[181] MACs & ARCs fall through floor?

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Comments

  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Members
    <!--quoteo(post=1863169:date=Jul 24 2011, 07:36 PM:name=wacko)--><div class='quotetop'>QUOTE (wacko @ Jul 24 2011, 07:36 PM) <a href="index.php?act=findpost&pid=1863169"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And BTW all the praise about cysts being placeable and not needing LOS etc... that system is using the pathing system :P to find connections etc.. So it does do its job well :P<!--QuoteEnd--></div><!--QuoteEEnd-->

    Does this mean the cysts are supposed to connect to eachother based on the distance to eachother, like, calculating the distance around corners?

    Would like this a lot more then the "radius-calculation" wich makes it really easy to exploit links through walls.
  • wulf 21wulf 21 Join Date: 2011-05-03 Member: 96875Members
    edited July 2011
    <!--quoteo(post=1863254:date=Jul 25 2011, 10:52 AM:name=subshadow)--><div class='quotetop'>QUOTE (subshadow @ Jul 25 2011, 10:52 AM) <a href="index.php?act=findpost&pid=1863254"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Does this mean the cysts are supposed to connect to eachother based on the distance to eachother, like, calculating the distance around corners?

    Would like this a lot more then the "radius-calculation" wich makes it really easy to exploit links through walls.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Exactly. I've already put cysts in the marine start on rockdown from central access. They won't block building this easily anymore since they're easily killable, but you can use them as "alien scan" as well as to make turrets spend their ammo on cysts XD.
  • NixxenNixxen Join Date: 2004-02-11 Member: 26401Members
    <!--quoteo(post=1863222:date=Jul 25 2011, 07:52 AM:name=RichardRahl)--><div class='quotetop'>QUOTE (RichardRahl @ Jul 25 2011, 07:52 AM) <a href="index.php?act=findpost&pid=1863222"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've done beta testing for multiple games, I've done bug testing and QA for ubi-soft, and EA I'm pretty sure I've got more knowledge of the situation than you do. This is a beta test, not an alpha test, as the new pathing stands now it's in the alpha stage as it's a new system, an alpha pathing system should be restricted to developer testing only as it serve no purpose to release it to the general beta testers as there are still major flaws with the system, you're only going to get massive reports about the obvious flaws that took less then half a round to find with the system, the pathing system should have been fixed and released in the next build not this one, Also join date does not dictate weither someone's points are valid or not.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I can see where you're coming from and while doing betas for such companies is a notch in the "been there done that" sheet, it's not the same as beta testing for an independent dev. where the voice of the community is a part of how the game will end up.
    As NS2 stands right now, it's going over massive amounts of changes over the time span of only a few builds, while at "large scale" games they sort most of that during the alpha. The thing about UWE though, is that they feed on community feedback, and if they didn't make it a closed beta until they had all but the tweaking left, there would be very little the community could do when it came down to changing game mechanics the majority of us didn't like.

    By doing this during the beta phase you get a LOT of changes, and with those changes come the bugs. This is to be expected when big changes/milestones in the development are made.

    As someone else said here, bashing the devs will get you nowhere but out of here. This is a community after all, and constructive criticism is always welcome, but when you start throwing ###### people will either disregard your comments for being a prick, throw the ###### back at you or simply ignore you.


    TL;DR - Loosen up on the attitude, keep the critics coming, but keep it <i>constructive</i>.
  • kababkabab Join Date: 2003-12-15 Member: 24384Members, Constellation
    edited July 2011
    <!--quoteo(post=1863226:date=Jul 25 2011, 04:09 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Jul 25 2011, 04:09 PM) <a href="index.php?act=findpost&pid=1863226"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->you're completely correct.
    being a ###### to the devs however, removes any potential validity to any argument you may have.

    if you think QA for ubisoft has any similarity or relation with what UWE is doing here with their community then that's your problem right there.

    bring your ideas and even criticisms along with that logic, but take the the attitude elsewhere - we wish for them to continue community involvement and not dread it. multiple people have bit your bait in this thread, and responded telling you this, so just take it that maybe this once other people might be onto something.<!--QuoteEnd--></div><!--QuoteEEnd-->And this game is being made in a completely different way and financed in a different way then what the studio's you listed so your not comparing apples to apples...

    The NS2 beta players are really UnkownWorlds Q&A team and i think 99% of people feel privileged and proud to do this.. I have not doubt because of the path they have taken the NS2 release 1.0 is going to be one of the most 1.0 games released....
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    I had serious problems with MACs on ns2_summit. Drifters had similar problems. then i changed few variables in MAC and Drifter lua files:

    MAC.kCapsuleHeight = .05
    MAC.kCapsuleRadius = .2

    its much smoother now. MACs dont fall so often through the floor, and they dont get stuck when trying to move down stairs (happened to me almost all the time)

    but thats just a quick fix, it will not solve any underlying problems. but one thing: drifters and macs should be able to find a way which would lead them to fly over structures!
    maybe they try to do it (did not read through the code) but due to their own collision box (which is too high?) they decide "hallway is blocked"... and fly a much longer way.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    You may as well consider NS2 to still be alpha at this point. It's not feature complete and things are still being experimented with. Seriously, you guys who keep moaning need to set the game aside and come back in 6 months. UW is only a handful of guys and they have been busting their balls for ages making this game. The last thing they need is loads of people on the forum complaining and criticising them constantly.

    As has been said before, this is the stage of development that you normally never see. There will be game breaking bugs, things won't work immediately as planed and it won't be as polished as other games you play. You need to understand this rather than constantly complaining when things don't work 100%. We are lucky the game is even playable. Development is coming along but it won't be finished for a while yet - deal with it.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    great post wacko! you should consider creating news posts about such technical stuff sometimes (like overgrowth does). It helps everyone understand the development better, and makes it easier to interpret bugs and report them.
  • kaffaljidhmakaffaljidhma Join Date: 2011-07-14 Member: 110392Members
    What they need is another engine programmer, apparently.
  • BJHBnade_spammerBJHBnade_spammer Join Date: 2005-02-25 Member: 42431Members
    edited July 2011
    this has been a problem since the beginning it has not gotten any worse or any better it has stayed consistently the same it is just as easy to lose them as it was in the beginning. maby a little less so but still easy to lose the stuff off the map.
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    If it isn't already there, please add a client command to show the generated mesh so we can see where it is having problems. That could possibly allow map designers to add modify objects/etc to fix a bug in the auto-generated path.
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    <!--quoteo(post=1863280:date=Jul 25 2011, 06:02 AM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Jul 25 2011, 06:02 AM) <a href="index.php?act=findpost&pid=1863280"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You may as well consider NS2 to still be alpha at this point. It's not feature complete and things are still being experimented with. Seriously, you guys who keep moaning need to set the game aside and come back in 6 months. UW is only a handful of guys and they have been busting their balls for ages making this game. The last thing they need is loads of people on the forum complaining and criticising them constantly.

    As has been said before, this is the stage of development that you normally never see. There will be game breaking bugs, things won't work immediately as planed and it won't be as polished as other games you play. You need to understand this rather than constantly complaining when things don't work 100%. We are lucky the game is even playable. Development is coming along but it won't be finished for a while yet - deal with it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't think you have to go quite that far to still call it an alpha, but you're right that people need to ease up and take it for what it is, not what they *think* it should be.



    Ahhhh just thought of the word I wanted last page! "Tool," not "fanboy." Silly me :D
  • wackowacko Join Date: 2002-11-12 Member: 8283Members
    <!--quoteo(post=1863388:date=Jul 25 2011, 03:53 PM:name=Racer1)--><div class='quotetop'>QUOTE (Racer1 @ Jul 25 2011, 03:53 PM) <a href="index.php?act=findpost&pid=1863388"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If it isn't already there, please add a client command to show the generated mesh so we can see where it is having problems. That could possibly allow map designers to add modify objects/etc to fix a bug in the auto-generated path.<!--QuoteEnd--></div><!--QuoteEEnd-->

    There is something that shows some of the data but I would like it to be a little more informative and I would like mappers to be able to see it in the editor instead of having to run their maps... because in order to do that they have to generate the mesh which on some maps takes a little while :P
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