What does it mean when the Server has different class tables?
That Either the server or you aren't on the same update.
[QUOTE=Garb;28115752]That Either the server or you aren't on the same update.[/QUOTE]
Yeah, it means the classes have been updated but either you or the server lacks that update, right?
I tried joining the only server that was up
I used the newest update that isn't the SVN
[QUOTE=GameDev;28113575]Future doesn't have European train tracks[/QUOTE]
Half-Life 2.
Future.
It's true, don't rate me disagree, you know it.
is the server running on the most recent non SVN update?
If not there needs to be an SVN server and an Regular Server,
The game told me to tell you guys to up VERTEX_BUFFER_SIZE or something like that.
Put in about an hour or two of gameplay and here's some things I've noticed:
1. Shotgun could use a little more spread.
2. Mini gun using lights don't go any slower, essentially creating an imbalance between the light and heavy seeing as the latter is less effective at using the same gun. Perhaps if heavy's got additional energy shielding instead of being weighed down, but when they lost their shields they would have less mobility using their jetpacks due to their energy expenditure from their extra shields going down. Just one idea to address the problem.
3. Mini gun might need some tweaking for balance. Perhaps decreased start up time for reduced damage done.
Biggest thing is really the fact that you can spawn as a heavy and respawn as a light for more efficient maneuverability while still getting the same weapon.
Should we apply for Desura support? What about steamworks?
[QUOTE=ShukaidoX;28117621]Put in about an hour or two of gameplay and here's some things I've noticed:
1. Shotgun could use a little more spread.
2. Mini gun using lights don't go any slower, essentially creating an imbalance between the light and heavy seeing as the latter is less effective at using the same gun. Perhaps if heavy's got additional energy shielding instead of being weighed down, but when they lost their shields they would have less mobility using their jetpacks due to their energy expenditure from their extra shields going down. Just one idea to address the problem.
3. Mini gun might need some tweaking for balance. Perhaps decreased start up time for reduced damage done.
Biggest thing is really the fact that you can spawn as a heavy and respawn as a light for more efficient maneuverability while still getting the same weapon.[/QUOTE]
The shotgun has enough spread. I couldn't kill ANYONE with it.
[QUOTE=gk99;28117768]The shotgun has enough spread. I couldn't kill ANYONE with it.[/QUOTE]
What are you talking about, it's the easiest weapon since your mom required a gun permit.
Yeah actually everyone kept saying the shotgun was OP and I use it as my primary 0_o
anyways, as I said before I fixed the jetpacks so they go take into account your velocity when starting the jetpack (so you can sprint + jump)
Next patch is gonna have.
- energy sword. a near 1 hit kill weapon with a lunge effect. I am seriously considering giving the player the ability to swat away rockets + shit, light saber style.
- flamethrower. not actually a tf2 style flamethrower, rather something that shoots "globs" of fire. they ignite on the surface they hit, basically allowing you to create a wall of fire. doesn't do too much direct damage but it ignites players, sapping their shields as they wont recharge.
-hoplite.
-deployable forcefield. basically a deployable blastwall that's see through, your team can walk through and turns off w/ your generator
-deployable sentries. basesentry-lite. Think a buffed minisentry in tf2. you can deploy these on walls too, and they'll shoot anyone who comes near. go down with the generator.
-base sentries. these actively guard flag rooms and the like, delaying insta caps if the opposing team isn't around. (they aren't uber tf2 style sentries however)
[editline]18th February 2011[/editline]
and im working on a big new map :D
[QUOTE=gk99;28117768]The shotgun has enough spread. I couldn't kill ANYONE with it.[/QUOTE]
Are you kidding? It's just fine
Also considering making it so small bullet impacts don't prevent your shield recharging. That way a retard heavy across the map shooting you w/ his chaingun won't make you fall to your death.
[img]http://i164.photobucket.com/albums/u27/foxymccloud/Modeling/arms-1.jpg[/img]
okay i'm working on these
we'd probably only use them on the sword.
dibs
Desura looks pretty good for us ATM. It supports auto patching so I don't have to tell everyone about the next patch.
[QUOTE=mr apple;28119482]dibs[/QUOTE]
im going to be rigging them, if you want i can send you the finished rig.
That'd be awesome Sparkwire, I suck balls at rigging
[QUOTE=JLea;28119003]we'd probably only use them on the sword.[/QUOTE]
Blaster?
Eh, :ninja:
oh yeah that too
[QUOTE=JLea;28120281]oh yeah that too[/QUOTE]
shotgun :v:
and i'd like it if the map on the server changed.
How come the credits folder is filled with people that I don't remember seeing during development?
[QUOTE=.FLAP.JACK.DAN.;28120376]How come the credits folder is filled with people that I don't remember seeing during development?[/QUOTE]
Because they posted their credentials in the correct format and Cakemaster thought they were part of it?
the flags arent working :saddowns:
Random FPS drops. :saddowns:
On the server? I just sent an email off to the Desura team for their Steamworks-esque API.
[url]http://www.desura.com/development[/url]
czech out all the cool stuff
What's the password for the svn?
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