Codename CURE

Codename CURE

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please make the melee swing a "swing"
its basically just an instakill bullet, make it have a little bit of horizontal reach please
Also fix the zombie spawns lol
Dernière modification de Alcyonaria; 27 nov. 2016 à 20h42
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Affichage des commentaires 1 à 15 sur 15
Jackerino  [dév.] 28 nov. 2016 à 9h37 
Clarify fix the zombie spawns.

Also Clarify have a little bit of horizontal reach.
Dernière modification de Jackerino; 28 nov. 2016 à 9h37
I think Alcyone means that melee needs a little delay of dealing the damage to objects because of its "instant hitreg". In some other games when you swing your melee weapons there is a delay for "charging" attack or something like that.

As for zombies spawns, I think it's obvious that it needs a lot of reworking. I'll copypaste my post from Beta Feedback here:

Me a écrit :
Another complaint is, if the zombie spawning system was a bit more detailed and maybe scripted at the moments it would add some challenge to the game, than huge annoyance by zombies spawning right infront of you sometimes. Zombies just spawn out of nowhere behind your back in the same room you just cleaned up (sometimes right in player‘s LoS). The better mechanics you could use to balance out zombie spawning is making zombies spawn out of volume triggers that are setup in specific areas of the map, so they won‘t spawn literally anywhere and even in your face.

Both melee and zombie spawning are code issues, so it's better to bring Hoob here to see what he will say about this.
Dernière modification de Reborn; 28 nov. 2016 à 12h27
Jackerino  [dév.] 28 nov. 2016 à 12h29 
Reborn a écrit :
I think Alcyone means that melee needs a little delay of dealing the damage to objects because of its "instant hitreg". In other games when you swing your melee weapons there is a delay for "charging" attack or something like that.

As for zombies spawns, I think it's obvious that it needs a lot of reworking. I'll copypaste my post from Beta Feedback here:

Me a écrit :
Another complaint is, if the zombie spawning system was a bit more detailed and maybe scripted at the moments it would add some challenge to the game, than huge annoyance by zombies spawning right infront of you sometimes. Zombies just spawn out of nowhere behind your back in the same room you just cleaned up (sometimes right in player‘s LoS). The better mechanics you could use to balance out zombie spawning is making zombies spawn out of volume triggers that are setup in specific areas of the map, so they won‘t spawn literally anywhere and even in your face.

Both melee and zombie spawning are code issues, so it's better to bring Hoob here to see what he will say about this.

The melee wasn't fixed, and i'm still not quite sure what the problem with it is, but the zombie spawning has. Have you guys been playing the open beta?

The zombies spawning out of nowhere thing is not a problem on our end, that's usually prevalent on custom maps doing some weird silly things and not doing a very good job setting up the nav-mesh, so the zombies are trying so hard to find good spots to spawn and the only avaliable spots are either directly infront of the player or behind, causing ridiculous spawn locations.
Dernière modification de Jackerino; 28 nov. 2016 à 12h29
Jackie a écrit :
Reborn a écrit :
I think Alcyone means that melee needs a little delay of dealing the damage to objects because of its "instant hitreg". In other games when you swing your melee weapons there is a delay for "charging" attack or something like that.

As for zombies spawns, I think it's obvious that it needs a lot of reworking. I'll copypaste my post from Beta Feedback here:



Both melee and zombie spawning are code issues, so it's better to bring Hoob here to see what he will say about this.

The melee wasn't fixed, and i'm still not quite sure what the problem with it is, but the zombie spawning has. Have you guys been playing the open beta?

The zombies spawning out of nowhere thing is not a problem on our end, that's usually prevalent on custom maps doing some weird silly things and not doing a very good job setting up the nav-mesh, so the zombies are trying so hard to find good spots to spawn and the only avaliable spots are either directly infront of the player or behind, causing ridiculous spawn locations.
Well, I didn't notice that zombie spawning on stock maps is better or not (it sure was a problem on regular build maps though). I gotta take a look closer next time I will be playing.
Jackerino  [dév.] 28 nov. 2016 à 12h34 
Reborn a écrit :
Jackie a écrit :

The melee wasn't fixed, and i'm still not quite sure what the problem with it is, but the zombie spawning has. Have you guys been playing the open beta?

The zombies spawning out of nowhere thing is not a problem on our end, that's usually prevalent on custom maps doing some weird silly things and not doing a very good job setting up the nav-mesh, so the zombies are trying so hard to find good spots to spawn and the only avaliable spots are either directly infront of the player or behind, causing ridiculous spawn locations.
Well, I didn't notice that zombie spawning on stock maps is better or not (it sure was a problem on regular build maps though). I gotta take a look closer next time I will be playing.

Again, are you playing the Beta or just the live branch? The Beta branch has skins, completely remade maps, etc., and the zombie spawning is a lot more believable, the zombies are much smarter and come from a lot more places, etc., it's important for us to know, incase there's still a problem.
Jackie a écrit :
Reborn a écrit :
Well, I didn't notice that zombie spawning on stock maps is better or not (it sure was a problem on regular build maps though). I gotta take a look closer next time I will be playing.

Again, are you playing the Beta or just the live branch? The Beta branch has skins, completely remade maps, etc., and the zombie spawning is a lot more believable, the zombies are much smarter and come from a lot more places, etc., it's important for us to know, incase there's still a problem.
Yes, I do play the Beta. Once again when I played the updated maps I didn't notice any changes in spawning system, but yeah, it felt better than it was on live branch.

Also, I love the new navigation for zombies, especially the fact that they now can jump properly.. The only thing that I found worse than on old maps is lack of zombies on the Beta ones.
For example on office we have now smaller interiors and the zombies barely spawn in there maing this just an easy walk downstairs. The updated offices really feels less tense than original unfortunately (at least until you plant the bomb). The details look great, but the difficulty needs to be a little higher. The bunker on other side plays much better than the original, but also could use more zombies on it.
Dernière modification de Reborn; 28 nov. 2016 à 12h53
I meant a little extra horizontal reach as in, when you melee currently its just a projectile that does x damage, but it should have a VERY small delay like 0.2 seconds and then deal that damage in an straight line across, potentially taking out more than one zombie right in your face. Also zombies spawning literally directly adjacent to you or within line of sight
Jackerino  [dév.] 30 nov. 2016 à 4h33 
Alcyone a écrit :
I meant a little extra horizontal reach as in, when you melee currently its just a projectile that does x damage, but it should have a VERY small delay like 0.2 seconds and then deal that damage in an straight line across, potentially taking out more than one zombie right in your face. Also zombies spawning literally directly adjacent to you or within line of sight

Zombies spawning directly adjacent to you or within line of sight has already been fixed in the beta.
Alright I wasnt sure, Ive been hopping back and forth between beta and legacy since no one plays on beta, will the old maps get ported to the beta server's rotation anytime soon?
Jackerino  [dév.] 30 nov. 2016 à 9h30 
Alcyone a écrit :
Alright I wasnt sure, Ive been hopping back and forth between beta and legacy since no one plays on beta, will the old maps get ported to the beta server's rotation anytime soon?

No. The remakes will be ported over when they're done. All the old maps are being replaced and remade.
Hoobalugalar_X  [dév.] 30 nov. 2016 à 11h19 
Alcyone a écrit :
Alright I wasnt sure, Ive been hopping back and forth between beta and legacy since no one plays on beta, will the old maps get ported to the beta server's rotation anytime soon?
The legacy maps (old versions of bunker, office, cityblock, flatline, trainstation, and house) are available as a workshop item... but wont be in server rotations (not by default anyway)
Dernière modification de Hoobalugalar_X; 30 nov. 2016 à 11h19
Oh wow, thats a lot of work. I really appreciate all the love you put into the game, its turning out amazing.
Hoobalugalar_X  [dév.] 10 févr. 2017 à 5h45 
I discovered something while working on fixing npc lag compensation - that the melee wasn't lag compensated (something to do with the way you don't press left click to fire it) so if you are playing on anything but a local server you could miss the target because of the lag - this will be fixed in the next update.

Also FYI whilst going through the code the melee isn't implemented as a short range bullet it is in fact a bludgeon swing >:P
Thus,will the animation of punching being considered of changing?
In thirdperson the animation is still having the look of CS:S knife swing.
Jackerino  [dév.] 19 févr. 2017 à 14h56 
Thus,will the animation of punching being considered of changing?
In thirdperson the animation is still having the look of CS:S knife swing.

That's not top priority and I probably won't do it just because I honestly just don't want to. Lol
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