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Messages - Vincenzo

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61
General Discussion / Re: New patch, test it before it's out!
« on: September 07, 2018, 10:32:34 am »
Personally im affraid to do any balance changes at all.

you will always piss off somebody.

62
General Discussion / Re: New patch, test it before it's out!
« on: September 06, 2018, 03:47:37 pm »
Aren't admins for this reason existing?

63
General Discussion / Re: New patch, test it before it's out!
« on: September 06, 2018, 01:41:35 pm »
can you create the flags as on the native to avoid cavalry fights too long?
what do you mean exactly?

That in battle mode if it lasts too long the banners appear that you have to cap?

64
General Discussion / Re: New patch, test it before it's out!
« on: September 06, 2018, 10:24:34 am »
Cheers for sounding like you care about the community :(

Not my map, we just used it and adopted it! But lessons learned :)
Yes, I care otherwise i would not make a patch for a 5 year old DLC of a game that is 7 years old..  ???

Wasting my time with broken custom maps is however not the best thing you can do.

it's probably holdfast's developer office lol
Fake news.


How is the testing going? Things seem good and stable in the new patch?
did you guys like the melee and sapper changes?

65
Archiv / Re: Neuer NW Patch
« on: September 05, 2018, 04:15:08 pm »
Danke fuer der server.

Wenn jemand noch ein paar Vorschläge oder langwierige bugs hat, könnten wir es vielleicht verbesseren, bald wird es zu spät sein.

66
General Discussion / Re: New patch, test it before it's out!
« on: September 05, 2018, 03:40:17 pm »
i have made a German/Eu Server for testing

https://www.fsegames.eu/forum/index.php?topic=39650.msg1754430#new

if you have the chance, please test extensively the sapper class, and tell me how you like the updates to it.

67
General Discussion / Re: New patch, test it before it's out!
« on: September 05, 2018, 03:24:34 pm »
Well, that map is the one you wanted....  ::)

Sometimes the flag dissapears if you reset the round instead of starting the map, sometimes it doesn't then at a random point it will.

If the flag remains you can't cap it etc. I've tried lowering the flag etc.

Spoiler
scn_mp_custom_map_20 mp_custom_map_20 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x0000000130010e0e0005fd84000011c60000285b00005cbe
  0
  0
 outer_terrain_plain
[close]

So, after wasting another day on trying to check what is wrong, if it is the agent loop and so on it turns out you added another flag pole in your scene (spr_headquarters_pole_code_only), which obviously as the code suggest is for code only. SO DONT USE IT IN YOUR SCENE  ::)
Spoiler
[close]

68
General Discussion / Re: New patch, test it before it's out!
« on: September 05, 2018, 10:40:47 am »
will servers get automatically updated when it's official?

BTW, update Turkish translations too pls, it's horrible atm

So we get new servers Files?
Naturally you will have to update all servers at release, you can test it already now by putting the build uploaded in the first post into your server.

69
General Discussion / Re: New patch, test it before it's out!
« on: September 04, 2018, 12:37:16 pm »
I don't want to make this topic into a devs please fix my broken maps topic.

we wish to push this out of the door soon, so if you have any bugs that are actually on our side please send them asap.

Did some people test the build? also in melee combat? how is it?

70
General Discussion / Re: New patch, test it before it's out!
« on: September 04, 2018, 12:22:47 pm »
I checked the code, the Z scale in minus is properly detected, and passed to the engine,  on the spawn of the new object it is set on the new object, but for some reason it creates a problem with the collision body, which I am unable to fix.

So i can only say, don't minus -z scale please. :)

71
General Discussion / Re: New patch, test it before it's out!
« on: September 03, 2018, 06:32:26 pm »
This has been tested on the current release and test branch. When I breach these walls on this map (Is a siege map on Minisiege) it creates a weird invisible wall that blocks you from going up the staircase. I'm unsure what causes this, but when the wall isn't breached it lets you walk up and down just fine. If the map resets or their is another round it will still remain there even after these things happen. If you change to the map manually, the issue is gone. on This is the only map I've found that this happens on, but a very weird thing to occur at that. Below in the first spoiler is screenshots of the area it occurs in, attached is the download and second spoiler contains the terrain code.

Steps to recreate:
1: Download map & scene code
2: Go to the stairs to the left (When facing flag from inside fort, pictured in first image below in spoiler) and blow a hole in the small wall between the pillers.
3: Try to run up the stairs, game says no rip
(Ik they're simple but ye just incase)

Spoiler
The area in question:


Little wall between those 2 pillers seems to be the cause:

^Bottom half of the prop disappears, not sure if this usually happens but just pointing it out^

Forms a barrier as far as the wall from where I stand in this screenshot:
[close]


Spoiler
Scene code:
scn_mp_custom_map_1_minisiege mp_custom_map_1 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x000000003004ca5a00028c880000c14000001fef00009871
  0
  0
 outer_terrain_plain
[close]

The prop name that I think that makes this happen is mm_house_wall_11, but it could literally be any prop in that area.

The problem seems that you have this object -scale on z.
Spoiler
[close]

Aswell as this prop:
Spoiler
[close]

I can look into why -scale doesent work.. but i dont see this as a very needed feature. overall it seems that our code works fine with - scale, but the physics engine goes not, which is not something i can fix.

72
General Discussion / Re: New patch, test it before it's out!
« on: September 03, 2018, 10:36:48 am »
can you upload a map that is known to cause this siege flag bug?

I don't think we will work more on the admin panel. sorry.


Is somebody working on a better turkish translation?
If so, edit the csv files in the languages/tr folder and make sure to save them as UTF8 format, not ANSI.
Do not use microsoft excel or something cause it will fuck up the format, best is to use a tool like notepad++;
https://notepad-plus-plus.org/download/v7.5.8.html

You can upload the files here and ill include them.

Before you upload them, be sure to test them ingame if they work.

If you wanted to test around with it, here is the current source for this patch; it will change more naturally but you could have a peek and see what is changed.
https://www.fsegames.eu/trunk.zip

73
General Discussion / Re: New patch, test it before it's out!
« on: August 31, 2018, 07:43:59 pm »
Cannon rifle is cool. who did this?
I made that lol.

74
General Discussion / Re: New patch, test it before it's out!
« on: August 31, 2018, 06:07:44 pm »
Excuse me but I don't see that double x was reintroduced into the game, could that be added for quick paced fights?????????????
no.

75
General Discussion / Re: New patch, test it before it's out!
« on: August 31, 2018, 05:46:47 pm »
will servers get automatically updated when it's official?
no.
When the patch drops it will be pushed over steam as usual, however servers need to manually update as always.

BTW, update Turkish translations too pls, it's horrible atm
Is the one in this mm dev better?
If not, your free to fix the translations and send us a better one, you can find it under languages/tr folder

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