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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/12/2009 02:07:47
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edman007
Joined: 08/03/2009 04:39:53
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Another one i noticed is that it appears that lucky weapons appear to spawn things that are useful to you, however when you have full everything except shield it spawns just small shields which are useless because they can't charge your shield up to full, so you kinda get stuck in a situation of it spawning shields when you probably should be getting other things like udamage.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/12/2009 13:44:49
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tgroombr
Dominating
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edman007 wrote:
Another one i noticed is that it appears that lucky weapons appear to spawn things that are useful to you, however when you have full everything except shield it spawns just small shields which are useless because they can't charge your shield up to full, so you kinda get stuck in a situation of it spawning shields when you probably should be getting other things like udamage.
So true, the lucky weapons do seem to spawn things that are completely useless to you at times. In my opinion the lucky weapons are more along the lines of random pickups rather than needed pickups, even though it does give you ones needed. Maybe they should somehow analyze the way players use their inventory, and decide which would be more useful to them, for instance, if Hobo is in Romra with his trip, rod, and is using more than 25 adren per second on Titan wave number 14, it should give adren pills more often, or, if Hobo has low health and shields, give him health, then shields, and then fill his adren and perhaps a double just because they are rigged.
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TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie
Watch out for Rage Rocks Of Infinity +2865196826982165 (No Self-Damage) *
My Skin: http://skincity.beyondunreal.com/?section=models&action=show_infos&id=487 |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/12/2009 14:34:31
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DrNathan
Joined: 06/21/2008 07:03:59
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I have also noticed that if there is an energy turret and then a damage sphere is kicked off for a while i think that the turret remains purple. Also i think that when people are in an invunerability sphere then medics should still be able to heal them.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/12/2009 19:35:57
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tgroombr
Dominating
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DrNathan wrote:
I have also noticed that if there is an energy turret and then a damage sphere is kicked off for a while i think that the turret remains purple. Also i think that when people are in an invunerability sphere then medics should still be able to heal them.
Damage spheres not only leave an overlay texture on turrets, but will do the same for sentinels and vehicles. Invulnerability spheres do not affect any vehicles or turrets whatsoever, just players. Also, which is really annoying, the damage sphere upon deactivation or wearing off on vehicles and turrets, etc. will make a loud DB noise like it usually does to players when they carry it.
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TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie
Watch out for Rage Rocks Of Infinity +2865196826982165 (No Self-Damage) *
My Skin: http://skincity.beyondunreal.com/?section=models&action=show_infos&id=487 |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/13/2009 17:20:14
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greg11
Wicked Sick!
Joined: 02/10/2008 20:00:40
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tgroombr wrote:
So true, the lucky weapons do seem to spawn things that are completely useless to you at times. In my opinion the lucky weapons are more along the lines of random pickups rather than needed pickups, even though it does give you ones needed. Maybe they should somehow analyze the way players use their inventory, and decide which would be more useful to them, for instance, if Hobo is in Romra with his trip, rod, and is using more than 25 adren per second on Titan wave number 14, it should give adren pills more often, or, if Hobo has low health and shields, give him health, then shields, and then fill his adren and perhaps a double just because they are rigged.
Lucky weps make a list of items that the player needs, then picks from that list.
First it checks if the player health is below their max. If so it adds a healthpack and a minihealth pack to the list.
Otherwise it checks if the player health is below max+100. If so it adds two more minihealth packs, and checks if the shields are less than max and adds a shield to the list.
Then it checks for weps that need ammo and adds the ammo to the list.
Then it decides if a double damage should be added to the list based on the modifier *1.5% chance.
If there is nothing in the list, or if the players dren is not maxed, an adrenaline pickup (worth 3 ardrenaline) is added.
Then the spawned item is randomly selected from the list.
The only issue I see is that the shield spawning when not needed, and just as often as the adrenaline.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/13/2009 17:36:28
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cribbage
Killing Spree
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My pets are showing as small yellow dots on the radar. This gets annoying when I am in hunt and destroy mode. I know people have told me that they look like larger cyan dots, but at least on my radar they are identical to monsters.
Perhaps it is unique to my particular setup. I also have problems with seeing skins (including my own) and taking screen shots. Maybe I'll drag the discs out and reinstall.
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31 for 2 |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/13/2009 23:24:51
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Hobo_Joe
Wicked Sick!
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Yeah crib. Earlier when u were on your pets were like a sky blue color on my radar. I could easily tell which dots were pets and which weren't.
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The only time I made a mistake is when I thought I made a mistake.
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Loaded Weapons: [WMD]Hobo_Joe lvl: 389
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/14/2009 02:39:21
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DrNathan
Joined: 06/21/2008 07:03:59
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If the pet is your own then it is a small not very clear green dot about the same size as the monsters.
Also if it is someone else's pet then it is a light sky blue as hobo said.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/16/2009 12:38:26
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edman007
Joined: 08/03/2009 04:39:53
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greg11 wrote:
...and checks if the shields are less than max and adds a shield to the list.
That is a problem, for example, my shield max is 150 (i added nothing to it), a shield that is spawned by a lucky weapon can only heal up to 50 shield, when my shield is less than max, say 75, it adds a shield to the list, and that is a problem because it is not useful to me as my shield is currently over 50 which means that i cannot pick up a shield, i walk over it and nothing happens. Either the small shield needs to be modified to fill me up to my max shield or the lucky weapon needs to only spawn shields when my current shield is below 50.
cribbage wrote:
My pets are showing as small yellow dots on the radar.
This seems to be a lag related issue, when the halo gets very far from a pet it appears that your radar loses it and it shows as an enemy (and even the HP bar stops showing), this does not happen much at all for me, but i see it every now and then.
And the jump boot issue i mentioned, i posted a screenshot below, i switched to the jump boot artifact, i clearly have artifacts (you can see i have pets spawned), but i switched to an invisible untossable artifact, this artifact is my jump boots, but it does not behave like an artifact.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/16/2009 13:30:38
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tgroombr
Dominating
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Strange with the jump boots. Although the pickup works by adding a JumpBootsInv Inventory class to the player's list, it shouldn't show up in the artifacts, since that JumpBootsInv is a subclass of Inventory, not RPGArtifact. However if this is the case, the map would have to have access the the UT2004RPG.u file, which would make the map unplayable without having RPG, which wouldn't make much sense. Maybe the artifact list for players find the JumpBootsInv in the player's inventory and thinks its an artifact, and tries to add it to the artifacts list, but since it doesn't have an RPG icon, name, or function, it shows invisible. Are there any log warnings about this? Because I would usually expect some in an odd case like this.
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TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie
Watch out for Rage Rocks Of Infinity +2865196826982165 (No Self-Damage) *
My Skin: http://skincity.beyondunreal.com/?section=models&action=show_infos&id=487 |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/16/2009 17:58:14
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Wail
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Joined: 09/20/2007 21:14:41
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Couple of minor things I figured I'd mention:
-The shield healing noise heard by Engineers isn't triggered when healing Bots/Monsters. Similar for Medic healing.
-This isn't technically a bug, but I can kill my own pets (Summoning Charm) with the Engineer Link Gun primary. I think perhaps there should be an exception here to disallow the Engineer Link Gun primary from killing summoned monsters. If I want to kill them I can always use another gun.
-Got killed by a bot ultima as well, mildly annoying. There's got to be a way to either prevent this from being bought by bots or prevent it from damaging players. Just off the top of my head, checking if the controller is a playercontroller and spawning a slightly different ultima charger (one that doesn't damage player pawns) seems like it would work.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/20/2009 12:03:20
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edman007
Joined: 08/03/2009 04:39:53
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Wail wrote:
-This isn't technically a bug, but I can kill my own pets (Summoning Charm) with the Engineer Link Gun primary. I think perhaps there should be an exception here to disallow the Engineer Link Gun primary from killing summoned monsters. If I want to kill them I can always use another gun.
Medics kill their own pets with everything but healing/medic weapons as well.
Another bug is the healing blast goes through the floor on many maps (maps with terrain like killbilly barn). And that makes it really suck with some of the higher waves when the null warlords get me and i'm stuck, firing the blast below me puts it 20 feet below the map where it heals me very little, and often i just can't fire it out in front and run towards it either.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/20/2009 13:39:36
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tgroombr
Dominating
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edman007 wrote:
Another bug is the healing blast goes through the floor on many maps (maps with terrain like killbilly barn). And that makes it really suck with some of the higher waves when the null warlords get me and i'm stuck, firing the blast below me puts it 20 feet below the map where it heals me very little, and often i just can't fire it out in front and run towards it either.
I HATE THIS!
I always end up doing this bug and healing only a small portion of what should be actually worth wasting 50 adren on saving me, and other players' lives.
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TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie
Watch out for Rage Rocks Of Infinity +2865196826982165 (No Self-Damage) *
My Skin: http://skincity.beyondunreal.com/?section=models&action=show_infos&id=487 |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/24/2009 07:24:04
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Flak Monkey
Wicked Sick!
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Thè-Hättêr wrote:
today i saw a little bug, we were in boombridge, and someone spawn a mini turret now the character was not properly placed in the turret his image was on the floor. probably it wont change the gameplay but looks ugly
Ive noticed this twice now. A while ago and this morning inside the tube in the Junkyard map.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 09/16/2009 06:38:31
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Szlat
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If you are running a double or triple, and you do superweapon damage (redeemer, bolt, rod, beam, megablast), you only get xp according to the initial damage, not the doubled damage.
For example, a rod against a titan does 90 damage, which gives 16*90/900 = 1.6 experience.
Pick up the double damage, and you now do 180 damage against the titan, but you still only get 1.6 xp.
So killing a titan normally gives 16 xp, but killing it with a rod and DD gives 8.
(The bug is actually in UT2004RPG, but I thought I'd put it here so it is at least recorded)
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