrating way to die.  Bumps in the ground and stairs stopping you can be a pretty common occurrence as well, be they do to details or just bugs in the maps (ex: bridge on shazam22).

I'm curious what you found odd about the stairs.  They should behave the same aside from the random stops, though the smoothing is a bit different.  Do they still feel odd if you turn the old physics on while on the new build?

I can certainly understand changes being frustrating due to old reflexes, but we need to make sure we focus on making things better, not just sticking to what we're used to because we're used to it.

You found the double jump at the end easier with the old physics, or you just found it odd in general?  It's like the high backdoor jump out of the base in propaint1 (just with a box instead of a barrel).  You can try that with new and old physics for comparison.

and the doublejump at the end was a bit easier, because u get much more air.
I don't think you get extra height on the ramp jump before it.  You're just able to get a more consistent step jump on the crate.


I've attached another map that certainly has a rare structure, but it demonstrates the smoother movement of the new physics and how they could be used in future maps.
Title: Re: Build 33
Post by: Ace on December 29, 2011, 03:06:37 AM
I've attached another map that certainly has a rare structure, but it demonstrates the smoother movement of the new physics and how they could be used in future maps.

This type of ramp is a really big plus. The height of maps could be increased dramatically without the risk of the ramps shooting in odd directions like they do now.
Title: Re: Build 33
Post by: Gamabunta on December 29, 2011, 07:47:59 AM
If you see somebody shooting a stream of paint at the end of a slope, and you can't stop, for example, that can be a very frustrating way to die.

any newbie can just walk across a line from autococker or carbine.

Don't you have better playing strategies than lining newbies, anyway?

I had to post these quotes here. Either admit that you can walk across a stream of paint (because balls are slow compared to player's speed) and that lining is a common thing to do, or stick to the example of dying when going into a stream of paint without a chance to stop (thus, kind of denying the previous).

Please just understand a great deal of players out there: these changes aren't very appealing to experienced players, while newbies won't see any difference because they can't jump anyway (because simply they do not know how, without any tutorial). And although these changes may be needed and may have a positive outcome in the distant future, I don't think they will help any time soon (as long as we still use maps where the old physics is better than the new one and have players that don't want to learn anew).
Title: Re: Build 33
Post by: Foxhound on December 29, 2011, 12:17:52 PM
Another problem i found (based on my knew found logic from pp1)  you can DJ ramps... flat ramps.. to gain more height. it like takes into account the angle of the ramp and has you bounce off it getting more height, which is why we couldnt get the ice jump to work on pp1 and is why i could do this on renoir....
I don't know if this is a good thing or a bad thing yet... all i know is its DIFFEREN'T AHHHHHHH


EDIT: alrighty Jits next question partaining to your ramp map.. why can i just use the ramp without pressing spacebar now? and why is it when i do press spacebar.. i stutter down the ramp as if the physics were old? MAKES NO SENSE. if we have to press spacebar down to glide up a flat 45 degree angle ramp what makes your ramp so special? is it because its blue?
Title: Re: Build 33
Post by: jitspoe on December 29, 2011, 05:59:05 PM
I had to post these quotes here. Either admit that you can walk across a stream of paint (because balls are slow compared to player's speed) and that lining is a common thing to do, or stick to the example of dying when going into a stream of paint without a chance to stop (thus, kind of denying the previous).

Please just understand a great deal of players out there: these changes aren't very appealing to experienced players, while newbies won't see any difference because they can't jump anyway (because simply they do not know how, without any tutorial). And although these changes may be needed and may have a positive outcome in the distant future, I don't think they will help any time soon (as long as we still use maps where the old physics is better than the new one and have players that don't want to learn anew).
Just because it's possible to cut through lines doesn't mean it's a guaranteed thing.  It's more like a 50/50 shot.  Probably a lot lower if you're actually trying to stop just end up slowing down right in the middle of it.

Newbies who can't jump are probably going to see the biggest difference.  A new player is most likely going to end up on a 24/7 ub_cliff server before long.  He'll spawn on that hill by the flag and his very first steps will be skipping down the hill in a janky way with the old physics.  Maybe he gets shot at and goes to jump or move out of the way, but OOP! Feet aren't touching the ground, so he just dies.  Later he tries to jump up to the high path.  Ho jumps onto the ramp and tries to jump again, but nothing happens.  He was moving too quickly up the ramp, so it started ramp sliding and he couldn't jump.  How would he know that he needs to slow down to avoid the sliding or speed up so he has enough velocity to get up without jumping?

With the new physics, these issues are fixed.  The movement feels much smoother on hills.  You have more control.  New players can consistently jump up to the high path without having any special knowledge of the physics.  Etc.

What, specifically, do you find unappealing about these changes?

Another problem i found (based on my knew found logic from pp1)  you can DJ ramps... flat ramps.. to gain more height. it like takes into account the angle of the ramp and has you bounce off it getting more height, which is why we couldnt get the ice jump to work on pp1 and is why i could do this on renoir....
I don't know if this is a good thing or a bad thing yet... all i know is its DIFFEREN'T AHHHHHHH


EDIT: alrighty Jits next question partaining to your ramp map.. why can i just use the ramp without pressing spacebar now? and why is it when i do press spacebar.. i stutter down the ramp as if the physics were old? MAKES NO SENSE. if we have to press spacebar down to glide up a flat 45 degree angle ramp what makes your ramp so special? is it because its blue?
Hm, this is interesting.  I guess it makes sense, though.  Since you can jump on ramps, now, there's nothing stopping you from double jumping (mspaint diagram attached).  In this particular case, it doesn't change gameplay, as it's just as easy to get to that top box with the old physics.  It's worth keeping an eye out for.  Thanks for the find.

As for the ramps, jumping isn't required for moving up ramps.  It just enables the old-style air-sliding.  With the old physics, if you're moving past a certain velocity on a ramp, the physics treat you as if you're in the air (which is why you can't stop or turn -- only accelerate slowly).  The same thing is true for going down ramps; holding the jump button uses the old physics.  I, personally, hate the ramp skipping, but some people wanted this.
Title: Re: Build 33
Post by: Foxhound on December 29, 2011, 06:59:05 PM
As for the ramps, jumping isn't required for moving up ramps.  It just enables the old-style air-sliding.  With the old physics, if you're moving past a certain velocity on a ramp, the physics treat you as if you're in the air (which is why you can't stop or turn -- only accelerate slowly).  The same thing is true for going down ramps; holding the jump button uses the old physics.  I, personally, hate the ramp skipping, but some people wanted this.

is there a way to make it so the space bar doesn't have to be pressed down for this to happen. Enable that to happen and i garuntee most if not all the complaints will go away. for experienced players THIS is what no one likes. i can live with the dj on ramps and such but its the pressing down the spacebar which will really screw up old maps and also take a lot more time to get used to which everyone is saying they wont do.
Title: Re: Build 33
Post by: Justinph5 on December 29, 2011, 07:53:50 PM
First one to make the new cat banner jump!   LOL   I'm sure there's gonna be a lot of places people are gonna get stuck on maps now.

(http://i54.tinypic.com/2554a45.jpg)
Title: Re: Build 33
Post by: Foxhound on December 29, 2011, 08:38:01 PM
your wall textures piss me off.

baid has a demo of him doing that jump way before you posted this. Not to mention it's not that hard.
Title: Re: Build 33
Post by: Ace on December 29, 2011, 09:39:53 PM
baid has a demo of him doing that jump way before you posted this. Not to mention it's not that hard.

True story, i've done it too. Boo to you senor.
Title: Re: Build 33
Post by: jitspoe on December 30, 2011, 01:16:04 AM
yossarianuk: I made a linux version for you (link added to first post) while we try to figure out what to do with the physics.



Here's what I'm thinking for the next build:

- Skygliding.  Seems this is problematic due to ice jumps.  I've separated it into its own setting that allows you to cap the upward velocity and defaulted it to 200.  This lets you do things like double jump across ub_cliff, but you only sky glide for a couple feet, so it should have a negligible impact on ice jumps... or you can just set it to 0.  Whatever.

- Water jumps.  I'll probably just have to disable double jumping within a certain time period of water jumping so you don't get the uber boost.

- Holding jump on ramps.  This one is a bit of a challenge.  I think I can make it so that if you're trying to move in the general direction of the slope at a high velocity, it will do the air ramp sliding, but if you try to stop or move backward, it will return to ground physics.  I'll see what I can come up with.

- Higher ramp jumps, double jumps, etc.  This is due to the fact that you can jump on ramps at any velocity.  With the old physics, if you are moving at a vertical velocity greater than 180, it treats you as if you're in the air (no ground friction, no jumping, minimal accel, etc.)  That means you can be moving along at 180 and have full normal control, then suddenly you cross to 181 and you can't jump, stop, or move sideways.  It also means there's a threshold where going faster is slower.  If you're at 180 or below, you can jump and gain extra upward velocity (jump velocity is 270), so you could get a velocity of 450 if you jumped right at the peak controllable ramp velocity.  If you tried to jump just past that, you'd be stuck at a measly 181, and you don't break even until you're moving fast enough on the ramp to exceed 450.  These are arbitrary quake units, by the way, not mph or anything.

I think the best solution here is to allow you to jump at any velocity, but reduce the jump velocity if you're over 180.  If you're going 181, the jump velocity would be 269.  If you're going 449, it would be 1.  Anything above that wouldn't let you jump.  That will still give you appropriate jump control at lower velocities (so you can do things like consistently jump up to the high path from the middle of ub_cliff), but not make it uber.

- Synced settings between server and client.  Ideally, everybody would be running the same settings, but I'm sure there will be a transitional period at the very least, and new players aren't going to know why it gets all laggy walking down slopes, so I need some way to synchronize the physics settings on the client to what the server has so the prediction isn't off.
Title: Re: Build 33
Post by: blaa on December 30, 2011, 04:03:43 AM
 The biggest problem I'm having is sky gliding. I don't understand what you're trying to fix there. It's not a game code error or something, it's a map makers mistake. Or maybe he did it intentionally?
Title: Re: Build 33
Post by: joonas on December 30, 2011, 04:44:02 AM
- Water jumps.  I'll probably just have to disable double jumping within a certain time period of water jumping so you don't get the uber boost.

I hope that the future timelimit on waterjumps isn't extremely high, but enough to take off some of the potential height off. Another fix would be to add in a vertical speed cap of around 10-15mph for a water doublejump to be done. The ideal cap and whether it works to begin with would need to be tested on various jump maps.

- Higher ramp jumps, double jumps, etc.  This is due to the fact that you can jump on ramps at any velocity.  With the old physics, if you are moving at a vertical velocity greater than 180, it treats you as if you're in the air (no ground friction, no jumping, minimal accel, etc.)  That means you can be moving along at 180 and have full normal control, then suddenly you cross to 181 and you can't jump, stop, or move sideways.  It also means there's a threshold where going faster is slower.  If you're at 180 or below, you can jump and gain extra upward velocity (jump velocity is 270), so you could get a velocity of 450 if you jumped right at the peak controllable ramp velocity.  If you tried to jump just past that, you'd be stuck at a measly 181, and you don't break even until you're moving fast enough on the ramp to exceed 450.  These are arbitrary quake units, by the way, not mph or anything.

I think the best solution here is to allow you to jump at any velocity, but reduce the jump velocity if you're over 180.  If you're going 181, the jump velocity would be 269.  If you're going 449, it would be 1.  Anything above that wouldn't let you jump.  That will still give you appropriate jump control at lower velocities (so you can do things like consistently jump up to the high path from the middle of ub_cliff), but not make it uber.

This kind of fix could potentially affect the way actual doublejumps work. It sounds great as long as it stays within ramps only.
Title: Re: Build 33
Post by: T3RR0R15T on December 30, 2011, 08:04:27 AM
Here's what I'm thinking for the next build:
Build 33 or 34?


- Holding jump on ramps.  This one is a bit of a challenge.  I think I can make it so that if you're trying to move in the general direction of the slope at a high velocity, it will do the air ramp sliding, but if you try to stop or move backward, it will return to ground physics.  I'll see what I can come up with.
I don't know, how you can detect if i want to stop or not (don't hold down the forward key anymore?). What about moving sideways? Should it glide or not?


- Synced settings between server and client.  Ideally, everybody would be running the same settings, but I'm sure there will be a transitional period at the very least, and new players aren't going to know why it gets all laggy walking down slopes, so I need some way to synchronize the physics settings on the client to what the server has so the prediction isn't off.
If you do that, should it maybe also enable oldmovephysics automatically on servers with build 32 or lower?





Edit: I've updated the servers [OTB] Beta and [OTB] Public to build 33, so everyone can test the changes there.
Title: Re: Build 33
Post by: jitspoe on December 30, 2011, 05:40:42 PM
So I thought the 180 vertical speed limit was just on slopes, but apparently it's for everything.  It's impossible to get a speed > 450 by jumping with the old physics.  With the new physics, it was uncapped.  That's why you're able to get so much air.  I'm capping it at 450, now, so double/triple+ jumping will always be consistent, but sometimes you won't jump as fast.
Title: Re: Build 33
Post by: Ace on December 31, 2011, 12:53:22 AM
I'm curious what you found odd about the stairs.  They should behave the same aside from the random stops, though the smoothing is a bit different.  Do they still feel odd if you turn the old physics on while on the new build?

Wel I can normally double jump fairly easily up them. I still can with the new physics, but it seems harder. It's smoother, but harder. I think it's for the best.
Title: Re: Build 33
Post by: Foxhound on December 31, 2011, 12:54:50 AM
hmm, sounds interesting ill try it tomorrow when i get the chance! happy you're looking into ramp gliding :D
Title: Re: Build 33
Post by: yossarianuk on December 31, 2011, 07:03:33 AM
Thanks Jitspoe - Linux build 0.33 seems fine - played for about 20 mins - the old crash has gone (by the looks of things)

Its so good that I can join servers now all the time (instead of getting old version warning)

Best new years present !

Unsure about the physics changes also... Will  get used to it though.

Have a good new year to all !
Title: Re: Build 33
Post by: Shaolin on December 31, 2011, 10:54:33 AM
LMFAO build 33 is the worst build in dp history! instead of adding things like texture pack to this game u added ur ugly physics. well done jits
Title: Re: Build 33
Post by: Legendz on December 31, 2011, 12:04:27 PM
Quote
LMFAO build 33 is the worst build in dp history! instead of adding things like texture pack to this game u added ur ugly physics.

+1

i dont get why its necessary to change the best thing on this game..
Gameplay sux now.. b33 is worthless... well it doesnt really improve this game..
Title: Re: Build 33
Post by: MarawaNa on December 31, 2011, 12:14:56 PM
yep its not going down so well.
adding a feature where it took many players a while to learn to jump, and now noname1234 can double tap space on a ramp and make a speed jump trolol

anyway, took a video of 2 main jumps on carp, which are stupid, gliding from speed straight to base.

Get it sorted or something god.

- MarawaNa
Title: Re: Build 33
Post by: luckmore on December 31, 2011, 12:47:18 PM
+1

i dont get why its necessary to change the best thing on this game..
Gameplay sux now.. b33 is worthless... well it doesnt really improve this game..

+91938848939593495923523549

Title: Re: Build 33
Post by: T3RR0R15T on December 31, 2011, 12:54:16 PM
You play with old playermodels, right?
Title: Re: Build 33
Post by: luckmore on December 31, 2011, 12:56:51 PM
You play with old playermodels, right?

If you mean me. No.
Title: Re: Build 33
Post by: jitspoe on December 31, 2011, 06:02:04 PM
adding a feature where it took many players a while to learn to jump, and now noname1234 can double tap space on a ramp and make a speed jump trolol
"ZOMG JUMPS ARE EASIER FOR NEW PLAYERS WHICH WILL PROBABLY CAUSE THE COMMUNITY TO GROW!  WORST BUILD EVER!"

I don't follow your logic.  Why is this a bad thing?  Also, the jump height is being toned down and capped to something similar to what the old velocity cap was, so it won't be as extreme as it is now.

LMFAO build 33 is the worst build in dp history! instead of adding things like texture pack to this game u added ur ugly physics. well done jits
What, specifically, makes it bad?  Did you try it with the _testnewphys map attached above?  In what ways are the old physics better?

i dont get why its necessary to change the best thing on this game..
There were a couple nuances that really bugged me with the old physics, such as stopping on steps and losing control on ramps.  I'm fixing those.  I don't really see why taking the best thing in the game and making it better is a bad thing.  The movement is a lot smoother and you won't get randomly stopped or killed because of these issues.



I've made good progress on the ramp sliding.  If you're moving in the direction of the slide, you'll have normal air accel, as you move toward the side, it will blend toward ground accel, and if you move in the opposite direction or let go of the controls, friction will kick in and you can stop.
Title: Re: Build 33
Post by: T3RR0R15T on December 31, 2011, 08:10:50 PM
They (sometimes me too) cry on each build with big changes, but normally (after playing a few hours with the new things) there is no real reason to cry. It works well.
Title: Re: Build 33
Post by: UnRateD on December 31, 2011, 08:57:36 PM
I like b33 now. Just please dont make me hold space, that's too much work. And sky gliding is lols.
Title: Re: Build 33
Post by: Legendz on December 31, 2011, 09:03:21 PM
well im ( sometimes Me)  not crying on each build with big changes.. just b33 annoys me because i rly like the normal gameplay of dp.. and i believe thats the only reason why so many players cant leave it.. is it rly that necessary to change it? and i dont think that u did it better jits.. its just weird now and it feels like stucking in air..
Title: Re: Build 33
Post by: jitspoe on December 31, 2011, 09:39:43 PM
Just please dont make me hold space, that's too much work.
That's being fixed for the next build.

its just weird now and it feels like stucking in air..
So you don't like the sky glide?  That's also being tweaked.



In fact, I think I'm just about done with all the new physics tweaks:
- Sky gliding is adjustable.
- Ramp sliding doesn't require the jump button.
- Jump speed is capped, so you can't jump faster than the theoretical limit of the old physics (you can still dj on ramps and such, but you won't go nearly as high).
- Physics settings are replicated, so you won't be laggy if your settings don't match the server's.
- Can't doublejump out of water.

Now I just have to do a bunch of testing.
Title: Re: Build 33
Post by: Legendz on December 31, 2011, 10:07:08 PM
Quote
In fact, I think I'm just about done with all the new physics tweaks:
- Sky gliding is adjustable.
- Ramp sliding doesn't require the jump button.
- Jump speed is capped, so you can't jump faster than the theoretical limit of the old physics (you can still dj on ramps and such, but you won't go nearly as high).
- Physics settings are replicated, so you won't be laggy if your settings don't match the server's.
- Can't doublejump out of water.

+1 now im satisfied :D
Title: Re: Build 33
Post by: Toxiic on January 01, 2012, 02:16:09 AM
That's being fixed for the next build.
So you don't like the sky glide?  That's also being tweaked.



In fact, I think I'm just about done with all the new physics tweaks:
- Sky gliding is adjustable.
- Ramp sliding doesn't require the jump button.
- Jump speed is capped, so you can't jump faster than the theoretical limit of the old physics (you can still dj on ramps and such, but you won't go nearly as high).
- Physics settings are replicated, so you won't be laggy if your settings don't match the server's.
- Can't doublejump out of water.

Now I just have to do a bunch of testing.
seems good to me. Good job on the updates and the tweaks :D.
Title: Re: Build 33
Post by: Ace on January 01, 2012, 02:25:47 AM
That's being fixed for the next build.
So you don't like the sky glide?  That's also being tweaked.



In fact, I think I'm just about done with all the new physics tweaks:
- Sky gliding is adjustable.
- Ramp sliding doesn't require the jump button.
- Jump speed is capped, so you can't jump faster than the theoretical limit of the old physics (you can still dj on ramps and such, but you won't go nearly as high).
- Physics settings are replicated, so you won't be laggy if your settings don't match the server's.
- Can't doublejump out of water.

Now I just have to do a bunch of testing.

Greatest part about smaller games, direct feedback and change. big ups to jits
Title: Re: Build 33
Post by: prozajik on January 01, 2012, 06:09:35 AM
- Sky gliding is adjustable.
- Ramp sliding doesn't require the jump button.
- Jump speed is capped, so you can't jump faster than the theoretical limit of the old physics (you can still dj on ramps and such, but you won't go nearly as high).
- Physics settings are replicated, so you won't be laggy if your settings don't match the server's.
- Can't doublejump out of water.
+1
One question, what do you mean by adjustable sky gliding?
Really looking forward to pretest release.
Title: Re: Build 33
Post by: T3RR0R15T on January 01, 2012, 08:12:55 AM
- Physics settings are replicated, so you won't be laggy if your settings don't match the server's.

Are there new server settings? How does it work? Will it change client or server settings automatically?
Title: Re: Build 33
Post by: MarawaNa on January 01, 2012, 08:31:39 AM
"ZOMG JUMPS ARE EASIER FOR NEW PLAYERS WHICH WILL PROBABLY CAUSE THE COMMUNITY TO GROW!  WORST BUILD EVER!"

Quite a sarcastic intercourser, but my logic is, its taking many players a long time to get the jist of this game, especially jumps, whereas now your adding a jump tweak which will help new players pick the movement up faster, theres enough czechs and brazilians in this game as it is.
Title: Re: Build 33
Post by: Ace on January 01, 2012, 01:37:29 PM
theres enough czechs and brazilians in this game as it is.

I like your thinking
Title: Re: Build 33
Post by: Rocky on January 01, 2012, 01:44:48 PM
i agree with everything marawana has said..
Title: Re: Build 33
Post by: Foxhound on January 01, 2012, 03:19:18 PM
played shazz33 on an arctic server the other day (running b33) and you literally jump like a bunny up and down ramps, it was really weird, even hit my head a couple of times :x not used to going up ramp in base and being able to jump the whole way up
Title: Re: Build 33
Post by: MarawaNa on January 01, 2012, 04:26:25 PM
Another jump i found, sure enough you will all be like 'but its good if its easier to do these jumps', the dj on the ramps make no sense to me at all, your dj'in off nothing, and in the demo dj'in off of nothing and being punted 15ft in the air is stupid.

Title: Re: Build 33
Post by: rafalluz on January 01, 2012, 04:28:57 PM
Quote
LMFAO build 33 is the worst build in dp history! instead of adding things like texture pack to this game u added ur ugly physics.

hr4 texture pack was done long ago - and textures do look good, I admit.
Title: Re: Build 33
Post by: jitspoe on January 01, 2012, 04:29:59 PM
Are there new server settings? How does it work? Will it change client or server settings automatically?
The settings are all controlled on the server.  When the settings change on the server, they get replicated to the client, so the client and server will both use the same settings (so client prediction is correct).

+1
One question, what do you mean by adjustable sky gliding?
Really looking forward to pretest release.
You can specify the max velocity that gets retained when you hit the sky.  For example, if you set it to 0, your velocity is immediately killed and you fall (like the old physics).  I have it set to 200, which allows you to jump maybe 5 extra feet or so when you hit your head on the sky, even if you slam into it at an insane velocity off of an ice jump.  This lets you make short jumps that should be possible (ex: ub_cliff double jump), but you can't glide across half the map on something like prolandr.

Quite a sarcastic intercourser, but my logic is, its taking many players a long time to get the jist of this game, especially jumps, whereas now your adding a jump tweak which will help new players pick the movement up faster, theres enough czechs and brazilians in this game as it is.
People complain that there aren't enough players and that I should do things to increase the number of players, then when I do things that should help new people and get the game to grow, people still complain.  Double yew tee eff.

Another jump i found, sure enough you will all be like 'but its good if its easier to do these jumps', the dj on the ramps make no sense to me at all, your dj'in off nothing, and in the demo dj'in off of nothing and being punted 15ft in the air is stupid.
Pay attention, class.
Title: Re: Build 33
Post by: T3RR0R15T on January 01, 2012, 04:55:24 PM
You can specify the max velocity that gets retained when you hit the sky.  For example, if you set it to 0, your velocity is immediately killed and you fall (like the old physics).  I have it set to 200, which allows you to jump maybe 5 extra feet or so when you hit your head on the sky, even if you slam into it at an insane velocity off of an ice jump.  This lets you make short jumps that should be possible (ex: ub_cliff double jump), but you can't glide across half the map on something like prolandr.

Is 200 like it is with pretest1? Or which value will make it like that? 99999999999?
Title: Re: Build 33
Post by: Foxhound on January 01, 2012, 05:12:02 PM
Another jump i found, sure enough you will all be like 'but its good if its easier to do these jumps', the dj on the ramps make no sense to me at all, your dj'in off nothing, and in the demo dj'in off of nothing and being punted 15ft in the air is stupid.



lmfao at that jump
Title: Re: Build 33
Post by: Ace on January 01, 2012, 05:43:06 PM
Another jump i found, sure enough you will all be like 'but its good if its easier to do these jumps', the dj on the ramps make no sense to me at all, your dj'in off nothing, and in the demo dj'in off of nothing and being punted 15ft in the air is stupid.

I didnt't get a demo, but I managed to do the same thing off the main ramp in the bottom. I made it from the normal ramp all the way to the very top platform. MEGAJUMPS
Title: Re: Build 33
Post by: Foxhound on January 01, 2012, 06:43:06 PM
here is a b33 update i want to see... gte rid of the gun coming out of the players crotch? how hasnt that been mentioned?
Title: Re: Build 33
Post by: Rick on January 01, 2012, 06:53:11 PM
hr4 texture pack was done long ago - and textures do look good, I admit.

The revamped hr4 have not yet been included because they're still a work inprogress. Legendz would rather Jitspoe work on those, rather then 'ruin' the physics.
http://dplogin.com/forums/index.php?topic=22225.0
Title: Re: Build 33
Post by: jitspoe on January 01, 2012, 07:07:41 PM
Is 200 like it is with pretest1? Or which value will make it like that? 99999999999?
It's uncapped in the pretest, so it would be like setting it to a really large number.


here is a b33 update i want to see... gte rid of the gun coming out of the players crotch? how hasnt that been mentioned?
r_oldmodels 0.  Old models are no longer supported with the vwep update.
Title: Re: Build 33
Post by: Morphin on January 02, 2012, 07:02:30 AM
lol :D
Title: Re: Build 33
Post by: T3RR0R15T on January 02, 2012, 08:11:51 AM
It's not possible anymore.
Title: Re: Build 33
Post by: Bundy on January 02, 2012, 10:00:59 AM
http://www.youtube.com/watch?v=F8YeHbcnC5s

He plays with normal gravity. Server: Build 33 Player: Build 32 why he did this jump so easy. i play with Build33_Pretest1 and i cant make this jump.
Title: Re: Build 33
Post by: blaa on January 02, 2012, 02:23:22 PM
 This update is just so unreasonable I can't pick where I'm going to start flaming.

 You say this helps the newbies. Highly meddling doubtful. Newbies don't even strafe. So how is this going to help.

You need to concentrate on keeping the players playing. I doubt hitting your head against the sky is one of the reasons people quit. How many posts have you read about the movement being bad? I think 0. I'm not going to quit because you go crazy and start changing things what don't need to be changed, but I also don't understand how is this going to make the game better.

This wouldn't be the first time you have decided to change gameplay drastically (for those who play matches). You changed ballspeed with no explanation what so ever. You added primed grenades which are still meddling horrible. Thank god your grenade friction increase turned out to make the primed nades a little bit weaker.

When someone suggests something you create a feature vote. Maybe it is fair to create a feature vote if you decide to do something.

I think everything in this build should dissappear. Although stopping in slopes instantly is nice, but I think it creates as much problems. For example if you fall down to a slope you gained a boost, not with the new build. Doesn't seem much but people use that for their advantage.

The reasoning for these changes is just unacceptable.
Title: Re: Build 33
Post by: Justinph5 on January 02, 2012, 04:46:30 PM
Another jump i found, sure enough you will all be like 'but its good if its easier to do these jumps', the dj on the ramps make no sense to me at all, your dj'in off nothing, and in the demo dj'in off of nothing and being punted 15ft in the air is stupid.
He already said he fixed that... I showed it to him a while ago.
Title: Re: Build 33
Post by: Olbaid on January 02, 2012, 05:41:42 PM
I'm posting this for Luckmore, since his English is "no good."

It seems that there is a bug with the new physics.  It appears that the first few balls shot after moving react like they would without a barrel.

Demo:  http://bantero.us/demo/874
Title: Re: Build 33
Post by: jitspoe on January 02, 2012, 09:37:06 PM
I'm posting this for Luckmore, since his English is "no good."

It seems that there is a bug with the new physics.  It appears that the first few balls shot after moving react like they would without a barrel.

Demo:  http://bantero.us/demo/874
Fixed for the next release.
Title: Re: Build 33
Post by: Rocky on January 03, 2012, 03:57:00 AM
This update is just so unreasonable I can't pick where I'm going to start flaming.

 You say this helps the newbies. Highly meddling doubtful. Newbies don't even strafe. So how is this going to help.

You need to concentrate on keeping the players playing. I doubt hitting your head against the sky is one of the reasons people quit. How many posts have you read about the movement being bad? I think 0. I'm not going to quit because you go crazy and start changing things what don't need to be changed, but I also don't understand how is this going to make the game better.

This wouldn't be the first time you have decided to change gameplay drastically (for those who play matches). You changed ballspeed with no explanation what so ever. You added primed grenades which are still meddling horrible. Thank god your grenade friction increase turned out to make the primed nades a little bit weaker.

When someone suggests something you create a feature vote. Maybe it is fair to create a feature vote if you decide to do something.

I think everything in this build should dissappear. Although stopping in slopes instantly is nice, but I think it creates as much problems. For example if you fall down to a slope you gained a boost, not with the new build. Doesn't seem much but people use that for their advantage.

The reasoning for these changes is just unacceptable.

Agreed. this just ruins the game for me.. cool to play maps like castle1 where u can now jump to any place..
Title: Re: Build 33
Post by: joker909 on January 04, 2012, 08:17:46 AM
gameplay_test2 - fastest capping ever

cleaner made it on build 32. and its faster.

Title: Re: Build 33
Post by: Toolwut on September 26, 2020, 10:26:17 AM
Can't get team-specific trigger_multiple to work. I'm using a func_button that targets the trigger_multiple that in turn targets other stuff. I have "teamnumber" "1" set for the trigger_multiple but it always fires when triggered. Worldspawn has "maxteams" "2", "team1" "red", "team2" "blue", "gamemode" "4" (also doesn't work without gamemode, tried it just in case) set.