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Re: New NitroVehicles

Posted: Mon 30 May , 2011 10:10 am
by iZumo
Not sure if you understand. Hybrid bender is a new type (right now used only by admins).

Re: New NitroVehicles

Posted: Mon 30 May , 2011 11:25 am
by Raven
ok, I've yet misunderstood;)
I had the fear that the boost falls away from the Hellbender.

Re: New NitroVehicles

Posted: Fri 10 Jun , 2011 3:23 pm
by bOnO
Some maps need to be modified because of nitro vehicles:

- Derby quantum: 2nd floor, after you climb the "spiral staircase", it woud be nice to enlarge the road outside of it to reach the 1st obj (it's feasible but as the car bounces against the wall and wheels are a bit larger than before, it's hard to not end on foot :P).
After that, there is the jump within the tube, above the road you just travelled. If you could enlarge the hole, because at normal speed you fail (it seems that quantum are by defaultl faster than normal scorps, so they jump higher and hit the wall)

- RoadrageHell: The ramp which leeds to the entry of one of the factory (2nd iirc) propels you directly towards the objective, making the 2nd ramp slightly on the left completely useless. Moreover, as this first ramp is not aligned with the landing zone, you end against the wall and fall.

I hope I'm clear enough :)

Re: New NitroVehicles

Posted: Fri 10 Jun , 2011 3:40 pm
by iZumo
In next Nitro Vehicles revision, scorpions will get back small wheels and have bit better behaviour towards bouncing from side. As for the jump in the hole, that is actually intended for the Quantum version (so you have to slow down a bit prior leaving the ramp).

As of RoadRage, yes this is booster 120 mph bug. Will fix that.

Re: New NitroVehicles

Posted: Fri 10 Jun , 2011 4:58 pm
by bOnO
I forgot to mention two things:
-Yesterday, on IslandStrike, when you must destroy the radar, someone purposely land on the radar with his plane while the shield was disabled and could keep on shooting the radar once the shield reactivated, whereas the defending team can hardly do anything; do we consider it as a glitch? Can it be modified a way or another?
-Still on this map, there is a strange phenomenon with the firing rate of the planes: sometimes they shoot fast, sometimes it seems the rate is divided by 2. How come?

Re: New NitroVehicles

Posted: Fri 10 Jun , 2011 5:50 pm
by iZumo
A) Yeah that's glitch, fixing will require remaking it
B) Don't know, could be some networking issue with the code

Re: New NitroVehicles

Posted: Thu 07 Jul , 2011 3:36 pm
by iZumo
Final changelog

Overall changes:
- tweaked effects (dust & skidding)
- implemented differential (is a hack for)
- various physics changes
- new GUI for nitro vehicles (icons made by Socio)
- shielding the vehicle will prevent any damage to the driver

Scorpions:
- no longer have bigger wheels, air control is reduced by around 30% in all directions
- more controllable in drifting
- their behaviour is bouncier in bigger speeds on ramps

Teamwork benders:
- RearGun with 1 passanger does only 100 damage instead of 200
- If there are only two gunners in the bender (= no Driver), RearGun still does 100 damage and has only 10% knockback

Hybrid benders:
- hybrid bender has no nitro and is overall faster than normal bender
- hybrid benders have air control in driving mode
- pressing nitro key will make it fly, pressing it again back driving; and it charges at slower rate (cost of repair reflect this, hybrid bender can't shield, as you can morph to flying to stabilize yourself)

SPMA:
- projectile lifetime (if not shot as a camera) increased from 2 s to 8 s

Re: New NitroVehicles

Posted: Thu 07 Jul , 2011 7:39 pm
by TheDejaVuPl@yer
- If there are only two gunners in the bender (= no Driver), RearGun still does 100 damage and has only 10% knockback

This is full crap.

Very often driver switches to help shooter in close combat. With this change the best they both can do is exit and fight onfoot.

Insanity.

Re: New NitroVehicles

Posted: Thu 07 Jul , 2011 9:29 pm
by iZumo
Well it's there to prevent situation where you get stuck and you both camp.

Buglist:
- needs better netcode optimization (fixed in patch 2)
- increase scorpions steer rate, increase friction a bit for scropions (noticeable especially in WickedSickRace) (fixed in patch 1)
- blocking volumes not updated for nitro vehicles (fixed in patch 2)
- several maps having triggers for vehicles are broken (Derby) (fixed in patch 1)
- toilets not working (fixed in patch 1)
- automatic deceleration in air (fixed in patch 1)
- bouncing when landing on wheels (fixed in patch 3)
- SPMA camera broken (fixed in patch 3)
- hybrid bender desynces flying up/down (fixed in patch 4)
- impact damage is insanely high (fixed in patch 4)
- getting stuck on ramps (fixed in patch 4)
- deceleration isn't affected by gravity (miscalculated) (fixed in patch 4)
- desynces (fixed in patch 7)
- vehicles with no driver automatically lose net priority; even in cases if there is still gunner in the vehicle (fixed in patch 7)
- raptor missiles not aiming other raptors (fixed in patch 5)
- quantum scorpions overpowered (fixed in patch 5)
- zooming view in raptor is botched (fixed in patch 5)
- logspam, rare crashes (fixed in patch 7)
- admin vehicles crashing client when toggling visibility (fixed in patch 5)
- drifting issues (major bug in steering) (fixed in patch 5)
- SPMA keeps driving when aiming in camera mode (fixed in patch 6)

Re: New NitroVehicles

Posted: Fri 08 Jul , 2011 12:57 am
by Nardaq_NL
TheDejaVuPl@yer wrote:- If there are only two gunners in the bender (= no Driver), RearGun still does 100 damage and has only 10% knockback

This is full crap.

Very often driver switches to help shooter in close combat. With this change the best they both can do is exit and fight onfoot.

Insanity.

agree on that one
5-10 sec timer? or so? those battles usually wont take that long :P

and the auto de-acceleration (bender/scorps) not working in midair when u releace the forward key? on the ground its working fine..... :?

can the land-boost be fixed anyway?