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weasello

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Posts posted by weasello

  1. Wow. I find that creepy, actually. It's simple mentality - "If we can't have it, noone will!" - and in retrospect it appears suprisingly easy to code - but it is nonetheless a little touch of humanity that freaks me out about AI. smile.gif

  2. Since the AGP cardslot can't get too much faster (2000 mb/s AGP 8x; 8000 mb/s PCI-E 16x) I figured that instead of shelling out for the best processor on a graphics card (GeForce 7800GS) I'd rather get the one that will supplement my 2gigs of RAM.

    Of course, I should also mention that I was upgrading for Oblivion ;)

    Quake4 test/screens/logs/etc will be posted in about 4 hours!

  3. Not sure if this is your issue, but make sure you and your target are relatively stationary (or as good as possible). You can't fire unless the turret is pointing right at the target, and as you can see in external view, the turret can't always keep up with the target's movement speed (especially if your vehicle is turning at the same time).

    Your crosshair view isn't the turret direction smile.gif

  4. I have a GeForce 4 MX440 at home and swapped it in just for kicks to see how the game ran. With some of the quality settings understandably reduced, it runs smooth as glass and looks suprisingly good. So I'm thinking that's not your problem there. smile.gif

    I have a laptop at work that crashes any OpenGL application that attempts to change the resolution... Maybe that has to do with your problem? Try reconfiguring the game to run at your desktop rez.

  5. I just installed an ATI Radeon X1600 PRO 512mb video card to try to up my dropteam performance...

    Unfortunately, it looks like I'm getting some serious bugs now! No crashing for me (as usual), but in the ice level, some portions of the landscape seem to stretch off into infinity in the sky... Little patches of florescent green and blue show up on the ground... All sorts of odd graphical glitches.

    Need screenshots? I can try taking some.

  6. I have a similar setup to Yurch, and I have all my graphical settings on max (except High Definition and Large Textures) (1280x1024) and I don't see any slowdowns whatsoever, even when there are 17 plumes of smoke on the screen. smile.gif

    edit: oh, and I have that crappy GeForce fx 5900xt, so yurch beats me there

  7. I have a GeForce FX 5900XT graphics card that seems to want to CTD w/out error message when I have "High Definition" turned on in the video options. I don't seem to have any other problems with the game with any other settings...

    But I know my graphics card is pretty much teh suck and I wouldn't doubt if it is the primary source of the problem.

    Do you guys want logs or do I want a new video card? or both? smile.gif

  8. Yeah, the server stops sending you updates a few seconds before your client thinks the round ends, so you continue drifting in the direction you were going. This would be the netcode position prediction to make up for lost packets.

    IMHO. smile.gif

  9. I don't really think there's "too many" vehicles... It's just the selection looks a little overwhelming.

    If you could select a chassis, then select a weapon to mount on it, then spawn it in - there would only be 4 chassis with 3 options each (or thereabouts). Displaying all the options at once makes it seem like there's more than there "really is."

    I really like the current vehicle set as-is and the balance between each of them too.

  10. I know I used to suicide all the time, before I found the "extract" button, so newbness definately has an effect. The AI still suicides all the time but it's rare that a human does.

    HOWEVER, the potential for abuse is there. :(

  11. Hey, that was me! I reported this in another thread too but I didn't see it addressed.

    I have since noticed this recur in another form - the resupply ship. Someone was tethered to a ship, rearming, while I blew it up. He panicked and started driving away, but I notice the tether never disconnected. He got pretty far, too - maybe 400 feet or so? Before I killed him... But since the tether for the resupply ship is springy and not rigid like the Viper, it didn't restrict his motion. Just a graphical error.

    A simple line of code that detaches all tethers upon dropship death would be handy. smile.gif

  12. It would be very nice if we could select which direction the dropship deploys our vehicles. I think the interface implementation could be fairly easy - click and drag to create an arrow facing a certain direction. A single click could default to the last used direction (or the current default).

    A lot of times in intense combat, you'll deploy with your rear facing a close by enemy (I know, landing near badguys is a bad idea in the first place..)...

    Maybe you can put it on your.. flyswap? list? back burner? smile.gif

  13. I'm really enjoying commanding a battle, placing turrets, and overall aiding my allies in the fight against the evil reds.

    Unfortunately, I'm having a bit of trouble wrangling the bots.

    I notice the bots have a lot of very specific commands, but general commands would be nice too. Here's a list of commands I'd really like to see, to make commanding life easier:

    - "Drop Unit" - no destination set, just suggest a unit for the bot to use.

    - "Drop Here" - select a destination, but not a unit. AI will pick whatever it feels is best for the mission. (eg: Capture missions should probably have a Cutter)

    - "Escort Unit" - Bot will stay as close as possible to the target unit and defend it, but the target unit won't slow down and it's position won't be set as is the case in "Formation" mode.

    - "Smart Drop" - set a drop point for a unit that moves! eg: Set the drop point to another unit. If the unit moves, the drop point moves with it. Maybe offset it a few hundred feet so it doesn't touch down on top?

    - "Support" - I'm not sure if this functionality is already buried in there, but I'd like to tell an AI unit to move to a semi-decent hiding spot and fire at places I select on the map (without taking control of the unit). Probably best if it would fire at waypoints I make, maybe if I put a special character in the waypoint name? "#AI" or something?

    Also, some of the pre-existing commands are a little hard to understand and thus difficult to decide on in battle. Does "Defend Flag" defend the flag's position, even if it's halfway across the map? Or does it only defend your starting position? The latter would make more sense, since "Recover Flag" is a seperate command. How does the AI react when set to "Capture Flag" and the flag has already been captured?

    How does "Attack" and "Advance" and "Move" differ? When I tell AI to move, it fires on enemies while moving, which I'd imagine is exactly what "Advance" is.

    How about "Hull Down?" Do I just generally tell a tank to go hull down and it tries to defend itself against the nearest enemy? Do I have to select an enemy? Do I select the area I want the tank to move to and go hull down at?

    I could go on, but a detailed list on what each command does and how it differs from it's neighbors would be really nice. (The manual is a teensy bit too vague)

  14. Now that I know about CTRL-D commanding is quite fun! *slaps forehead* I shouldn't have skimmed that section of the manual... Makes me wonder what else I'm missing out on. smile.gif

    After some thought, LOS jammers might not be a very good idea... I was thinking "LOS means they'll be out in the open so they'll be more suceptible to enemy fire," but that's not the case. An attacking force could be within LOS of a jammer and the defending force could not see it at all.

    Plus, since Jammers allow dropships to land within the confines of enemy bases (like the Ice Fortress in Raid), a few strategically placed jammers would allow the attacking force to land right next to the base... And removing the jammer would be very difficult for the defenders.

    I still stand on the LOS for sensors though! Since an LOS sensor would work on detecting *enemy* units, it would always have an LOS to the enemy unit in question, who could then easily blow it up.

    Hurricane Update: As my opponents get better and better (damned newbs! ;) ) my dominating days seem to be coming to an end. I'm still very good with it, but I'm finding I do better selecting "the right vehicle for the job" instead of always taking the Hurri no matter what. smile.gif

  15. ALL YOU'VE EVER WANTED TO KNOW AND MORE:

    Indirect fire *can* be used the same way as direct fire (just aim and shoot), but it is best used with the map-fire feature.

    Hit CTRL-M and you'll be able to move the crosshair around on the map, and lob artillery shells at things beyond mountains or otherwise out of LOS from your hidey-hole.

    This is best used in conjunction with a Commander in the CMD vehicle, as he can see units you can't and can mark them on the map for you. As commander, I often mark 3 or 4 waypoints that I want my indirect fire guys to lob rounds at.

    Indirect artillery guys *can* see, without commander aid, enemy turrets that are not shielded by sensor jammers. Usually in the opening minute of the round, I can lob several shells and destroy all of the enemy's turret defenses. smile.gif

    The catch with artillery though, is it can take 15-60(+?) seconds for the round to connect.... So you have to be a master at leading your targets, incredibly lucky, or firing at immobile units. I personally use it most often for destroying turrets and for laying suppressive or "discouragement" fire. (in the CTF map, a constant barrage in the valley corridor usually deters most vehicles from passing through)

    The indirect fire boats also have two types of ammo - High Velocity and Low Velocity. It will automatically select the appropriate round depending on the range you're shooting, so you essentially have 10 long range and 10 short range shots before having to reload.

    QUIRK/BUG: If you exceed maximum range (somewhere around 8500), it launches a low velocity shell that impacts the ground somewhere near your position, which can be confusing. Hopefully they'll fix this soon.

    EDIT: You guys need someone to write a tutorial? ;)

    [ March 23, 2006, 10:00 AM: Message edited by: weasello ]

  16. Depending on the coding used, it is sometimes faster to calculate everything on the map as opposed to writing an algorithm to find out what you should render, which could significantly slow things down. Obviously the more things to render, the more pronounced the effect, so it's really a balancing act.

    As there is usually not a whole lot going on in a map, I'm going to wager a guess that DropTeam uses the former method.

    If so, this would result in better performance in MOST situations. ;)

  17. I find if I take too long to continue from the score screen, I get this problem 100% of the time... But occasionally I'll get it despite ultra fast load times (I'm usually first in the server).

    A (perhaps related?) bug - when joining very quickly, sometimes I cannot place any units. CTF mode, within my circle, try changing teams - I have to reload the map to get it to work again. Maybe related?

  18. If I'm not mistaken, 20mm rounds show "sparks" if they penetrate, correct? Even at the most extreme angles (89 degrees) where I just barely skim the side armor of a heavy tank, I still get sparks! This might go in line with Drusus' findings.

  19. ice level has lots of cracks
    OH...

    MY...

    GAAAAAWD

    I just logged into a server (judia ranch? maybe?) that had 5 people playing Raid. The ice level started up, and I spent the first 3 minutes placing combo Sensor Jammers/AA Turrets in several places on the map, all deep in crevasses and a few behind mountains and the ship wreckage.

    As soon as the round started, holy cow it was like the fourth of July. Humans and bots alike trashed about 30 dropships worth of metal in a shower of sparks. I guess they couldn't see the AA radius on the map?

    After a bit they found a clear patch and all started spawning in there.

    Throughout the entire game, I had only lost the most obvious turrets, and I did not lose a single turret placed in a crevass!

    Towards the end I started placing more turrets in the crater holes my hurricane was leaving. I guess a lot of good equipment was wasted in the initial launches and my following hurricane onslaught, as there was only 1 AFK human player at the end of the match.

    I was excited, so I tried the same setup on the non-ice level playing CTF. I had the bottom left corner; I took a command vehicle this time and did a proper job of devoted defense. Instead of my regular "spam every square foot with a turret of some type," I did the exact same thing as the ice level - behind hills only, non-obvious positioning, first drop was always a sensor jammer. Defense was so good in my corner I told all my bots to rush the enemy flag, which eventually led to a counter-rush of about 5 or 6 human (!) players. Thankfully I was able to emp/strike/smoke my way through them and my returning bots flanked them with the flag in hand!

    I even got a few kills in my command vehicle, and a few spars with a human or two that tried to sneak up around the west side of the mountain there. smile.gif

    I only lost one set of (seriously placed) turrets in this map, the most open set I created. I was even able to hold the center base (without capturing it) by strategically placing some turrets inside it. Those ground turrets really lay waste to people at close range!

    It really truly is about smart placement and I no longer have any qualms with them. smile.gif

    My only real complaint is how the viewpoint in free-floating mode resets back to your command vehicle after you ctrl-d place an item. smile.gif

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