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ClaytoniousRex

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Posts posted by ClaytoniousRex

  1. The Hurricane has not been degraded in any way for 0.9.41. Whenever we make a change to the performance of unit types or weapons we will clearly state it in the release announcement so don't worry about things like this changing behind your back on each release.

    Abi, what you're probably seeing is a result of your playing on a debug server (Arpinum Debug in this case). Those are servers that are running inside of a debugger. This makes the server run at a slower rate than the normal 30Hz. Consequently, some physics effects can be exaggerated or incorrect. We should have warned you about that ahead of time (in the future we won't leave debug servers running like that).

  2. Release 0.9.41 is now available via Update. On Windows, use Start/Programs/Battlefront/DropTeam Public Test/Game Updater to get it. On Mac OS X, double click on the Update icon in /Applications. On Linux, use the runUpdate.sh script.

    Fixes in 0.9.41:

    </font>

    • Fix crash on Mac OS X caused by OpenAL (audio) - see note below</font>
    • Don't allow bots to be voted in as commander</font>
    • Fix crash when registering new accounts if TCP connection fails</font>
    • Don't allow recursive Viper grappling</font>
    • Fix server crash when physical objects become unstable</font>
    • Don't allow digging at flag home positions</font>
    • Fix doppler effects when "Extra Sounds" option is on</font>

    The OpenAL crash on Mac OS X is one of the two crashes being experienced by OS X users - it is by far the most common one. Apple engineers confirmed that this was a bug in Tiger's OpenAL and this update includes the right fix for the problem, but since this crash is intermittent, it's hard to verify with 100% certainty that it's fixed in all cases. So please continue to send the detail reports to us if you experience a crash!

  3. Great comments, LtCol. I hope you will have time to post more now and then!

    First and foremost the ATGMs are surprisingly so 1985
    I'll grant you the main point there, but they're really more 1995. There is, in fact, a fire and forget mode. To use this mode, keep your reticle on target until a lock is achieved before releasing the weapon. In this mode, the missile guides itself to the target so you don't need to manually guide it. It will do a popup when close to the target and strike down into the target's (presumably) thinner top armor. As a consequence, you will frequently kill the target's turret in this mode, so you might still want to use the manual mode to get a chassis hit, etc.

    More on the "1995"'ness of this in a moment...

    The gunner should be able to lock onto multiple targets and launch either several missiles rapidly in succession, or even more practically, 3-5 simultaneously, and for that matter, if there is anti-matter radar that shows most targets, what is preventing the ATGMS being fired in top-attack mode at these signatures?
    Much of the equipment used in DropTeam is anachronistic by deliberate design. The Rim is recovering from a sort of "Dark Age", using some remaining extremely high-tech systems (e.g. dropships, ion beams) right along side many more primitive systems that Liveships are still capable of manufacturing. The background story goes into detail about why things are this way in The Rim at the time of DropTeam's setting. It's a brief window in The Rim's history and one that won't last very long. People throughout The Rim will shortly recover the lost capabilities for manufacture of more advanced systems. As that starts to happen, the current anachronistic set of systems will be replaced by higher-tech systems like those you described here. Luckily for all of us playing the game, we can watch this process happen through updates to DropTeam and its sequel.

    but can the DT vehicles pop smoke or some other screening measure?
    Coming soon due to popular request.

    the commander should not only be able to put in waypoints but also checkpoints that all friendly players can see
    Sounds interesting. Can you explain how these would be different from waypoints (how you would like to see them implemented)?

    Last known enemy positions, destroyed vehicles, good DZ locations, no-go terrain, etc... should be able to be put on the map by the team commander
    So you would like to see these work functionally like waypoints, but give the commander a broad set of icons to draw from?
  4. Abidubi, I'll bet that you were firing at a point that was beyond the mortar's maximum range. It was falling back on the low velocity rounds since there was no hope of reaching the target anyway. Of course, the reticle needs to tell you that this is the case which it doesn't do now.

  5. Thanks for the bug reports. We're on them.

    And I think there should be a defence against ATGMs
    Yes, we're pretty much settled on the idea of warnings and countermeasures for ATGMs. Stay tuned.

    When changing teams, also the turrets owned by the team changer go with him. This is the number 1) tactic when attacking on the ice fields map. Don't know jet what the number 2 is, I truly hope I will find it one day...
    LOL. Nicely put, Drusus. We'll take care of it.

    Sometimes when you send a chat message, it doesn't appear to anyone...wrapping...
    Yes, we're cleaning it up.
  6. Hi, Pirate. Can you please hit the "Report..." button on the crash dialog and paste all of those mucky details into a post or email to me? I'm pretty sure it's the same bug we've just fixed, but your crash log will prove it.

    Thanks, matey -arrrrrr.

  7. Wicky, the most common cause of this problem is that you're not being careful about casing in your username and/or password. Both the username and the password are case sensitive. So if you registered as "Wicky" with a password "fOObAR" then you MUST also login with "Wicky" and "fOObAR", not with:

    "wicky" and "foobar"

    or

    "wicky" and "Foobar"

    or

    "WICKY" and "FOOBAR"

    etc.

    Do you think that might be the problem? To be sure, you can register another account but be very careful of casing this time. Or I can reset the password on your existing account if you will give me your username.

  8. Tank steering
    Yes, everyone agrees that tracked vehicle steering isn't responsive enough while at speed. Should be a relatively simple fix.

    Turret speed
    Yes, you're right. I think the proper fix here is use the reticle to indicate what's happening instead of just leaving you to click and have nothing happen without explanation.

    The wheels simply damage too easily from splash damage
    This is probably the only point I disagree with. Once we've collected stats from all servers we'll be able to tell for sure, though.

    Wheeled vehicle control...simply doesn't feel right
    There are many potential issues here. Can you try to elaborate on the main things that are bothering you about it?

    Damage/Hit Feed Back
    It has become very clear across many posts that this needs to at least be an option for new players and probably still something even for experienced players. We've had in mind an elegant way of doing this but it might be necessary to do at least some simple text popups sooner rather than later.

    I realise that you are unlikely to give these thoughts much weight in your minds
    Not at all, Netherby! Please continue to post observations and ideas. We're very busy right now addressing the main stability issues (such as the crash on OS X) so we don't always have time to post responses immediately, but we definitely read every single post on this forum with care and interest.

    remember you're playing it from a perspective where you understand the inner workings, you're not fighting blind.. We are, and no matter how detailed and awesome the inner workings might be, all we see is what is rendered on our screens..
    Completely understood, which is why I agree with the point above.
  9. Yes, we're able to reproduce these problems here so they will get fixed soon. #1 is a memory leak, causing the game to get progressively slower after each match. It finally makes loading so slow that the server drops you before you can get into the next game. #2 is more of a design flaw that needs to be addressed. We will probably give you a little more time before the server drops you and also warn you that time is running out.

  10. While using the command vehicle, we should be able to drop turrets/sensors/etc...
    You can already do this. Hit CTRL-D while in a command track to drop deployables.

    Otherwise, great comments, weasel. I'm really glad you managed to fling an enemy tank with the Viper. It's a darned satisfying thing, isn't it? smile.gif

  11. Expect an update tonight or tomorrow.
    We're now holding this update because we're close to getting the more serious crashing on OS X fixed. Waiting another short while for this one will greatly expedite getting the more important crash fixed, so it's a good trade.
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