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PostPosted: Tue Jul 09, 2013 12:24 am 
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02:23:03: : CHECK: AI controller update, character dead
02:23:03: : execution halted

I think I've located the problem: Threw a grenade at swimming enemies, game crashed when the grenade exploded.

There was a similar problem with the base game at some point, where swimming characters becoming stunned would crash the game.

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PostPosted: Tue Jul 09, 2013 12:51 am 
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02:49:44: : CHECK: character in invalid block: is player=0 dead=1 position=Vector3(658.751, 12.0508, 1061.19) velocity=Vector3(174.663, 0.0113039, 247.558)
02:49:53: : CHECK: character in invalid block: is player=0 dead=1 position=Vector3(-93.998, 14.6131, 302.52) velocity=Vector3(-216.35, 0.0113039, -117.209)
02:50:03: : xp in initdata=0
02:50:03: : using xp =0.181132

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PostPosted: Tue Jul 09, 2013 10:16 am 
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pasik wrote:
I have no clue if this would be of any use with melee weapons in this mod, but basically it's possible to have a weapon that you switch into, i.e. either primary or secondary weapon rather than the quick stab knife, that essentially has the same effect as stabbing when used without having to model the interaction via short range invisible projectiles or another hack.

E.g. in vanilla, medikit weapon declares its effective "character_state" as "unwound", it could also be "wound", "stun" or "death". It also has consume enabled, which means that this item vanishes as a result of a successful action. It could be turned off to have a short range weapon that can be used several times as expected.

One of the frames in medic1 animation which medikit uses for "recoil" (=think of it as "action"), has '<control key="shoot" value="1" />' which marks the moment when the actual stun/death/wound/unwound event gets triggered in the nearby in-front characters. Range is same as with stab, and unfortunately not customizable yet.

You've pretty much described how the Power Sword works. It's a primary weapon with a couple of recoil animations, each one is a bit more than twice as fast as the knife animation.

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PostPosted: Tue Jul 09, 2013 10:30 am 
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ComJak wrote:
Space Wolves as a third? Why would Salamanders fight Space Wolves?

ComJak

Because the Space Wolves are dicks that slaughter anybody they're sicced on. The Salamanders are on the opposite end of the spectrum.

Visionhunter wrote:
02:23:03: : CHECK: AI controller update, character dead
02:23:03: : execution halted

I think I've located the problem: Threw a grenade at swimming enemies, game crashed when the grenade exploded.

There was a similar problem with the base game at some point, where swimming characters becoming stunned would crash the game.

Yeah, there's not much that can be done without messing up the balance. The best thing to do is to play on maps with less water and wait until 0.90.

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PostPosted: Tue Jul 09, 2013 1:10 pm 
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Tank gun barrel glitch:

http://i.imgur.com/GIHA02w.jpg

Could be intentional.

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Last edited by Visionhunter on Tue Jul 09, 2013 4:55 pm, edited 1 time in total.

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PostPosted: Tue Jul 09, 2013 1:21 pm 
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Lol. I thought that was a feature. Like plasma stuff.

ComJak

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PostPosted: Tue Jul 09, 2013 5:05 pm 
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Visionhunter wrote:
Could be intentional.


You're right. The APC has a plasma cannon mounted on the turret. If you look at the other plasma weapons, you can see the same sort of white heat sink-looking thing on the top.

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PostPosted: Sat Jul 13, 2013 4:00 pm 
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WEAPON FEEDBACK

"Bolter" (Boltgun)
My personal favorite. Great at large distances because of its accuracy when firing single shots, great at medium range for its decent full auto accuracy and quick reload, great at close range for its firepower and decent clip size.

Storm Bolter
The fact that this weapon's fire power is only at 60% of the Bolter's and is far less accurate makes this instantly one of my least favorite weapons. Its 67% larger clip size seems like a nice upgrade but its horrible accuracy prevents you from actually hitting anything with it that isn't standing right in front of you. It only outshines the Bolter at very close range or perhaps against very large groups at medium range.

Stalker Bolter
A great weapon: Silenced, extremely accurate, great firepower, fast reload, decent clip size. A direct improvement of the Bolter if you prefer sneakiness/long ranged combat over medium to close ranged combat.

Sniper Rifle
Another mediocre weapon. Its accuracy and clip size are similar to the Stalker Bolter's, but it comes with a list of handicaps far outshining its single improvement over the Stalker Bolter: the scope. It has a much lower rate of fire, less firepower (!), extremely long reload time (single round takes longer to reload than the Stalker Bolter's whole clip) and it is not even silenced.

Shotgun
Wasn't a fan of shotguns in the base game, still not a fan now. With a mere 5 rounds, low rate of fire and long reload time this is not a weapon I expect to ever use again. It's great a close range only, and if you miss you're screwed.

Plasma Gun
Direct improvement over the Shotgun in my opinion. Its slow projectiles don't favor long ranges, unless you're fighting large groups. Its extreme firepower, however, makes it great at close range. Just make sure to reload it somewhere safe (and bring a tent) because you'll be taking your sweet time for a full clip.

Lascannon
Nice, but boring. Extremely accurate, but basically a single-shot weapon. Nice to have the AI use them, but its long reload time makes it a very boring weapon for players to use.

Missile Launcher
Same story as the Lascannon, only with unpredictable accuracy. As soon as any elevation is in play, expect the Launcher to hit nothing but the ground directly in front of you. Decent (and cool to use) at long range. I like how its projectiles are not fast, allowing a skilled player to escape the impact. Unfortunately also suffers from boringly-long-reload-time-syndrome.

Sonar weapon thingy
Forgot the name. Not a bad weapon against huge groups or at very close range. Terrible in any other situation.

Bolt Pistol / Plasma Pistol
The Plasma Pistol is the weapon of choice for the AI against vehicles, for some reason. Its doesn't even damages vehicles as far as I can tell... Perhaps they are programmed to see it as a LAW...?
The Plasma Pistol is pretty terrible regardless. It's only effective at point blank range, but its ridiculously long reload time PER SHOT makes it extremely ineffective.
The Bolt Pistol is nice to have if you're not using a Stalker Bolter or Bolter as your main weapon. It's not too shabby for what it is - a sidearm.

Suggested, aside from every other weapon from the 40K universe, of course:
The Stalker Pistol
Would be nice to have a silenced Bolter Pistol (clip size 5 or 6?) to be able to take down enemies silently without having to rely solely on a weighty Stalker Bolter.

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PostPosted: Sun Jul 14, 2013 6:44 pm 
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TL;DR The problems you mentioned have already been changed.

Visionhunter wrote:
Storm Bolter
The fact that this weapon's fire power is only at 60% of the Bolter's and is far less accurate makes this instantly one of my least favorite weapons. Its 67% larger clip size seems like a nice upgrade but its horrible accuracy prevents you from actually hitting anything with it that isn't standing right in front of you. It only outshines the Bolter at very close range or perhaps against very large groups at medium range.


The Storm Bolter has been changed drastically for the next update. The accuracy and damage has been greatly improved but the rate of fire has been halved.

Visionhunter wrote:
Stalker Bolter
A great weapon: Silenced, extremely accurate, great firepower, fast reload, decent clip size. A direct improvement of the Bolter if you prefer sneakiness/long ranged combat over medium to close ranged combat.


Don't get too attached to it :D . This one is also getting changes

Visionhunter wrote:
Sniper Rifle
Another mediocre weapon. Its accuracy and clip size are similar to the Stalker Bolter's, but it comes with a list of handicaps far outshining its single improvement over the Stalker Bolter: the scope. It has a much lower rate of fire, less firepower (!), extremely long reload time (single round takes longer to reload than the Stalker Bolter's whole clip) and it is not even silenced.


The v5 Sniper Rifle has a higher rate of fire and faster reload time. Not sure where you're getting the low firepower from.

Visionhunter wrote:
Shotgun
Wasn't a fan of shotguns in the base game, still not a fan now. With a mere 5 rounds, low rate of fire and long reload time this is not a weapon I expect to ever use again. It's great a close range only, and if you miss you're screwed.


The v5 Shotgun also has a higher rate of fire and faster reload time, along with a higher capacity

Visionhunter wrote:
Plasma Gun, Lascannon, Missile Launcher


The reload times for the Plasma Gun, Lascannon, and Missile Launcher are shorter in v5. The Plasma Gun's rate of fire is getting a nerf too

Visionhunter wrote:
Sonar weapon thingy
Forgot the name. Not a bad weapon against huge groups or at very close range. Terrible in any other situation.


I haven't thought of any ways to make the Sonic Blaster more balanced.

Visionhunter wrote:
Bolt Pistol / Plasma Pistol
The Plasma Pistol is the weapon of choice for the AI against vehicles, for some reason. Its doesn't even damages vehicles as far as I can tell... Perhaps they are programmed to see it as a LAW...?
The Plasma Pistol is pretty terrible regardless. It's only effective at point blank range, but its ridiculously long reload time PER SHOT makes it extremely ineffective.
The Bolt Pistol is nice to have if you're not using a Stalker Bolter or Bolter as your main weapon. It's not too shabby for what it is - a sidearm.


The Plasma Pistol is more for fending off melee attackers than picking off groups of enemies. Not that useful vs AI, I admit.
You'll be getting more sidearm options in v5. I might make the Plasma Pistol a strictly antipersonell weapon to keep the AI from pulling it out every time they see an enemy vehicle. It's too bad you like the Bolt Pistol so much, it's getting a slight nerf.

Visionhunter wrote:
Suggested, aside from every other weapon from the 40K universe, of course:
The Stalker Pistol
Would be nice to have a silenced Bolter Pistol (clip size 5 or 6?) to be able to take down enemies silently without having to rely solely on a weighty Stalker Bolter.


I try to avoid adding weapons that don't exist in the Warhammer 40k universe. I might add a "Stalker Pistol" but I like the idea of having to specialize in a role. With the Stalker Pistol, everyone can be a stealthy assassin.

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PostPosted: Sun Jul 14, 2013 8:29 pm 
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And space marines don't NEED stealth.

ComJak

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