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Pushwall

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Issue Comments posted by Pushwall

  1. "Out of order" was caused by MapGuard, a plugin that if it worked properly would render the rotation command irrelevant as it picks the next map at random (and restricts the appearance of maps that are not suitable for whatever the server's player count may be) instead of playing everything in the same order all the time. It's disabled until the issues with the server trying to set the next map to other maps is fixed.

  2. Alpha-blend has been the bane of phase tanks and other transparent things forever. You may have noticed this happens with water too. Since there aren't any active graphics guys currently on scripts, I doubt we can get a global fix for this any time soon. I can fix it for the manhole covers by making the mesh a perfect circle instead of a square so it doesn't need alpha, but water will need a proper fix for how alpha-blend renders.

  3. Since we covered this again a few weeks ago I might as well repost some stuff that came up.

    KillsPerGame isn't mentioned in this report but it definitely needs to go down, most people who aren't in the top 20 have trouble meeting 4 kills per match and it probably encourages killwhoring. So it could go down to 3 or maybe even 2.5. Another possibility is making it so that "kills" for rank-ups count kills against vehicles as well as kills against infantry; if that can be done, the kills per game count should go up to 5 since vehicles account for about half of units destroyed.

    Definitely agreed on reducing ScorePerGame and Games, though I have a different table for games which produces the early results a little earlier so that newbies notice ranks earlier:

    0 15 35 60 90 125 165 210 260 320 390 475 575 700 850 1025 1250

  4. Since the reserve ammo is also 0 and not just the magazine ammo, I think this may be related to another bug we thought was squashed regarding vehicle weapons not equipping properly. Try pressing 1 in the vehicle and see if you get your "ammo" back.

    In any case I've passed this along to moonsense, the resident AI guy.

  5. The Mammoth Tank issue is most likely the same recent physics screwup that caused TT/MRJ to flip over while going uphill backwards, as there is no blocker there and it seems to be the same thing of too many wheels not touching the ground = get tilted. I experienced a similar thing on Guard Duty's new cliffs by trying to drive an Artillery over the narrow archway, except like the TT/MRJ and unlike the Mammoth, its suspension is loose enough to allow it to tip backwards all the way instead of getting stuck partway through. I've brought the issue to the attention of the scripts team.

    Under is most likely just the TT's worldbox being too big for that little alcove as again there is no ramp, will need additional vehicle blockers there.

  6. Wow I've put this off for a long time. I'll look at it soon.

    A vehicle blocker on the hill to stop things driving off it into that wedge between the hill and the bar would be obvious, but I typically prefer to place visible barricades to indicate the existence of impassable anti-vehicle walls to players, and that hill is sheltered enough for attacking Soviet infantry as it is without pieces of cover on it.

    Alternatively I may cave that hill in on the bar side and move the crate back so there's more space between the hill/bar/crate.

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