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#1
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Patch: October 3rd, secondary assists, misc improvements, custom server log additions
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October 3rd, 2011 Added "secondary assist" tracking for passes leading to an assist on goal Added "Goal +50" and "Assist +30" text indicating XP gained when you contribute to a goal Updated JSON entry for "goal" -- added attribute "secondaryAssister" New command line override for the server launcher executable (server_launcher): -downloadMaxKilobytesPerSecond X,Y,Z Example usage for a launcher with 3 server instances: ./server_launcher -ip 192.168.1.3 -updatePort 40000 -gamePorts 40001,40002,40003 -maxPlayers 8,14,14 -downloadMaxKilobytesPerSecond 40,80,80 New server config option "Disable balance teams popup": prevent the "T to balance teams" popup from appearing when teams are uneven New console command for custom server hosts: "logServerStatus" -- writes a JSON entry to ~Altitude/servers/log.txt of type "logServerStatus" with information about currently connected players New JSON server log entry types for 1de/1bd/1dm modes: "objectiveGameStart", "objectiveGameEnd" Updated JSON entry for "mapChange" -- now includes "leftTeam":integer,"rightTeam":integer attributes to specify team locations (for modes with more than 2 teams, like FFA, both attributes will report the same value: "leftTeam":2,"rightTeam":2) Objective game mode: increased max "round time" to 60 minutes to accomodate COOP map makers Reduced cursor offset induced by thermobaric rockets for pure mouse users only (mouseControl "Turning and Throttle") by 20% to offset the relative complexity of throttle-turn mitigation efforts in that control scheme Increased max friend count from 200 to 500 Bots are no longer considered valid tournament participants (startTournament prevents bots from respawning until stopTournament) Limited in-game chat max consecutive whitespace characters to 3 Added player notifications when serverRequestPlayerChangeServer, testPlaneScale, testCameraViewScale are invoked Added "invalid networked object" check to map editor to prevent broken maps when a networked object is accidentally placed in a non-game view Added a fail-fast error message for server configurations that are too large (with suggestion to reduce config size by removing entries from mapList and mapRotation) Fixed a few bugs |
#2
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pls nerf laser and thermo.
Besides that nice patch |
#3
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Dear lamster,
Baby, since day one we've shared something so incredible, something that most people only dream of. You came into my life completely by surprise and you've managed to make me the happiest man in the world. You are the most sincere, caring and loving man, and I wouldn't trade you for the world. You're always there for me, a shoulder to lean on, someone to listen to my fears, someone I can share my dreams with, and for that I'll always be grateful. Together we're perfect, and I can't wait to spend the rest of my life with you. I love you more than words can say, sweetheart. Love always, Juin Last edited by Juin; 10-04-2011 at 02:50 AM. Reason: changed "woman" for "man" in my copy/pasted letter |
#4
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does the patch include the "NEVER_MOUSE" camera center policy?
http://altitudegame.com/forums/showp...71&postcount=6 |
#5
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Quote:
cameraCenterPolicy="IF_MOUSE" to cameraCenterPolicy="NEVER_MOUSE" |
#6
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any chance the fix for laser made it in?
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#7
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thermo never needed a nerf its warp and emp bro
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#8
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can we get a map change in official servers in the future patch? some of the maps are pretty bad and should just be put in the new player servers
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#9
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Thank you for taking into account the coop community. Thanks a lot for the patch.
Nice work! |
#10
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^
What he said |
#11
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Woah, wait? 500 friends.. that's crazy..
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#12
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Quote:
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#13
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it feels perfect, you should make this camera the default for mouse
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#14
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logServerStatus command is exactly what I have been waiting for, thanks for supporting the customized server.
About the whitespace characters, did you increase or decrease the maximum of whitespace characters? If I remember correctly, it was possible to use unlimited amount of whitespaces. Is there any particular reason for this? I've planned to use ASCII-art on my server, thats why Im asking. Sorry to say this, but I really cant believe why laser has not been changed yet. The overpowerness is obvious. They never miss, which means they do always to one-hit kills, no matter what plane. They are mostly on top with best ratio in TBD-games, which means they kill the most and die the least. Still, they can run bombs and balls like a randa, which is probly the best plane for it. When you got 150 ms of lag, they do got a hitrange that reaches across the whole screen. If not, they will just warp to catch up with you. Then they escape the scene like a ghost. Most skilled players that I have been talking to agree with this. Im not sure why there has not been posting about this on forums, maybe they believe it wont help or something similar, it's pretty common with game communities to report bugs. I would really have a reason why this has not been changed! And last, I have a bug to report. I sprayed a whole bunch of grenades with bomber plane while I launched a powerup missile. The group of nades had gotten closer to each other while traveling towards the target so they almost hit at the same time including the powerup missile. The plane who recieved this almost one-hit killstrike only lost health of one grenade's damage. So something clearly happend there when all these projectiles hit the target at the same time. |
#15
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Passes: P1 -> P2 -> P3 -> P2
Does P1 get secondary assist? Or is secondary assist lost? Either way, thank you lamster. |
#16
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Yes, similar to hockey a pass setting up a give-and-go between 2 other players will result in a secondary assist.
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#17
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Quote:
__________________
We can has sigs? |
#18
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The pure mouse changes to thermo are hugely appreciated, thanks!
So is everything else of course but that just made my day. |
#19
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Well done, but I still would like to see the hitboxes for warp and laser tightened up. they still feel too large.
not a nerf, just cleanup. (been playing more 'randa lately, just sharing my experience) again, fantastic support lamster |
#20
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^.^ Sweet.
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#21
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BotLogo
I have an idea...
Change the ugly lvl 1 logo for the bots... Just design one really nice thumbnail for the bots!! (Something with red and black!) |
#22
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Could we please have it so that servers "remember" the people who played in that particular round of the game and doesn't lose their stats if they are forced to disconnect and rejoin?
It's incredibly disheartening for players to work up a good score, get kicked off for being AFK, ping-timeout or just a random disconnection and when they reconnect to the same game, they are back at 0-0-0 (and usually encourages people to "give up" and play something else). It would also discourage quitting immediately if you had a bad first round, just to zero your score again (as I see some people doing). Surely it can't be that hard for the server to just hold onto stats of everyone who played in that game until the game end and then forget them when a new game starts? It's very annoying for my girlfriend, whose wireless is a little dodgy, to score her only goal in weeks of football play, only to be disconnected for a micro-second and lose all track of it if she rejoins. |
#23
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+1 on this for sure. Didn't this use to work? Any reason why it was changed??
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#24
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500 friends ! Thank you !
__________________
"thats not wut jk means "olld timer" jk means joking" - from $WN Fillichio KGB and tgleaf, Rhetoric Master Classes, 2010 Edition |
#25
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I know this has been said, and I know my opinion doesn't carry the weight of Juins or Beagles or some of the other big wigs around the forum. But I have seen a lot of complaints about the OP laser and have never heard a good rebuttal as to why it hasn't been nerfed. I understand that the laser doesn't have the range of the other planes but in a game so fast paced, and with the warp, it's effective range is very nearly par to most of the planes. Couple that with the idea that missing is an impossibility and with bars you can drop just about anything but a heavy whale. I understand that a randa with 3 gold bars and a laser is rarely doing any good for his team (mostly hiding in the corners waiting for an opportunity for an easy kill) but most people playing that set up don't care about team play anyway so it's hardly a drawback for them. I think it would be much more balanced if the damage was left the same but the laser was cut to maybe 2/3 or 3/4 the length. I know at this point in the development it's a slim chance of happening because it's such a large change and would affect game play, but I will feel better just knowing I put my opinion out there. Overall you guys have done terrific with my experience in both customer support (getting me my skins even though I had issues) and in listening to the feedback. I'll be looking forward to any more games Nimbly produces in the future. Thanks
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#26
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For the record, objectiveGameStart also contains the leftTeam and rightTeam parameters from mapChange:
{"port":27276,"leftTeam":4,"time":237646105,"right Team":3,"type":"objectiveGameStart"} I'm not sure this is the intended behavior (since it's a bit redundant with mapChange), but it might be a good idea to keep it this way for future log parsers that might be started after a mapChange. Giraffupus, asides from the nonsense about the weight of people's opinion, I agree with everything you said. Even in competitive environments like ladder, laser players seem to trust their high kill count will ensure a strategic advantage for their team. Hmm... on second thought, upsetting the opponents with unfair kills might indeed be a strategic advantage. Alas, that also makes the game less enjoyable for the victims. I've forced myself to spectate many times when I know there's a chance I might play against a laser with a 100+ ms ping. Call me a little crybaby, but first try playing Time Anchor/Flexible Wings/Turbocharger (one of the most maneuverable planes) and using it to dodge said laser. It's frustrating. |
#27
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The ape is flattered and bummed.
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