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Red Eclipse • View topic - List of what has to be done for 1.5 release?

List of what has to be done for 1.5 release?

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List of what has to be done for 1.5 release?

Postby Calinou » 20 Sep 2014 10:26

Is there a list anywhere of what has to be done for 1.5 release?

If not, could quin make one then?
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Re: List of what has to be done for 1.5 release?

Postby SylvieLorxu » 20 Sep 2014 10:34

I guess this could be useful. 1.5 is long overdue, and I personally don't know what's keeping us from releasing it aside from the horrible release-day-stress.
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Re: List of what has to be done for 1.5 release?

Postby qreeves » 20 Sep 2014 10:57

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Re: List of what has to be done for 1.5 release?

Postby death » 22 Sep 2014 12:00

Edit: ignore this.
Last edited by death on 29 Sep 2014 19:18, edited 1 time in total.
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Re: List of what has to be done for 1.5 release?

Postby Unnamed » 24 Sep 2014 13:32

I noticed the reload animations are too slow as the reload time of most weapons has been lowered.
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Re: List of what has to be done for 1.5 release?

Postby Samplidude » 24 Sep 2014 14:22

Also, now that reload times were changed, the sounds arent fitting in some cases.
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Re: List of what has to be done for 1.5 release?

Postby shirepirate » 28 Sep 2014 04:53

i've noticed the loading screen for a match (for those of us not using a SSD :( ) changed since 1.4? now it shows a large blown up version of what is originally a 512x512 image. idk, i'm not sure this has quite the intended effect. it's sort of ugly and annoying (i don't mean that to be too harsh. i think it was better in 1.4 honestly)
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Re: List of what has to be done for 1.5 release?

Postby shirepirate » 29 Sep 2014 23:14

also what appears when you press tab during a match seems to have changed? it used to show map info, author, modes and mutators info, etc. now it only shows the scoreboard and nothing else.

also the "ask if you'd like to save" function seems to ask even if you've just saved the map and made no changes, then try to exit. i suppose that's not too important but it seems like unusual behavior.
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Re: List of what has to be done for 1.5 release?

Postby qreeves » 13 Oct 2014 04:21

So it seems we're getting closer to finishing up with the last of the maps receiving the necessary updates for 1.5. Are there any bugs or items on the issue tracker which need doing before we release? Any maps/mods/etc need reviewing? Speak now or forever hold your peace, lol.
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Re: List of what has to be done for 1.5 release?

Postby radiant » 13 Oct 2014 10:33

My biggest remaining issues:
which makes it extremely annoying to find anything
the ability to use in-game commands to
and some old Trac issues about survivor + CTF/BB, or survivor + mapbalance
There was also one about defend CTF and remembering the flag's "time until reset" countdown after a pickup and drop, which was closed at the time for breaking protocol. Since 1.5 is already a protocol breaker, this might be able to be spliced in too.
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Re: List of what has to be done for 1.5 release?

Postby SylvieLorxu » 13 Oct 2014 23:04

The "freestyle" icon still uses the "jetpack" icon. This is mostly fine, but the jetpack on the icon is pretty weird, maybe that could be removed from the player's back?
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Re: List of what has to be done for 1.5 release?

Postby FaTony » 15 Oct 2014 14:56

I've modified Rooftop as you requested. Waiting for your feedback.
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Re: List of what has to be done for 1.5 release?

Postby SniperGoth » 15 Oct 2014 16:00

I don't know if this is the right topic for this, but i would like the community to review my assets (Models, Textures) to see if they are worth for inclusion on the game.
Im going to upload them soon, since the file is quite.... big.
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Re: List of what has to be done for 1.5 release?

Postby freezurbern » 15 Oct 2014 17:36

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Re: List of what has to be done for 1.5 release?

Postby SniperGoth » 15 Oct 2014 17:44

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Re: List of what has to be done for 1.5 release?

Postby bonifarz » 17 Oct 2014 10:20

I feel sorry to bump an old question, but do we want to keep the in trial? There have been some detailed thoughts by radiant, and I don't know if we should consider a complicated solution, or just raise the respawn timer for a few ms, maybe only for exiting spectator mode? Also, I have just seen that radiant placed some awesome routes on the trial maps. Do the advanced (ID=1) routes rely on the refill trick? i guess some do. So, have we gotten used to that trick such that it is better kept as a "feature"? ;)
Note: Actually, this is really not something that "has to be done" for the release, but maybe it is an easy fix that just got forgotten.
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Re: List of what has to be done for 1.5 release?

Postby SylvieLorxu » 17 Oct 2014 19:18

I'd like to refer to this topic: .

I understand this will probably not be solved before 1.5, but it's one of the longest-existing issues in RE, so...
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Re: List of what has to be done for 1.5 release?

Postby SniperGoth » 17 Oct 2014 19:45

I did a quick run trough the most famous map glitches. Everything seems to be ok atm. But Ghost still has the flag texture on the back of a building, but that's a sort of easter egg, i like to think.
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Re: List of what has to be done for 1.5 release?

Postby radiant » 17 Oct 2014 20:20

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Re: List of what has to be done for 1.5 release?

Postby unixfreak » 18 Oct 2014 01:17

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Re: List of what has to be done for 1.5 release?

Postby radiant » 18 Oct 2014 02:42

It wouldn't make much sense if edit mode were restricted to that rotation, since it would even block a new blank map for being started and defeat much of the purpose of editing. For what it's worth, sv_modelockfilter blocks the whole editing mode by default (it's the 2 bit), so this behavior shouldn't even matter on most public servers.
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Re: List of what has to be done for 1.5 release?

Postby Bobbo » 18 Oct 2014 13:07

The trees on Convolution are nocliped, or just aren't solid and so can be hidden inside of. They're big enough to conceal the player.
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Re: List of what has to be done for 1.5 release?

Postby Bobbo » 18 Oct 2014 14:07

Map issues:
biolytic: Two geometry issues, some textures (a ledge near red base and that triangle cutout).
keystone2k: Halved grenade count in bases -- too many on map
deli: Some minor geometry fixes (which I can't remember what were because I done them ages ago and you never merged it in it seems).
deli: Should have mapbalance 1 (included in the zip).


Code issues:
pick random will select locked modes
pick random can select illegal combinations of game modes (such as defend-quick-protect ctf).
rifle2 cooking still forces you to rescope after each shot.
checkmaps doesn't work if there's only one client
checkmaps has an erroneous "s" before the player's rank icon.
Bots are too eager to throw a bomb to team mates
"bots attack" reports option to target a player, "bots attack <player>" yields the same result as "bots attack".

Vars/balance issues:
smg is still op
shotgun2 sounds really weird for some reason (sounds like it's playing the same sound 20 times at the same time)?
shotgun2 should either get shotgundamage2 20 or shotgunflakdamage2 7, with preference of shotgundamage2 20, to promote aiming instead of spray n pray -- You overnerfed it
riflecooktime2 is far too long, should be around 100-200ms like you agreed when we spoke about it ages ago.
The +50 shields from buff (maxhealth 150) should be replaced with [capture|defend|bomber]buffshield 1.875

Other:
Parkour behaviour concerning wall jumping is really weird, is there some way to revert that to how it was in 1.4?

More later, maybe
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Re: List of what has to be done for 1.5 release?

Postby shirepirate » 18 Oct 2014 22:39

biolytic and keystone2k committed, that deli file is too old and not based on the current rev.

convolution fixed

map balance is intended to fix an advantage or disadvantage a team may have on a given map. deli is like 95% symmetrical, and no such problems exist, so why force a team switch? it's annoying enough on the maps that require it.

the parkour was tweaked on purpose, personally i like the new style but to each their own

bot behavior in bomberball / defend the flag is pretty bad currently, tweaks are definitely needed.

i find it interesting you think smg is overpowered, personally i can't accomplish any shit with smg2 now. it's almost useless, even at close range.
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Re: List of what has to be done for 1.5 release?

Postby Bobbo » 18 Oct 2014 22:53

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Re: List of what has to be done for 1.5 release?

Postby SniperGoth » 18 Oct 2014 23:52

Here's something that Tom Hall, one of the developers from ID Software once said about ctf maps.
"As long as the bases are symetrical, the map layout doesn't matter. "

Deli is fine man, no need to change it.
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Re: List of what has to be done for 1.5 release?

Postby Bobbo » 18 Oct 2014 23:53

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Re: List of what has to be done for 1.5 release?

Postby SniperGoth » 19 Oct 2014 00:52

Well anyway, there's something that has been bothering me a lot lately on svn.
It's the projectile's position when you shoot, it's too much in the center of the screen. Maybe it is just me or im not used to it, but i can't see properly if im close to hit the target with the Pistol/smg/plasma now. It just doesn't seem like it.With the plasma mostly, you can't even see if you are hitting the target on how close it is to the center of the screen, and you can't even see the pistol projectile now the way it is.
And @bobbo ,stop trying to fix something that isn't broken .
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Re: List of what has to be done for 1.5 release?

Postby shirepirate » 19 Oct 2014 01:44

this is not a very organized list of issues (and that somewhat bothers me, OCD I know). here are some more things i've thought of:

-the message "unknown command: mdpitch" appears frequently when starting a match. i don't know what triggers it exactly, if there's any more information i can give let me know

-the "weapon switch drop bug." when you try to drop an item and don't have one, the loadout is limited to the current weapon you are using. it's easy to reproduce and quite annoying. sometimes you can still switch to pistol, then that becomes all you can use

-when you begin a duel or survivor by yourself or in offline mode and opt to select a weapon, the match does not reset for you and you must watch bots duke it out until the round ends. i don't know if this is at all related to viewtopic.php?f=11&t=414

-serious logic errors in the bots' behavior in defend the flag & bomber ball. to be more specific the bots will not try to capture a base anymore in the former, and continually pass the ball aimlessly in the latter

-there's no reason to show the "votes" tab in offline mode

-maybe there should be a way to turn off the GUI "tips." (if there is and i missed it, sorry)

-maybe in addition to the percentage a server is modified and the major/minor version, svn revision could be shown?

-maybe a link to "chat lobby" off the main menu could benefit users, executing the same actions as "live support" in the help section

-any reason demos are disabled for multi-view? might invoke some interesting discussion. some may see it as a waste of bandwidth, but i've learned a lot about the game through demos and they might be fun to discuss with others or to teach others (and obviously it could be a disabled mode by default)

-are there any useless variables that are now redundant and will never be used? or some that never were used? perhaps they could be culled

these are 1.6 things, some there's a good chance i or others could even help with to the necessary degree of quality for inclusion:

-a more intuitive in-game server setup GUI, accessible from main menu and covering all important default administrative functions

-a more detailed or exhaustive edit GUI, though a modification of the current GUI to broaden it's usefulness is certainly an option

-review/upgrade variable descriptions

-in-game account applications/approval process (if necessary, administrators could also approve accounts)

-more basic help topics detailing game modes/mutators/weapons, etc (much of what is found on the wiki, only summarized as a help topic off the main menu)

probably that's enough for now, sorry that i like to droll on
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Re: List of what has to be done for 1.5 release?

Postby qreeves » 19 Oct 2014 02:04

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Re: List of what has to be done for 1.5 release?

Postby Bobbo » 19 Oct 2014 10:28

Yay! Thanks. That was rather awkward in 3rd person, especially when you consider the aiming bug.
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Re: List of what has to be done for 1.5 release?

Postby bonifarz » 19 Oct 2014 11:19

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Re: List of what has to be done for 1.5 release?

Postby shirepirate » 20 Oct 2014 06:18

this needs to be fixed:
viewtopic.php?f=9&t=422&p=3570#p3570

and i realized something else, that in multi on a map such as convolution it is balancing teams out 4 times per match. technically this particular map was made to be symmetrical, so it should be balancing 0 times (mapbalance is 0). could this be fixed too?
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Re: List of what has to be done for 1.5 release?

Postby unixfreak » 20 Oct 2014 13:48

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Re: List of what has to be done for 1.5 release?

Postby qreeves » 21 Oct 2014 02:02

I fixed that in SVN already :P
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Re: List of what has to be done for 1.5 release?

Postby Bobbo » 23 Oct 2014 18:09

/unmute <cn>
/unban <cn>

would be useful, for those instances when you don't want to unban/mute everyone.
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Re: List of what has to be done for 1.5 release?

Postby freezurbern » 23 Oct 2014 23:11

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Re: List of what has to be done for 1.5 release?

Postby Bobbo » 23 Oct 2014 23:24

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Re: List of what has to be done for 1.5 release?

Postby qreeves » 24 Oct 2014 01:07

Yeah I went to add these and came to the same conclusion half way through implementing it. Ban lists, etc, requires a larger effort.
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Re: List of what has to be done for 1.5 release?

Postby freezurbern » 24 Oct 2014 01:12

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Re: List of what has to be done for 1.5 release?

Postby shirepirate » 24 Oct 2014 02:23

the trailer is a larger undertaking than it seems, even for a not very professional looking one. as 1.5 grows very near i'm not convinced it's going to happen, maybe it's better left for 1.5.5 or 1.6. i have virtually no experience with capturing the right moments of gameplay, i've even tried it already a couple times, and a random assortment of demos requires someone with editing skill to throw it together. unless quin decides to do this we shouldn't hope for too much.

this isn't to say it couldn't be done amateurishly with a very nice result, but personally i believe it would take more time than is left, and i've already been ready for a new release for a while :)

updated screenshots for the website, on the other hand, is a lot easier to manage.
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Re: List of what has to be done for 1.5 release?

Postby freezurbern » 24 Oct 2014 02:42

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Re: List of what has to be done for 1.5 release?

Postby qreeves » 24 Oct 2014 02:49

If I can get enough source videos (at, let's say, 1280x720), I can build a trailer from them.
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Re: List of what has to be done for 1.5 release?

Postby bonifarz » 24 Oct 2014 12:40

What about this one: http://redeclipse.net/wiki/Contribute_Descriptions

Shall I merge the suggestions with and put that on the wiki?
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Re: List of what has to be done for 1.5 release?

Postby Bobbo » 24 Oct 2014 18:13

The power of the *push variables on rocket are crazy high, I thought they were bad enough in 1.4 but now it seems they're at least twice that value.
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Re: List of what has to be done for 1.5 release?

Postby freezurbern » 24 Oct 2014 20:25

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Re: List of what has to be done for 1.5 release?

Postby SylvieLorxu » 25 Oct 2014 13:18

instagib should probably be enabled again in the default configuration (assuming svn. redeclipse.net uses that).
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Re: List of what has to be done for 1.5 release?

Postby freezurbern » 25 Oct 2014 15:14

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Re: List of what has to be done for 1.5 release?

Postby SylvieLorxu » 25 Oct 2014 15:29

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Re: List of what has to be done for 1.5 release?

Postby qreeves » 26 Oct 2014 03:49

I thought we've been over this.. Instagib is only disabled on the servers I run via servinit.cfg, it is not disabled in the code.
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Re: List of what has to be done for 1.5 release?

Postby Bobbo » 26 Oct 2014 11:10

Can't remember if I already mentioned it, but kamikaze is still the same. You said you'd change it so that grenades would drop and continue their timer.
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Re: List of what has to be done for 1.5 release?

Postby Bobbo » 27 Oct 2014 13:41

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Re: List of what has to be done for 1.5 release?

Postby shirepirate » 28 Oct 2014 05:31

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Re: List of what has to be done for 1.5 release?

Postby shirepirate » 29 Oct 2014 07:23

i believe the visual effects of the flamer are a little too overwhelming as it currently is. the residual and it's normal strength are bad enough, but for someone who takes the time to learn the weapon well it can become so dominating there is hardly a good defense against it.

i play a good deal on the 1.4.5 / svn backported servers, and many have complained about it being too powerful. normally this is the case with any weapon, but they also complained of lag cause by the large amount of flame particles. maybe it could be toned down a bit? maybe there's a little too much spread? (it's hard not to hit your team-mates, even if you can put them out).

i love using flamer so it's with a heavy hand i'd even make the suggestion it be toned down, but it is quite unstoppable in the right hands (especially in FFA modes where you don't have to worry about TKs).

also i think flamer2 was going to be tweaked a little to prevent perpetual air suspension? (maybe that happened already and i forgot).

this is how i see the weapons now, since 1.4:

melee: how doez i headshot with my feet
pistol: well, wtf, it's pistol. i have it disabled :3 (does that make me a n00b?)
sword: can be very powerful to use in non-regen modes now, still hard to sneak up on any opponent in other modes (as they are just as fast as you)
shotgun: was an unstoppable titan, now a gentler deliberate giant
smg: smg1 has an annoying effect of being well, effective. it's very powerful in ffa now. smg2 has enough oomph now when aiming correctly as well.
flamer: ridiculously overpowered in 1.4, it's been overhauled to something more unique. but it is by far the most overwhelming and annoying weapon
plasma: very well balanced now. probably the 2nd most annoying weapon, but i believe that's just because it's doing it's job well in all modes. for it's intended purpose plasma2 is quite effective also
zapper: a slow to kill annoyance, very effective for finishing off after a few hits of something more powerful. zapper2 keeps changing completely so idk wtf, will have more input after playtesting it
rifle: rifle1 is very fast now (the bots' accuracy level with it may need to be tweaked more, same with smg2). this significant speed increase might require a weaker rifle1 damage honestly. no rifle2 pros are going to like having to zoom in after each shot, but in all fairness i can say this is a very good substitute for what would be the normal effect of recoil.
grenades/mines/rocket: all seem to be fairly well balanced. i don't like grenades in duels, whether they are "strategic" or not. there is no reason not to use them as they are more powerful than any weapon, which takes away from the real experience of fighting and it just becomes a game of who can spam the most nades. preventing nades from spawning in "hard" mutator might not be out of the question, mines are very different and could stay (and there's always non-hard for those who prefer them). actually the kamikaze thing is a little annoying too, doesn't really make sense. just because you die your nade explodes? does it have a dead man's switch, lol? if it does then..... i guess that makes sense o.o
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Re: List of what has to be done for 1.5 release?

Postby qreeves » 29 Oct 2014 08:18

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Re: List of what has to be done for 1.5 release?

Postby shirepirate » 29 Oct 2014 09:11

/flamerpartblend1 0.65
/flamerspread1 5
/flamerdamage1 5
/flamerflakdamage1 5
/flamertime1 225
VAR(IDF_PERSIST, projtraildelay, 2, 8, VAR_MAX);
VAR(IDF_PERSIST, projtraillength, 1, 200, VAR_MAX);
FVAR(IDF_PERSIST, projfirehintsize, 0, 1.65f, FVAR_MAX);

even with that it's still easy to kill bots/noobs in FFA. it's just such a dominating weapon.
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Re: List of what has to be done for 1.5 release?

Postby Honno » 29 Oct 2014 09:38

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Re: List of what has to be done for 1.5 release?

Postby qreeves » 29 Oct 2014 10:13

Play.re is not running an exact SVN copy. I've said this several times, and in that thread. New mechanics were added that can't be replicated in 1.4.x. I have to stress this again: don't report on weapons/balance unless you're using SVN on an SVN server. You will not get an accurate representation of balance in SVN anywhere else, no matter how hard you try to back port the variables.
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Re: List of what has to be done for 1.5 release?

Postby SniperGoth » 29 Oct 2014 18:09

Zapper2 at the moment is pretty hard to use because of the spread. But the one we had 1 week ago was pretty powerful if it hit.
Pistol was pretty much a killer on my hands some weeks ago too. Now not so much .
Flamer2 is supposed to throw you like a ragdoll around, so i don't see the point of it not doing that.
I like where the overall balance is going.
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Re: List of what has to be done for 1.5 release?

Postby qreeves » 30 Oct 2014 02:18

zapper2: has the same spread and attack style as zapper1 for the last two days. pistol: hasn't been changed since 1.4.5.
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Re: List of what has to be done for 1.5 release?

Postby SniperGoth » 30 Oct 2014 15:51

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Re: List of what has to be done for 1.5 release?

Postby Honno » 30 Oct 2014 17:34

Ghost still has .
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Re: List of what has to be done for 1.5 release?

Postby shirepirate » 30 Oct 2014 18:24

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Re: List of what has to be done for 1.5 release?

Postby unixfreak » 30 Oct 2014 22:50

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Re: List of what has to be done for 1.5 release?

Postby SniperGoth » 30 Oct 2014 23:30

Yeah, i was doing a little check while on the middle of a match to see if that was fixed.

EDIT: Fixed. Also, what about that random flag texture on the back of one of the buildings? Leave it there as a sort of easter egg?
Another note: largeandincharge.png will be taken out from the release, right?
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Re: List of what has to be done for 1.5 release?

Postby Honno » 31 Oct 2014 00:54

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Re: List of what has to be done for 1.5 release?

Postby shirepirate » 31 Oct 2014 02:16

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Re: List of what has to be done for 1.5 release?

Postby qreeves » 31 Oct 2014 03:32

Yeah, cinta and I want it. It is a silly easter egg for SVN users, and don't worry, it is automatically pruned from our releases.
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Re: List of what has to be done for 1.5 release?

Postby Honno » 31 Oct 2014 12:42

When one throws a mine whilst moving quickly backwards, the mine moves very slowly. As such, moving quickly forwards makes the mine move very quick. I haven't quite noticed this behaviour in 1.4 not sure if there was something in it for this, but either way it's a cool mechanic. However, visually, it looks quite awkward because the mine's whole animation sequence from player to hard surface is slowed down at the same pace, rather then there being any *feeling* of there being consistent gravity.

Check out this short demo to see what I mean.
20141031123801.dmo
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Re: List of what has to be done for 1.5 release?

Postby SniperGoth » 31 Oct 2014 12:48

That happens with the grenade and mine on 1.4 Honno, it goes faster or slower depending on the momentum.
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Re: List of what has to be done for 1.5 release?

Postby freezurbern » 31 Oct 2014 13:26

Perhaps the /doc/examples/servinit.cfg could be updated for 1.5? Mostly the weapon variables, unless other things have changed. Also, a line for addlocalop to help people get admin on their servers with auth instead of the older adminpass (but keep adminpass there ofc)
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Re: List of what has to be done for 1.5 release?

Postby Honno » 31 Oct 2014 17:48

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Re: List of what has to be done for 1.5 release?

Postby Honno » 01 Nov 2014 10:52

I feel that zapper makes SMG redundant. On my lone zapper vs. SMG stand offs with Calinou recently I always seemed to be on the losing side. Zapper is obviously generally powerful with any other weapon too. I think it should stay more as utility as it really is uniquely powerful- make it so it requires another weapon for it to be potent and so give advantage to non-zapper opponents of having two different ranged weapon. I'd nerf the zapper damage, as right now it deals decent direct damage with the devastating benefits of shock (SMG has stun but it doesn't compare) as well as the status effect damage. Or how about trying no damage from shock status, just lagged movement?

Here's two games to show what I'm talking about:
20141101153834.dmo
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20141101151338.dmo
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Re: List of what has to be done for 1.5 release?

Postby shirepirate » 01 Nov 2014 23:55

it's not a side-arm last resort like pistol, it should stand strong enough as an independent weapon. i'm happy with the current balance of zapper.
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Re: List of what has to be done for 1.5 release?

Postby shirepirate » 02 Nov 2014 01:56

instead of opening new threads here's some things i noticed from playtesting, based on current rev offline play:

-when you open an older version of RE and the game doesn't recognize a newer variable you have set or a command, it seems to erase the values of these variables in your personal settings. is there a way to stop that? (it's quite annoying).

-there's a bug that occurs and is annoying and easily reproduce-able when there are a loud of sounds playing, it plays what sounds like the lava rumble (not sure exactly which sound effect, but one of the lava ones) over and over at random times when a lot of sounds happen. it does this in maps where that sound is definitely not placed and there is no lava material (like livefire). i'm not sure if it happens in edit mode, a lot of sounds need to be playing for it to occur (add lots of bots).

-the removal of respawn on weapon switch is not intuitive at all for new players who don't know easily how to spectate or suicide. not sure how this can be fixed without the exploit again being possible, but it's at best awkward now. perhaps a longer spawn delay, or perhaps the weapon changed console message could be re-worded, "weapon selection is now: ... press [spectate] [mouse1] to respawn." along with this it probably doesn't have to list all the other weapons as random, it should only list the amount of weapons there as is set in the variable /maxcarry

-i don't know what variable it is exactly, and i can't find when it was changed, but the amount of "push" from a shot of rifle2 is currently very high now (seems much higher than flamer2 even). when being shot mid-air, this will completely change your trajectory and will cause you to die frequently.

-tooltip off main menu for "help" has typo (and incidentally where are all these written down in the game files?)

-perhaps "search lan" in the server list could be ticked by default? it's rare that the option would be available and you wouldn't want it, anyway. it took me a while when i started messing with client-hosted servers to realize this option was even there.

-is there a variable (or could there be one) for enabling/disabling the build information in the bottom-right corner? or perhaps that's an SVN-only thing anyway.

-showmainplayerprev should probably be changed to a client variable like guimainplayerprev and put with the other menu options
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Re: List of what has to be done for 1.5 release?

Postby radiant » 02 Nov 2014 02:32

For the weapon switch dialog, there could be a checkbox readded that says "click here to suicide and respawn immediately with the new weapons", and if that gets checked, it could follow up the packet with an ordinary suicide command (complete with the normal point loss involved in doing so).
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Re: List of what has to be done for 1.5 release?

Postby qreeves » 02 Nov 2014 03:10

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Re: List of what has to be done for 1.5 release?

Postby shirepirate » 02 Nov 2014 04:51

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Re: List of what has to be done for 1.5 release?

Postby Honno » 02 Nov 2014 09:52

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Re: List of what has to be done for 1.5 release?

Postby Honno » 02 Nov 2014 18:10

Maybe giving the shotgun more ammo will help against flamer. I'm finding myself losing a lot to flamer because of a lack of ammo while flamers now have potent damage and a fair amount of juice.
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Re: List of what has to be done for 1.5 release?

Postby Calinou » 02 Nov 2014 19:05

Zapper is quite bad now, like plasma. Also, crouching is still unrealistically fast.

Why are plasma primary particles hidden for a while when shot? It looks ugly and feels like the projectile teleports.
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Re: List of what has to be done for 1.5 release?

Postby SylvieLorxu » 02 Nov 2014 20:05

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Re: List of what has to be done for 1.5 release?

Postby shirepirate » 02 Nov 2014 20:23

i see the huge push from rifle2 was fixed. nice. i agree with calinou, zapper didn't have to be nerfed before a real release
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Re: List of what has to be done for 1.5 release?

Postby freezurbern » 02 Nov 2014 20:28

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Re: List of what has to be done for 1.5 release?

Postby unixfreak » 02 Nov 2014 22:50

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Re: List of what has to be done for 1.5 release?

Postby shirepirate » 03 Nov 2014 21:55

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Re: List of what has to be done for 1.5 release?

Postby freezurbern » 03 Nov 2014 22:24

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Re: List of what has to be done for 1.5 release?

Postby shirepirate » 04 Nov 2014 00:42

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Re: List of what has to be done for 1.5 release?

Postby qreeves » 04 Nov 2014 02:40

Uh, no. Audio in applications should always output at maximum by default. You should be using the system-wide mixer or the volume controls on your playback device. Also, an audio file doesn't show me where the hell in the map you're talking about.
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Re: List of what has to be done for 1.5 release?

Postby shirepirate » 04 Nov 2014 03:30

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Re: List of what has to be done for 1.5 release?

Postby Calinou » 05 Nov 2014 19:12

I think the ideal value is 50 % of the maximal volume, so 127 here.
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Re: List of what has to be done for 1.5 release?

Postby unixfreak » 23 Nov 2014 20:57

Rather than make a thread, i'll point it out here; the cancel/close button border is slightly smaller than the menu tab border (mild OCD :roll:)
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Re: List of what has to be done for 1.5 release?

Postby Honno » 23 Nov 2014 21:04

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Re: List of what has to be done for 1.5 release?

Postby shirepirate » 24 Nov 2014 00:33

Last edited by shirepirate on 24 Nov 2014 01:02, edited 1 time in total.
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Re: List of what has to be done for 1.5 release?

Postby unixfreak » 24 Nov 2014 00:52

Not an issue really, just pointing it out.
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Re: List of what has to be done for 1.5 release?

Postby qreeves » 24 Nov 2014 04:51

It's actually smaller in order to distinguish it from tabs.
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Re: List of what has to be done for 1.5 release?

Postby Evropi » 24 Nov 2014 12:31

Well, if we're going to talk about OCD...

One of the things that's always bothered me in RE is how you lose lots of blood when you fall off the map. I always though it was an engine limitation of some sort but Tesseract handles this correctly; you don't bleed when you drop off the map, you just keep falling. I would like to see this in RE as well.
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Re: List of what has to be done for 1.5 release?

Postby radiant » 24 Nov 2014 13:01

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Re: List of what has to be done for 1.5 release?

Postby qreeves » 24 Nov 2014 13:50

Build the level closer to the bottom of the map so the player dies from crossing the threshold; then it uses HIT_LOST instead of HIT_MATERIAL, for which I've just turned off the gibs.
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Re: List of what has to be done for 1.5 release?

Postby Iceflower » 25 Nov 2014 20:11

I know my English is cruel. :$
When I talk rubbish correct me.
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