View Full Version : Discuss DA2 Developers Guide HERE!
Kharnellius
14th Dec 2005, 02:09 AM
Please use this thread to discuss anything and everything having to do with the "DA2 Developers Guide to Bugs, Requests, and General Improvements" thread found here...
http://forums.beyondunreal.com/showthread.php?p=1956167
Thanks! :)
Kharn
DA|aBsOlUt
14th Dec 2005, 08:31 AM
The post provides good feedback and good points. Please note the following changes in DA1.1:
Increased Traced distance for Turret and player Information
Medics receive score for healing players
Mechanics receive score for building or repairing objects
Score award/reduction is now shown on HUD
Gametime shows on HUD
Numbers have been placed into the GUI choose class/build structure
Supported fire HUD indicator (when you are next to sandbags etc you get better accuracy, already happens in beta 1.0)
Idle turrets (turrets that do not shoot or found an enemy for sometime) will be
automatically destroyed after sometime , explosion effects are shown but not real damage is caused.
Scoreboard does not show up anymore after you are dead
Attackers do spawn much quicker now, defenders even slower but we are balancing this further more
Kharnellius
14th Dec 2005, 10:54 AM
Awesome! I will update then. Are these already changed or are they in progress?
Also, I am not sure what you mean by this:
Supported fire HUD indicator (when you are next to sandbags etc you get better accuracy, already happens in 1.0)You have better accuracy if you are next to sandbags? Does this work for turrets AND regular weapons?
And does...
Score award/reduction is now shown on HUD...mean we can now see our individual score on the HUD at all times?
DA|aBsOlUt
14th Dec 2005, 11:14 AM
Already done
Hunz
14th Dec 2005, 11:32 AM
Supported fire is applied when you are standing/crouching behind low obstacles. Its a bit hard to describe how it works exactly, but a recoil-indicator will make this much more transparent to the player.
Kharnellius
14th Dec 2005, 01:30 PM
Supported fire is applied when you are standing/crouching behind low obstacles. Its a bit hard to describe how it works exactly, but a recoil-indicator will make this much more transparent to the player.
Transparent or apparent? This indicator is being added in 1.1?
DA|aBsOlUt
14th Dec 2005, 01:47 PM
Yes I believe he meant apparent, and yes the indicator will be near ur crosshair in 1.1, in fact we think the indicator will not only adjust when you get supported fire but for everything you do (jump, crouch, crouch/walk, walk, run etc)
rich_zap
14th Dec 2005, 02:39 PM
Idle turrets (turrets that do not shoot or found an enemy for sometime) will be
automatically destroyed after sometime , explosion effects are shown but not real damage is caused.
Thats a good idea, i have often had to go back and remove turrets as a mechanic on some levels. The only issue with that is that attackers could sit still and not attack and all enemy turrets would explode after a while :eek: .
DA|aBsOlUt
14th Dec 2005, 06:09 PM
The only issue with that is that attackers could sit still and not attack and all enemy turrets would explode after a while.
And we've thought of that, I forgot to mention, turrets placed by mappers are not affected by this rule and therefore live forever, or until u blow them up ;)
Attackers not attacking is a bad idea as time drops and defenders can get into positions. And now with mines you do not want to give them a lot of time.
Kharnellius
14th Dec 2005, 07:41 PM
Yes I believe he meant apparent, and yes the indicator will be near ur crosshair in 1.1, in fact we think the indicator will not only adjust when you get supported fire but for everything you do (jump, crouch, crouch/walk, walk, run etc)
Are you talking about a dynamic crosshair like the one Farcry uses? If so that would be AMAZING!!!
Wow, this update is sounding like an awesome addition to an already AWESOME Mod. I can't wait!
Kharnellius
15th Dec 2005, 12:31 AM
Idle turrets (turrets that do not shoot or found an enemy for sometime) will be
automatically destroyed after sometime, explosion effects are shown but not real damage is caused.
Is it possible to make it that turrets won't be blown up as long as a mechy uses his repair function on it every now and then? I often place turrets in places that act as a last resort protection so they don't see much action until the attackers get REALLY close to the objective. I am normally near them enough though that I could run over and do a "repair" on it to keep it awake/alive even though it is not damaged.
Also putting a timer over them to let you know how long you have before it goes boom would be helpful. Or a blinking icon could show up indicating its gonna blow in 10 seconds if a friendly mechy doesn't intervene.
Hunz
15th Dec 2005, 12:32 PM
A turret is considered idling if it doesnt do anything and if nothing happens to it. So repairing would reset the counter. A idle-warning alarm can be implemented.
Kharnellius
15th Dec 2005, 06:25 PM
So a question for the DA-team. Does the guide I created in the other thread help at all? I just want to know if I should keep updating it, adding things, fixing things, etc. I haven't received a whole lot of feedback as to its usefulness or anything.
Also anyone have a response to post #10 up there? That question has me greatly intrigued!
(on I side note I just noticed Hunz = Leviathan....wow! ...took me long enough, lol)
Kharnellius
16th Dec 2005, 10:07 AM
And what you mean with dynamic crosshairs?
They were saying that the crooshair would let you know how much recoil you're weapon would have depending on certain circumstances such as whether you are crouching or not etc. In farcry the crosshair was a dot with a circle around it. The circle increased in size (effectively moving away from the center dot) to indicate less accuracy/recoil when you were running, standing, things like that. If you lay prone though the circle would get REALLY small (or closer to the dot, however you want to see it) indicating your accuracy/recoil was low.
My question, is that the kind of indicator aBs was talking about?
Yes I believe he meant apparent, and yes the indicator will be near ur crosshair in 1.1, in fact we think the indicator will not only adjust when you get supported fire but for everything you do (jump, crouch, crouch/walk, walk, run etc)
Kharnellius
16th Dec 2005, 10:15 AM
There are some good points, we haven't added/changed in da1.1, but there also points we are aware off or are already in da1.1.
Which one's are already in DA2 1.1 that I have listed? I will update the page to reflect them as completed.
Dest
16th Dec 2005, 11:47 AM
We've had dynamic crosshairs like that, but somehow they got huge when shooting. So they were removed.
Hunz
17th Dec 2005, 10:29 AM
Ill find a way.
Jackal239
18th Dec 2005, 12:38 AM
Scale the crosshair size down. The standard UT2004 ones were obscenely large to begin with.
Kharnellius
18th Dec 2005, 02:08 AM
Scale the crosshair size down. The standard UT2004 ones were obscenely large to begin with.
And they don't have to be uber complex to be effective. Employ the K.I.S.S. method religously. :p
Kharnellius
27th Dec 2005, 02:13 AM
EDIT: This is not a bug.....I'm just a noobtard.
Found a new bug that you may find interesting.....
B.W.5. [7] (Incomplete) - Machine Gunner's machine gun - Reload animation only shows reload of clip/box when you use the reload button. However, if you run out of ammo and it automatically reloads the machine gun shows the reload of the clip/box AND it shows you cock the weapon.
In other words the reload animation and reload time is not consistent (It is shorter for the manul reload) between automatically reloading after emptying the machine gun and manually reloading at any other time.
Hunz
27th Dec 2005, 08:21 AM
Thats how automatic weapons work: If you just pull off the clip, there is still a bullet in the chamber. If you have shot all bullets and then reload, you have to cock your weapon to load a bullet into the chamber.
DA|aBsOlUt
27th Dec 2005, 09:05 AM
What Hunz said, btw this exists in all DA2 weapons...
Kharnellius
27th Dec 2005, 10:08 AM
Really......didn't know that......so it's advantageous to change before you run out eh? That's freaking kick ass cool!
Ok, good deal......I will remove the "bug report" then.
Thanks,
Kharn
zeep
28th Dec 2005, 02:29 PM
Will the attackers be able to choose where they spawn from in the next release?
*edit: I mean in maps where there is more than one route to attack.
Dest
28th Dec 2005, 02:43 PM
no, they will just spawn at playerstarts that are placed in the map by the mapper, and they are still random. Think its still too lineair to add this feature, compared to BF its all huge open terrain. And it would be a bitch to get this in game.
DA|aBsOlUt
29th Dec 2005, 08:31 AM
Not a huge bitch, from a coders point of view, but it would change several balances and make gameplay a bit more tactical, I think right now is a good way but maybe further we might allow an option. Not in 1.1 though.
zeep
29th Dec 2005, 09:19 AM
Not a huge bitch, from a coders point of view, but it would change several balances and make gameplay a bit more tactical, I think right now is a good way but maybe further we might allow an option. Not in 1.1 though.
I feel allowing attackers to choose their own path is a big tactical improvement, not just a bit.
Another thing that strikes me is also if i'm killed building and i spawn at the other route, then i'm no longer able to finish what i was doing until i spawn there again.
I'm sure you are doing all you can already, and a good job at it i may say. But here's hoping that you add it rather sooner than later. ;)
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