Author Topic: Tweaks  (Read 5487 times)

Offline peewee_RotA

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Tweaks
« on: July 12, 2010, 11:21:52 AM »
The gameplay is very raw in rogue and needs some tweaking.

So far we've discussed some suggetions:

Stronger Tesla
Stronger Chainfist
Longer range on chainfist
One of the "Means Of Death" messages on defender sphere is broken. (either it gives a wrong message or the inflictor entity is null)
 - The defender fires the green blaster attack which has direct hit and splash MODs. One of them appeared to work while the other does not. Not sure of which one as it is difficult to test.


I'm sure that there are more but that was my main concerns so far. Most of the issues in coop (weak heat beam, teslas targeting eachother) are not as much of a problem in deathmatch.
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Offline fdrjk

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Re: Tweaks
« Reply #1 on: July 12, 2010, 11:31:31 AM »
 :yessign:

Also the prox launcher would be good to fix. It doesnt even have good damage or range  :sarcastic: And theres a limit to the number you can lay down AND a limit to how long they stay down  :forceac:

Also the invite! and goto message for rogue say "the reckoning quake 2 expansion pack!" But its the ground zero mission pack  :forceac: :forceac:
« Last Edit: July 12, 2010, 01:02:53 PM by MCS_FaderJok0 »
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Offline fdrjk

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Re: Tweaks
« Reply #2 on: July 24, 2010, 08:00:47 PM »
Also, why does the tesla sometimes just EXPLODE at random?  :exqueezeme:
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Offline peewee_RotA

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Re: Tweaks
« Reply #3 on: July 24, 2010, 08:27:32 PM »
Also, why does the tesla sometimes just EXPLODE at random?  :exqueezeme:

It explodes if submerged in water.

I'm pretty sure that it's bounded box is somehow poking through the floor and being considered in water or something. You can reproduce the error on q2dm7 by throwing the teslas on the floor  just below the center rocket spawn.
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Offline fdrjk

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Re: Tweaks
« Reply #4 on: July 24, 2010, 09:03:42 PM »
But some tesla just explode when they get set up. Even if there is no lava or water nearby  :o
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Offline peewee_RotA

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Re: Tweaks
« Reply #5 on: July 25, 2010, 03:41:43 AM »
But some tesla just explode when they get set up. Even if there is no lava or water nearby  :o

A few things i noticed while testing it out:

If you throw a tesla on top of a spawn pad or inside of an item spawn (even if the item is waiting to respawn) then the tesla will explode right away. I also think that there is a limit of how many that can be active. It seems to be around 50.

I've noticed that what happens most often is that you'll throw a tesla to make a total of 50, that tesla will begin to open, you'll throw the 51st which also begins to open, the 50th will finally open and that will explode leaving the 51st in tact.
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Offline fdrjk

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Re: Tweaks
« Reply #6 on: July 25, 2010, 12:03:05 PM »
But some tesla just explode when they get set up. Even if there is no lava or water nearby  :o

A few things i noticed while testing it out:

If you throw a tesla on top of a spawn pad or inside of an item spawn (even if the item is waiting to respawn) then the tesla will explode right away. I also think that there is a limit of how many that can be active. It seems to be around 50.

I've noticed that what happens most often is that you'll throw a tesla to make a total of 50, that tesla will begin to open, you'll throw the 51st which also begins to open, the 50th will finally open and that will explode leaving the 51st in tact.

I guess i should have thought about them exploding NEAR SPAWN PADS :duh:
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Offline peewee_RotA

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Re: Tweaks
« Reply #7 on: July 25, 2010, 02:40:12 PM »
I didn't mention that it's possible to trap yourself in your own tesla. They are not solid to entities until after they activate, at which point they will trap any player standing inside of it. Considering that teslas can be shot before they finish activating, I don't know what the advantage is of them becoming able to clip players. It could have something to do with how the monster logic tries to dodge them but I doubt it.
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Offline fdrjk

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Re: Tweaks
« Reply #8 on: September 11, 2010, 06:22:39 PM »
Trying to modify the source code so that chainfist reaches farther, and/or cause more damage

Code: [Select]
#define CHAINFIST_REACH 64
^ What does that mean? Is it how far it reaches before it cause damage?

Code: [Select]

           damage = 15;
if(deathmatch->value)
damage = 30;

Would I modify it the that the damage, instead of 30, would be 100? Because thats how much damage it should do. Can I have an official word on this? Peewee? Quadz?





-Fader

 :exqueezeme:
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Offline QwazyWabbit

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Re: Tweaks
« Reply #9 on: September 12, 2010, 09:45:52 AM »
Trying to modify the source code so that chainfist reaches farther, and/or cause more damage

Code: [Select]
#define CHAINFIST_REACH 64
^ What does that mean? Is it how far it reaches before it cause damage?

Yes. The chainfist is probably anchored to the player. That 's 64 quake units of reach from the bounding box. If it's centered in the box it's a little short, if it's from the bounding box border it's probably right, the chainfist, being attached to the player and not a projectile is a limited range, close contact weapon.

Quote
Code: [Select]

           damage = 15;
if(deathmatch->value)
damage = 30;

Would I modify it the that the damage, instead of 30, would be 100? Because thats how much damage it should do. Can I have an official word on this? Peewee? Quadz?


100 damage would be an instant kill on a non-armored player. I'd go with 40 or 50 for balance. The 15 damage is what it does in single-player against Stroggs. Remember, if you are down to low-damage weapons, you're not supposed to be a badass, you should be running and hiding until you can get a better weapon. :)

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Offline fdrjk

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Re: Tweaks
« Reply #10 on: September 12, 2010, 10:02:04 AM »
Trying to modify the source code so that chainfist reaches farther, and/or cause more damage

Code: [Select]
#define CHAINFIST_REACH 64
^ What does that mean? Is it how far it reaches before it cause damage?

Yes. The chainfist is probably anchored to the player. That 's 64 quake units of reach from the bounding box. If it's centered in the box it's a little short, if it's from the bounding box border it's probably right, the chainfist, being attached to the player and not a projectile is a limited range, close contact weapon.

Quote
Code: [Select]

           damage = 15;
if(deathmatch->value)
damage = 30;

Would I modify it the that the damage, instead of 30, would be 100? Because thats how much damage it should do. Can I have an official word on this? Peewee? Quadz?


100 damage would be an instant kill on a non-armored player. I'd go with 40 or 50 for balance. The 15 damage is what it does in single-player against Stroggs. Remember, if you are down to low-damage weapons, you're not supposed to be a badass, you should be running and hiding until you can get a better weapon. :)



How much units do you think it should be instead of 64? I know its a close range weapon, but it doesnt cause damage unless youre touching the player. I think it should just reach a little farther than that :D

And I think we should compromise and say 70 damage. Its not like the chainfist is a default weapon like the blaster; its a melee weapon and should at least cause some worthwhile damage  :)

Also, is there any way to test this?  :exqueezeme:
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Offline QwazyWabbit

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Re: Tweaks
« Reply #11 on: September 12, 2010, 11:02:21 AM »
The bounding box for a standing player is 32 x 32 x 56 QU. A range of 64 would reach out 48 if it's anchored in the center of that box. I'd probably add 16 to that and give it a true reach of 64 just to see what it did. I've never really looked closely at where the aim point of the weapon is in relation to the b-box so I can't tell you off-hand if it's at the facet or in the core.

In LOX you can turn on the range display and it will tell you distance to what you are aiming at. You might put 2 players face to face and see what the range is. If 0, the facet is the origin, if 16, the core is the origin since the range will be to the facet of the b-box of the target.
« Last Edit: September 12, 2010, 06:51:08 PM by QwazyWabbit »
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Offline fdrjk

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Re: Tweaks
« Reply #12 on: September 12, 2010, 04:12:45 PM »
Great! :D

Once its done and tested out can it be added to the rogue server?  :o
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Offline Lejionator

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Re: Tweaks
« Reply #13 on: September 17, 2010, 04:12:49 AM »
Tesla mines always explode near the spawns points and at water, slime, etc. Same thing for Prox. Don´t is a error, but proposital.
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Offline fdrjk

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Re: Tweaks
« Reply #14 on: September 17, 2010, 09:59:48 PM »
:bump: Modified the source code so that chainfist reaches farther and does 75 damage.

Maybe someone can look at this and use it in the rogue server? :exqueezeme:
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