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PostPosted: Sat Dec 07, 2013 11:53 pm 
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Hey there! Wanted to have the archived done part of the task/bug/discussion log we've been using for 0.93 published for the sneak peek news posts, so I'm dumping it here on the forum.

It's one hell of a wall of text, but have fun with it if there's anyone willing to go through it!

- generalization in the effect system: explosion prints need to be definable by projectiles
- shield logic tweaks
- sticky grenade? needs code for attaching itself on another entity
- remote detonate trigger for grenades
- squad status stuff: squad capability highlight markers
- inventory UI revamp, about done
- map3 needs to get back to 120 FPS
- mapview UI revamp
- call ui, needs to be optimized -- probably consumes cpu all the time
- vehicle specific spotting rewards, support
- clicking on map doesn't work anymore
- mapview inspector panel incorrectly aligned and follows mouse while it shouldn't
- call ui, shortcut keys need background frames to distinguish them from basic label text
- optional location added to remote chat messages
- singleplayer campaign activating server, people can join as grey also
- support to play a loop when turret is rotating, per turret
- inventory needs to show an indicator for each item which can't be equipped
- bug: mouse goes below items in inventory
- map front is flipped when map is
- unnamed vehicles to be made unspottable
- comms truck visuals seem to be leaking here and there in map3.. also saw apc visuals in map2 -- the simulated area optimization trick is probably the reason
- AI thinks radio tower can be driven
- does world view still work at all?
- bug: inventory shows placeholder item flying in backpack area moving if e.g. grenades are purchased one by one rapidly
- bug: starting to drag/tap while previous drag/tap is still processed(?) or at least placeholder item is moving in armory, shows the new drag item with denial indicator
- open protector count in vehicle config
- spotted static vehicles to stay visible in map until destroyed.. how did it work now? may need a vehicle config flag
- peaceful last base in koth maps? -- still not a fan of it at all. I'd rather prefer a faction that is just there to offer some resistance for 2-3 minutes. As the hills might not have any respawn points they will be instinguished after a while anyway (as they start with no other base than the hill. I suppose there is no way to make it possible without any spawn point, right? lol, the sentence was a bug report "peaceful last base in koth maps?", this needs to be fixed by removing "peaceful last base in koth maps".. could be already fixed, can't remember, and obviously only concerns campaign as campaign uses peaceful last base in the other maps
- bug: something wrong with explosions / grenades, soldiers no longer take any impact from blast, rather they drop dead on their feet
- 4 wall cutout masks can be combined in one texture, and then use only one cutout mask for whole map; current we are using 3 at max, will help to reduce 3->1 batches
- similar tech should be added to buildings, again helps 3->1 where applicable
- tree config to be extended so that it can be set to point to a decal in objects.svg, which is autocreated below it
- comms truck driver jumps in and out from the vehicle sometimes fixed?
- invasion hitbox travelling, allowing the player to choose which route to take (it's ok as it will appear so that AI is attacking in all possible choices, not
just the one player decides)
- in a non-completed map, exit points that take to completed maps can be active only --- once a map is cleared & completed, all the exit points become usable
- greens should boost attack when in peaceful last base situation
- c4? set up as short-range throwable or secondary weapon (first phase function is like cover resource, hold to spawn the c4 brick, second phase function is to detonate it maybe through inspector) -- throwable as it is currently set up as a test feels pretty fluent
- new stoner
- lobby doesn't have new outline oriented terrain style
- tow sound to be remade (sounds oddly low quality, as if it didn't produce any high frequencies)
- more reference details in tank tracks, other vehicle tires too other than jeep
- map5: not sure about sand/dirt/effect-dirt colors, maybe a bit more of bringing together would fit
- map2/map3: use a tiny bit of blue in day color to make it appear colder
- tire marks on sand too dark
- map4: terrain texture isn't seamless (potentially an issue with all maps)
------ there can be only 4 possible effect layers per map, currently: 1) road/asphalt skidmarks (alpha blended black) 2) dirty tire/foot prints (brown) (set up to be used on grass, dirt and sand (see *.vehicles, splat_map effects, surface_tag, and tag used in objects.svg in surfaces to bind which surfaces produce which vehicle effects), 3) explosion related darkening (black with outline) 4) blood
------> there's no space for another effect color (layer)
------ a) sand can be set to produce no effects at all
------ b) sand color can be made darker to fit the darker effect-dirt
------ c) effect-dirt color can be made lighter to fit the lighter sand color
- squad icon
- squad capability icons (potentially small item hud icons can be used directly -- the current medikit hud icon won't fit this idea, it's too dark, most other items are too, so possibly it's altogether better to have "simplified marker icons" rather than item icons)
- squad icon set - 11 images (hud_squad0-10.png)
- radio tower static destroy target for c4, placement in maps, configuration
- impact grenade doesn't work that well: easy to kill oneself by trying to throw it over a wall, doesn't reach the target.. what to do with it?
- RPG-7 can't be used, the rocket model section ruins it --> change to another bazooka
- rpg-7 to replace law for Brown
- every armory needs a spawn point near it
- turret rotation sound
- bushes except the original billboard bush and map8 bushes need to be recreated in all maps
---- the huge bush needs to leave, completely, I don't want to see it in urban nor nature areas anymore :)
---- the spherical bushes look sloppy - we need a completely different solution
---- map8 bushes look great -- let's use a similar approach in all maps!
- decocars are bit inside ground, easy to see at tires
- indicator visual for unequippable items
- all_vehicles, all_weapons etc have to stay same between 0.92 and 0.93 at the beginning of the file: new stuff to be added last
- concrete.roof.png to be added in wall_atlas1.png; some wall config points to concrete_roof.png which will then have to be made to point to wall_atlas1.png
- bug: vehicle collisions with (at least) walkable buildings seem to have gone worse a lot - jeep flipflops everywhere when the rear / roof hits something
- bug: (at least flipped) maps position marker text vertically mirrored in mapview
- bug: static decals are rendered over effect layer on platforms
- radio call status peek icon hud on radio view overlay
- backpack connector line
- inventory: denied item icon seems to leak (among placeholders), stuff works just fine when none of the items are denied
- inventory: backpack encumbrance
- inventory: xp and rp display positioning, below character with smaller font is just fine for now
- audio: removing the random inventory sound effect pitch range
- writing: radio dialog when being extracted to be changed
----- "our forces leaving there shortly" is hardly correct at all times anymore
----- first squadron capturing a base might not be correct when going back to a friendly map
----- no timer chat
--armories still announce demand items, but targets originate from a hand picked list
-- armories will want at least suitcases (or similar), mystery suitcases (or similar)
---- the story is that armory can investigate weapon (or any) blueprints, and will begin producing those items, hence making them available at stock = unlock reward
---- suitcases have these blueprints
---- so armories will announce it something along the lines of
------ "the scientists have arrived; any documents, suitcases, plans are to be delivered for investigation in south side armory"
---- when the item is delivered, an RP reward is given, and something is further announced
------ "thanks son, we'll get the scientist to look into this stat"
------ suitcases (or similar) unlock rare-stock or those enemy weapons that are better than the equivalent of our weapons.. what are those exactly?
------ hmm, is m79 among this kind of unlockables too?
-------- is there a purpose to have faction specific rare-stock weapons? is there a difference how enemy rare-stock weapons unlock in comparison to own rare-stock weapon unlocking?
------ mystery suitcases have more quirky stuff, to be done in a later version
------- e.g. rambo outfit
- only enemy factions have these suitcases enabled, potentially could be made so that only "minibosses" (guys with higher rank, better weapon and a vest) carry them
- unlock handler to be added
-- unlocked items are dropped off stock after some time of their activation, the time is quite big.. 1 hour? but there is a time nonetheless
-- fifo
-- this needs to be announced to player, otherwise it's going to look like a bug
- map2: villa road, with the hedgehogs has a tree on asphalt
- map2: town center palm tree platform plant has some "flying pixels", texture to be cleaned up?
- no concrete texture on some buildings. The decals on the roofs are never showing (tested on map3 with the new decal atlas). The rooftile decal is showing when I place it on the ground though
- cracks and stamp atlases to be combined into one file; tree_ground_base.png to be added there too, parking_line.png as well
- some platform in map2 makes GrassPlatform texture used: utilize terrain grass instead
- weave.png to be added in world atlas; table.mesh and char.mesh to be properly UV mapped to it; fake mesh "chairSet" will be hardcoded to use world atlas and proper rect there
- meshes with improper normals to be fixed: oil barrels, armored truck (other trucks?), RWR lobby sign, hangar
- L85a1 needs a better firing sound
- map2: sand noise pattern is very crispy, needs to be more pleasant to look at; looks especially distracting in West End with straight water edge
----- blue and red containers could be remade, wastes a lot of space in world atlas
- hitboxes to be added into all maps to create the exit points in a map
---- basically any rectangle with id hitbox_extraction*, can be quite smallish, about size of a few soldiers i guess
- stonewall to be added into wall atlas
- wall atlas was scaled from 512x512 to 1024x1024, to add concrete_roof into it with enough detail; most other walls in it are now unnecessarily large possibly, so some of them could be probably shrink to make room for roof_tiling and stonewall -- doing this means that materials that refer to the slots that will be shrunk, need to be changed
- map2 has some roof-textureless buildings in East Town - i think these used to have roof_tiling? was one of the cutout_1.png I oversaw in the materials, good find.
- i mutilated the seamed roof carpet, it can't be that intrusive with all the looping; big cutout applied + much less contrast in the texture; feel free to change it morelooking good
- not every guns of the PS have rotating sound.
- the connection between extraction point index and the stage it takes to will be set in the script variables
- invasion: m79 set as unlockable for green
- bug: going back to a completed map with uncapturable enemy bases / bases with initial faction index results in a crash
- performance: ghost rendering no longer always used
- performance: water area enabling made tighter
- performance: soldiers no longer included in normal / depth pass
- online classic weapons setup, still 0.92 in place, scripts\trackers\map_rotator_classic.php
- rare weapon don't have a speed modifier yet, neither the animation speed. They might also require some balancing as every weapon is slightly weaker now, it would make them even more OP.
----- scripts\trackers\common_invasion_variables.php: new available vehicles and items to be added, any commonness & rank restriction "mods" to be checked
----- scripts\trackers\stage.php: faction specific resources to be updated: get_common_resources, get_green_resources, get_grey_resources, get_brown_resources (items to be unlocked not included here, not at least for green, depends on the case if they should be seen on enemies)
- rare-grade pricey in-stock non-respawnable weapons = burst weapons?
---- also there's currently the problem with birch texture that isn't applied in the tree for some reason; should become fixed when the atlas works
- Branch material needs to be get rid of: branch textures need to be added in world atlas, and have pipe mesh generator do proper UV wrapping, and make tree config take texture filename and rectangle as input branch.png is in world atlas now (9 9 16 16) - For winter atlas it's at (3 0 8 8) - I let you cross it out once you implemented it
- m16 vs m240 sound volume? m240 sounded much lower[s] lowered the M16 sound by 2dB
[s]- lower medikit capacity, 2
- lower shield commonness
- birch.png to be added in world atlas is at 8 9 16 16 - I let you cross it out once you implemented it
- default fence texture scale is not what it used to be; map3 midtown big platform shows two horizontal slices, used to be 4?
----- if the invasion starts in map2, map8 comes second, and map8 would be nice place to have access to hesco barrier; hesco rank restriction would need to be lower to make it possible
----- cargo truck to be removed from greens
- fixed map7 init_match.xml, had two faction_id="1" commander ai commands
- Radar Tower: enough protection? I'd really want to have a significant defender value there. Might be an issue as it would take the soldier from the base, so that they might be missed somewhere else at the base. It would also be nice to have the defending soldiers to have a vest somehow to make it a bit more difficult.
** protection target vehicles only cause more demand for soldiers in a block, so effectively it lowers total amount of attackers, the other demand for base defenders isn't affected
** as protection is just a block level demand number offsetting, there's no relation to equipment; vests can't be guaranteed
** protector amount can be set in the vehicle specs
- testing: m79 commonness, rank restriction a relative low rank (like 3) would be ok as the weapon is not OP but would need a "quest" to unlock it imo, as the weapon is pretty different from the others
- testing: radio tower destroy price
- testing: spot price for radio tower, comms truck, cargo truck
- effect layer doesn't work with platforms again - check map2 wide dock
- AI can't take over a vehicle
- world_atlas1.png / winter_atlas1.png needs 8px margin for branch.png and birch.png
- all maps need to have tree_ground_base1 decal template, map3 has one
- all maps which use birch need to have tree config updated, map3 has the new one
- utility post used Branch material which no longer exists: maps need to have utility post mesh template defined, capsule collision model, size used to be 0.4, 7.5, 0.4, and make post paths have mesh_template = that_new_utility_post_mesh_template_name;
- field markers to be disabled when map view is open
- testing: ai vehicle takeover -- fix made, let's verify ittested, works fine even if enemy lower level
quick hacks for these are included in _20, you may want to do some syncing or something if you have the stuff in svgs; actually that's partly bullshit, birch and branch hacks were overwritten in a merge:
<pasik>the tree ground base in decal_decoration_atlas.png needs to be changed so that it uses transparency and just darkens the middle, the old approach was using modulation rather than alpha blending so it can't be directly used
<pasik>so basically turn the content into a mask, invert it, and clear color to black
<pasik>did you use any specific margin size for the birch and branch in the atlas?
<pasik>no margin is not usable, the seams become visible so i'm adding like 8px margin in the texture rect definition, the atlas content needs to be resized to tile with it
- bug: status report tells stuff about neutral
- script side tracker for game win timer, "overtime"; when less than a threshold, lower enemy capacity to a small number; remember to check if game win timer resets after this and make capacity back to normal
- AO: can't render queues in arbitrary order, need to re-sort the queue contents instead
- something odd going on about a visible sitting soldier, ghost, vehicle and pp?
- vehicle weapon isn't pp'd
- player ground marker occludes player outline
- building roof gets rendered after soldier ghost
- player ground marker is below effect splat map
- apc cannon is black... why? tow isn't, neither is tank cannon
- field inspector text equip restriction coloring doesn't exist: character info panel (mouse hover) works but at-feet inspector should be made to use the same method
- extraction hitboxes don't work with the first spawn.. is it related to Single player dummy player connecting before the real player?
- bug: armory shows extraction marker icon on field level when doing /0_win -- map view is correct for both armory and extraction points
- creating vehicles takes a shitload of time, the whole game freezes for several seconds.. since when it start to be like this? not fixed, but it isn't half as bad when it happens on first second
- /!\ some textures aren't showing, pink instead (since the rwr_game.exe fix?). Tested on map2, some street lamps, enclosures and rocks.
- new chairset needs simpler collision model, AI is constantly stuck


EDIT 14th Dec: the dump just keeps growing!

- simulation character/vehicle movement speed change had a big impact on campaign success; better with the old settings, but still the experience isn't very good:
---- the amount of wounded is just wrong.. had a situation where 3 wounded guys were behind one crate, a medic came to help them, shot the medic, the medic
became wounded too lol.. wounding really shouldn't be a grunt level thing, only "more important" enemies/fellows should get wounded, and the important guys should be rare grade; back to 4%
----- there's indeed a huge steamroll after 3 bases in map2; don't remember it being that bad before
----- just looking at the guys go with the 4 vs 3 bases situation in campaign, the moving forces for greens were huge in numbers.. ai commander settings seemed right tho, so there's not a boost in attack going on..
----- maybe 20*7 is too much for map2 (these days)? there used to be a time that 20 was a good number, but plenty of bugs have been fixed related to force distribution and attack so it might be that 20 is too much for a town map
----- another thing worth experimenting with would be the capacity balancing factor, it was made to avoid steamrolling somewhere around version 0.70 but eventually got set to a small number as people couldn't complete map2 because of starving with attack forces..
----- it says in the code, before 0.76 the factor was 0.4, currently it is 0.1
----- the factor plays out so that
* when all areas are captured
--- the effective average capacity per base is (1.0 - factor) * actual average capacity per base
* when 1 area is captured
--- the effective average capacity per base is (1.0 + factor) * actual average capacity per base
* other cases are interpolated between those boundaries
----- effectively, the less you have bases, the bigger your "average capacity per base" is
----- the fact that such a big steamroll happens currently also sounds like being the same reason it's so hard to keep the second base when you're down to that.. so increasing this factor would make the game play out more evenly.. i'll expose the factor so that we can adjust it per map then
- roof_tiling is now in atlas but loop has a gap; also seems scale isn't what it used to be, being too small now?
- does online invasion still work?
- testing: suitcases, cargo truck -- for real now
- worldview to have larger marginal, better colors (=toned down, not so candy land)
- water can become hidden while on screen
- characters seem to blink a bit; ghosted non-occluded characters look different from non-ghosted non-occluded?
- chatting while running: Not sure if you want to fix that for 0.93, so feel free to move it wherever you want. When pressing ENTER (chat) while keeping a direction (AWSD) key pressed your character will still continue to run in that direction. I managed to cancel it by pressing several directional keys for a while and it suddenly stops. Didnt manage to really get what stops it exactly.
- game crashes if one does /warp 7 and puts the game to background, probably loading screen / map change issue
--- effect splat map viewport->clear crashes when alt-tabbed, same?
- vehicle turret rotation doesn't update in the visual (map8 tow at least)
- map view frame needs to fill full screen
-it appears script sends default faction resources when match is loaded, overwriting unlocks (which are stored on match level), and unlock manager doesn't re-unlock them
- resource issue when changing map - script sends default faction resources without unlocks
- bug: delivering suitcases, unlock doesn't always activate?
- bug: feels like there's something wrong with aiming helper (the color indicator)
--- could be just related to vehicles; either they are skipped or vehicles are considered good shooting targets for non-blasted projectiles too
- easier first map support.. at least tankless and no comms truck for greens
- something going on in map4, mixed black/red roofs, some flickering roofs
- inventory item name peek doesn't work right
--- should always show the item that will be picked with pickup tap
--- should also show the item name if it's same as what is in hands - otherwise it feels like bug that it doesn't indicate an item that is visibly right there
--- could perhaps also show several items, e.g. max 3; the one that would be picked up would be shown with largest text (..hnng, overlap?)
- pick up priorities might need tweaking:
--- feels it should be 1) carry item 2) grenade 3) secondary 4) primary
--- but if a slot is empty, it takes the priority, e.g. you have 2 grenades, secondary slot is empty, there's medikit and impact grenade in reach for quick pickup, it's medikit that should be prioritized
- armory name is TODO in script
- when losing the last base in invasion, there should be some scripted dialogue from commander, also for the re-start .. or whatever happens now because of hitbox travelling.. should it load the previous map? -- for now, just a map restart is fine, but it doesn't work


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PostPosted: Sun Dec 08, 2013 1:16 pm 
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:shock: I didn't read the whole text but I'm sure the next update will be pure awesomeness :)

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PostPosted: Sun Dec 08, 2013 6:23 pm 
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Joined: Thu Sep 27, 2012 4:41 pm
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Location: finland
i didnt either read it all but yes it will be awesome

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PostPosted: Sat Dec 14, 2013 12:29 pm 
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Joined: Mon Jun 27, 2011 11:59 am
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Added some more dump


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