Page 1 of 4

PR v0.509 Open Beta Feedback

Posted: 2007-02-21 19:30
by eggman
Please report any issues you have found with the open beta on the GloryHoundz WEST server.

Here is the changelog for this server only release:
MAP UPDATES
  • adjustments to CP Groups
  • adjustments to CP Radii
  • adjustments to flag cap timers to new standards
  • adjustments to ticket bleed
  • corrected some errors with erroneously high view distances and low fog distances
  • Set front line rally points to NOT respawn on most maps
  • Al Basrah (bleed tweaks only)
  • Al Fallujah (fixed SGID errors)
  • Airport
  • Goods Station
  • Inishail Forest
  • Mao Valley
  • Operation Ghost Train (cp timers only)
  • Operation Phoenix (removed MEC APC, adjusted timers, removed 2nd Mapper RPs)
  • Qwai River
  • GoO WAC 32 & 64 (adjusted timers, increased radii, set beach CPs to only takeable by USMC, on 64p set the MEC armored column to arrive on the road, 10 minutes spawn delayed, 10 minutes respawn)
  • RtKN (corrected SGID errors on 64p, adjusted timers)
  • Steel Thunder
  • Sunset City
  • Hills of Hamgyong
  • Jabal
  • EJOD
  • Muttrah
  • Greasy Mullet
  • Helmand
  • Compton
fixed errors with Fallujah 16 CP names from AAS messages. NOTE: this may not display correctly in the map on the client, but the AAS messages will be correct.


WEAPON SYSTEM CHANGES
  • Significantly increase 120mm AP and HE versus Aircraft and Helicopters.
  • Very slightly lowered insurgent RPG deviation
  • reduced heavy AT damage to tank tracks
  • boosted heavy AT damage to rear of tanks
  • boosted 120mm HE damage to jeeps by 30%
  • another 40% boost of 20mm AA damage to helicopters and airplanes
  • Changed Hvy AT to have an initial 20s delay to use so you can't bypass the reload timer and also to have a 3s delay when firing the weapon. You must hold the trigger for 3 seconds before the weapon will fire the projectile.
  • set rally points to be destroyable by about 40 to 50 rounds of small arms fire; previously they were incorrectly immune to small arms fire
  • 50% increase in damage done to helicopters from AA cannons (ZPU4, M167)
  • Slight reduction in Heavy AT damage to tanks; slight increase in 120mm HEAT damage to Jeeps and APCs
  • 10% boost to damage of Type 95 variants to reflect the 5.8mm round (was using the 5.56 damage template)
  • Corrected issue where the BTR-90 and WZ551 APC cannons were overheating faster than they should.
  • Vehicle Drop timer reduced to 5 minutes from 10; NOTE: don't think this is working as a server side only change
  • 50% increase in shoulder fired AA weapon damage
  • corrected error with penetration settings for weapons. they should penetrate fences and such now.
  • 25% boost to tank hitpoints for all tanks EXCEPT the T62 due to a bug with changing that server side. T62 will be updated in v0.6.
VEHICLE CHANGES
  • Fixed team-locking issues on Land Rover, Land Rover Support, BMP3, Z8 which should eliminate 90% of server crashes:
  • Fixed the bug when exiting the cupola gunner of tanks that are disabled (dedicated).
  • Removed the heavy attack choppers disabling of the chain gun so you don't get stuck in the position.
  • Added 10s timer that will kill a player that stays in a vehicle position with the wrong kit, or not on the same squad as the player that "owns" the vehicle.
  • Updated the MEC kit req location to include the BTR90 as a non-vehicle so you can request it from the side doors instead of the back.
SERVER SIDE CODE CHANGES
  • Significant re-factoring of code to improve performance in all modules; This shouod greatly reduce server side lag and CPU utilisation on servers.
  • Significant cleanup and bugfixing of all modules
  • Add new kit request checks for officer kit, no time limit on requesting officer kit when and officer dies and respawns
  • Changed rally request interval to 90 secs from 180
  • Tweaked the team damage point system. Players now receive an additional team damage point when a vehicle is destroyed. Fixes an error where no points were given if a vehicle was instantly destroyed.
  • Also changed it so that no team damage points are given for shooting wrecks, even though the game still displays the messages.
  • Heavy AT and AA kits can no longer be requested fro Rally Points (they can still be requested from APCs, Supply Crates and Main Bases)
  • You can only make a kit request from your own squad's Rally Point
  • Fixed issue on core that would keep players with isInsideVehicle true when changing maps.
AAS CHANGES
  • Fixed AAS flag cap logic to only allow to capture/neutralize when the attacker have 200% of the defenders. You will need twice as many attackers as defenders to capture AND to neutralise a CP. So 8v4 will move the flag, but 8v5 will not move the flag. More attackers above a 200% ratio will move the flag faster, up to a maximum of a 400% ratio at which point more attackers will not move the flag any faster.,
  • Added AAS_CONQUEST config variable so you can run AAS2 as conquest.
  • Updated coop to use AAS2 as conquest.
  • Some fixes to single player issues with AAS
  • Updated some of the flag cap logic so you can defend flags that are not your objective.
  • Fixed AAS flag cap times to get correct ratios.
  • Removed the Neutralise Radius function as it was a stupid idea in the first place.
  • Updated the AAS code to let you finish neutralizing/capping a flag even if that CP it's not your objective anymore.
  • Added defend messages on AAS2. If you have xcaptured a CP that is part of a group, you will get messages to defend those CPs until the entire group is captured.

PR v0.508 Open Beta - GloryHoundz West

Posted: 2007-02-21 19:31
by eggman
The v0.508 server patch is gonna go through some open beta testing on the GloryHoundz WEST server.

The server has been running the v0.508 update since early Wednesday morning PST.

Here is the server info:
Image

And here is a thread to post feedback about issues specific to this server update on the GHZ WEST server:
https://www.realitymod.com/forum/t16295 ... dback.html

Thanks!

Posted: 2007-02-22 03:25
by sonnilon
I'm surprised there aren't that many people eager to test this... With that said I'll contribute some more again.

Edit: Everything seems to be running smoothly... Lots of fun.

Posted: 2007-02-22 04:21
by Guardian[]B()b
bump back to page 1 might get some more feedback, and feedback consists of:
"This is not working as it should " or "This is working properly on all maps as detailed in the change log"
Feedback is NOT "oh why don't you change this while you are at it ?"
There is a posted list of the things they are testing. Developers have short attention spans so keep them on the existing list otherwise scope creep starts and we are waiting 8 months for anything to be fixed at all ! :D
<JK> I've never seen a mod stick to it's dates like the PR team, thanks.

Posted: 2007-02-22 04:39
by Fenix16
I dont think many people have read this yet or noticed that the server was different.

Posted: 2007-02-22 04:45
by mattcrwi
"You know its good when you don't notice it sucks" - Spore Development team

Apply that to the lack of feedback.

Posted: 2007-02-22 06:08
by NavalLord
Just played a couple rounds. I was squad leader and had 6 people in my sqaud, but when I tried to request an Officers Kit it said I needed to have atleast 4 people in my squad. When I tried to get a marksman kit it said I needed at least 3 people.

Posted: 2007-02-22 06:13
by KingofCamelot
NavalLord wrote:Just played a couple rounds. I was squad leader and had 6 people in my sqaud, but when I tried to request an Officers Kit it said I needed to have atleast 4 people in my squad. When I tried to get a marksman kit it said I needed at least 3 people.
Thanks. :) Issue has already been identified and is being looked into. It is caused by our new performance friendly version of counting the number of players in a squad, which obviously has some glitches.

Posted: 2007-02-22 07:33
by jedermann
'[R-DEV wrote:eggman']Added 10s timer that will kill a player that stays in a vehicle position with the wrong kit, or not on the same squad as the player that "owns" the vehicle.
You spawn in the last seat of a moving APC, which is the gunner position from now on. I hope the driver will let you bail, even in the middle of nowhere, from now on.

Posted: 2007-02-22 08:05
by mattcrwi
Omen WAC had aweful lag tonight. You can talk to riki_rud about about it, as I was playing with him... The one thing I noticed is that the lag was not present at the beginning of the round. The lag started when USMC started taking the flags on the beah and the MEC team tried to take them back. Maybe a coincidence, but I think its worth checking out.

Posted: 2007-02-22 09:14
by KingofCamelot
jedermann wrote:You spawn in the last seat of a moving APC, which is the gunner position from now on. I hope the driver will let you bail, even in the middle of nowhere, from now on.
You win a cookie for thinking up exceptions to the rule. :)

Posted: 2007-02-22 09:50
by IronTaxi
that is certainly an exception BUT it happens quite often particularly at the start of a round....well i guess we all have to learn then don"t we...

Posted: 2007-02-22 10:54
by RikiRude
mattcrwi wrote:Omen WAC had aweful lag tonight. You can talk to riki_rud about about it, as I was playing with him... The one thing I noticed is that the lag was not present at the beginning of the round. The lag started when USMC started taking the flags on the beah and the MEC team tried to take them back. Maybe a coincidence, but I think its worth checking out.

It was quite horrible and seemed to coincide when I decided to get into a chopper :lol:

But he is right as soon as the US was taking the beach flags and actually started capping them the lag seemed to increase. there was a constant flow of 64 players on the server so player pop isn't the problem. Grewasy mullet even suffered from worse lag.

Overall fuzzz and I agree 507 ran smoother then 508, but not as bad as 506.

Posted: 2007-02-22 13:13
by drygar
[EU]FpsFocus 2 - PR.0.5/ABR is a volunteer, if the [DEV] team will try that.
Location:Sweden
http://www.fpsfocus.com/
10/100Mbit fiber BBB,64pl,voip to
Send me a P.M if it is a Affarmative..

//drygar,[PR]EJOD|Drygar,[PR]RFAD|Drygar

Posted: 2007-02-22 14:55
by dunkellic
the at system is totally screwed up guys

tanks are now invincible, you should have seen that on the gl server today - fuzz got over 60 kills and only 11 deaths, because it is nearly impossible to take them out.

first, you cant request them (at kits) at rally points, which means you have either to spawn all the way back in the mainbase (ejod as example) or you´d have to find a apc, which sometimes is impossible because the tanks blow em all up.
then you have to aim at the tank, something that didnt quite work for me, because as soon as i brought up the sights, they switched back.
i "maneuvered" around that through holding the right mouse button.
next is, you´ve got to fire at a tank.
you hold fire (3secs) and a rocket leaves your gun, but it doesnt seem to affect the tank - then another rocket leaves your gun, same thing - then, the final rocket leaves your "gun" and finally does some damage - friggin confusing

well, one round rarely takes out a tank, so you´ve got to reload - bugger, it doesnt work. that´s what happens
Image



but apart from the bugs - take away the 3 second delay. it is difficult enough to get a heavy at kit right now and if you would have witnessed what i have witnessed today (namely, one team with a good tank crew and one with a not so good), you´d see that it would be necessary balance-wise





@fuzzyhead(s team) next time please try not to rape the mec mainbase with two tanks at once when you dont even got the west city - that is just ultra lame

Posted: 2007-02-22 15:12
by AMT
Creating a squad AFTER the round starts seems to fix the problem when requesting kits.

- Andrew

Posted: 2007-02-22 15:33
by Clypp
Few bugs I noticed with the grenade launcher. I was shooting smoke grenades while standing next to an APC reloading me. The first 2 grenades shot fine but after that they began shooting without the reload animation.

Also has the grenade launcher min distance been increased? I was shooting grenades at a Vodnik about 20m away and the grenades hit it and bounced way up into the air before hitting the ground in a random location.

Posted: 2007-02-22 15:43
by dbzao
We are aware of the Heavy AT issues and working on them.

The grenade launcher wasn't changed for 508, is the same we have since 506 (public v0.5).

Posted: 2007-02-22 15:43
by fuzzhead
dunkellic: heavy AT is getting fixed. I think the 3 second timer is a good idea though. Heavy AT in 506 is retarded. It takes zero skill to use and you can request it anywhere, essentially making tanks useless.

Right now, HEavy AT is useless because its bugged. will be fixed in next server patch

Posted: 2007-02-22 20:44
by dbzao
It's not the locked one, is the public Gloryhoundz WEST that is updated.