![]() ![]() |
Jun 30 2006, 09:53 PM
Post
#1
|
|
|
Major Group: BG Dev. Team Posts: 813 Joined: 11-May 03 Member No.: 1,207 |
The time has come again. I'll announce it on the frontpage as soon as we get a couple of mirrors. As always, a couple of promotional screenshots would be nice.
Installer: http://files.filefront.com/Battle_Grounds_...;/fileinfo.html http://games.internode.on.net/?page=fileli...iledetails=2649 http://www.halflife2.nu/filarkivet/?id=166 http://downloads.inquisitionmod.co.uk/file...s2/bg2-0.17.exe http://tomdon.net/downloads/hl2/BG2/bg2-0.17.exe http://www.obswesttex.com/bg/bg2-0.17.exe http://bgmirror.slashbunny.com/bg2-0.17.exe Zip: http://bgmirror.slashbunny.com/bg2-0.17.zip (uploading atm) Code: soon Changelog: CODE 0.17 - 20060630 1.0F style flags added fixed crash bugs melee should work slightly better with high latency american and british voice commands updated new menu music new menu background new map added: bg_skirmish_lms most remnants of hl2 hud removed damage indicator is smaller and below crosshair flag capture centerprint removed due to redundancy with flag hud more props updated face materials phong shading added to player model materials fixed spectator mode fixed cheating in last man standing mode added simple text indicator for last man standing. use cl_draw_lms_indicator to hide smoke doesn't fly through walls any more bullet velocity increased by 44% to 1200 fps, or 365 m/s number of ragdolls can now be limited clientside. use the following cvars: cl_ragdoll_maxcount - global maximum amount of ragdolls cl_ragdoll_staytime - lifetime of each ragdoll added or implemented two cvars to control backward/sidestepping speeds for "egg-shaped" movement sv_backspeed - what factor of forward speed is backward speed? sv_sidespeed - what factor of forward speed is sidestepping speed? |
|
|
|
Jun 30 2006, 10:27 PM
Post
#2
|
|
|
Old ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 312 Joined: 26-September 05 From: Scotland Member No.: 4,053 |
QUOTE(Tjoppen @ Jun 30 2006, 10:53 PM) [snapback]22163[/snapback] fixed spectator mode Tjoppen, I will have your babies |
|
|
|
Jun 30 2006, 10:38 PM
Post
#3
|
|
|
Doc Group: BG Dev. Team Posts: 1,012 Joined: 29-October 03 From: Everywhere I'm told to be. Member No.: 2,023 |
(Just as a note, because of the increased muzzle velocity of firearms, you will now have to change the amoung you lead people by. Also, the game won't feel so "paintball-ish". Next goal is to ditch the red streaks that make them act like tracers xD)
-------------------- How to use Jackhammer's Lamers List:
Add "exec lamers" to your server.cfg. Download lamer.cfg to your BG2 Server. To view the current list of BG2 Lamers, go to Jackhammer's Lamers List |
|
|
|
Jun 30 2006, 11:18 PM
Post
#4
|
|
|
Lieutennant ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 100 Joined: 25-July 05 Member No.: 3,642 |
hey cool, need to check this out again.
|
|
|
|
Jul 1 2006, 12:13 AM
Post
#5
|
|
|
:( Group: BG Dev. Team Posts: 1,131 Joined: 29-July 05 Member No.: 3,649 |
Mirror:
http://tomdon.net/downloads/hl2/BG2/bg2-0.17.exe I have a few screenshots as well, but there all of bots ![]() ![]()
|
|
|
|
Jul 1 2006, 06:06 AM
Post
#6
|
|
|
with the Eye of the Eagle Group: BG Dev. Team Posts: 4,381 Joined: 9-October 04 Member No.: 3,115 |
from what I heard playing the 3D server for a while a lot of people dislike the fact that backwards and sidestep speed is so slow now. maybe the default factors slow it a little too much (isnt it backspeed = 60% and sidespeed 80%?)
also, some maps shouldve been updated to work properly with the new flag system This post has been edited by gRanTeLbArT: Jul 1 2006, 07:36 AM -------------------- With the Eye of the Eagle we have seen the enemy in front of us.
With the Eye of the Hawk, take aim! The Elders have foreseen victory this day! |
|
|
|
Jul 1 2006, 07:43 AM
Post
#7
|
|
|
midnight devcult phenomena Group: BG Dev. Team Posts: 2,256 Joined: 14-May 03 Member No.: 1,223 |
I'll only be able to play this starting tomorrow, but I don't like the very idea of making some of the core gameplay variables into server variables - how about a sv_reloadtime as well, and maybe sv_weapon_accuracy and such, so that bg2 will play completely different on each and every server?
Movement speed values will need extensive testing, and so perhaps it is ok if they are left adjustable in this version, but they should be locked again once appropriate values have been found. -------------------- |
|
|
|
Jul 1 2006, 08:00 AM
Post
#8
|
|
|
:( Group: BG Dev. Team Posts: 1,131 Joined: 29-July 05 Member No.: 3,649 |
Just tried it for the first time, I am ok with the speeds. Although I expect there will be complaints from some people.
|
|
|
|
Jul 1 2006, 08:22 AM
Post
#9
|
|
|
wanabe mapper/modeler Proud member of |First - First Frag ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 242 Joined: 18-August 05 Member No.: 3,825 |
ok what is meant by "1.0F style flags added" and can i use the svn version.
|
|
|
|
Jul 1 2006, 09:00 AM
Post
#10
|
|
|
midnight devcult phenomena Group: BG Dev. Team Posts: 2,256 Joined: 14-May 03 Member No.: 1,223 |
1.0F style flags means that the old sytem of overloading and uncapturing flags is introduced again.
Simply put, a flag remembers which players have captured it, and should all players who have captured it die, it reverts back to neutral status. To prevent this, you can overload a flag by simply touching it once your team has captured it, which will add you to the list of players having captured that flag. Also, touching any enemy flag will revert that flag back to neutral status immediately. This rewards coordinated play, as mindless rushing risks loss of flags through player death, and also leaves you wide open to "uncap" runs, whereby an enemy (officer) slips past and then reverts all the flags in the rear to neutral, rendering the entire assault void. -------------------- |
|
|
|
Jul 1 2006, 09:09 AM
Post
#11
|
|
|
with the Eye of the Eagle Group: BG Dev. Team Posts: 4,381 Joined: 9-October 04 Member No.: 3,115 |
cyris, update your svn version, then use the tortoise svn export function to export all the files (without copying all the .svn.base or whatever extensions they have, these weird files that make the bg2-svn folder so big O_O)
oh and, jackx, you shouldve mentioned that of course, the old bg2 flag behaviour can also be used by setting a variable in the flag entity -------------------- With the Eye of the Eagle we have seen the enemy in front of us.
With the Eye of the Hawk, take aim! The Elders have foreseen victory this day! |
|
|
|
Jul 1 2006, 09:12 AM
Post
#12
|
|
|
wanabe mapper/modeler Proud member of |First - First Frag ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 242 Joined: 18-August 05 Member No.: 3,825 |
ah i already sorted that out, except i just copied it and renamed it and the name of the game in the info file, it works fine, just like you said all those annyoing svn files in there.
|
|
|
|
Jul 1 2006, 10:38 AM
Post
#13
|
|
|
Royalist ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 263 Joined: 23-November 03 Member No.: 2,089 |
Nice update, Tjoppen.
|
|
|
|
Jul 1 2006, 11:28 AM
Post
#14
|
|
|
Major Group: BG Dev. Team Posts: 813 Joined: 11-May 03 Member No.: 1,207 |
QUOTE(Cyris @ Jul 1 2006, 09:12 AM) [snapback]22189[/snapback] ah i already sorted that out, except i just copied it and renamed it and the name of the game in the info file, it works fine, just like you said all those annyoing svn files in there. You can remove the .svn folders. QUOTE(gRanTeLbArT @ Jul 1 2006, 09:09 AM) [snapback]22187[/snapback] cyris, update your svn version, then use the tortoise svn export function to export all the files (without copying all the .svn.base or whatever extensions they have, these weird files that make the bg2-svn folder so big O_O) Ah, I never knew that. I've just copied and removed .svn folders. |
|
|
|
Jul 1 2006, 11:37 AM
Post
#15
|
|
|
wanabe mapper/modeler Proud member of |First - First Frag ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 242 Joined: 18-August 05 Member No.: 3,825 |
yeah i removed alot of em but got board so left some in there.
|
|
|
|
Jul 1 2006, 12:05 PM
Post
#16
|
|
|
Old ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 312 Joined: 26-September 05 From: Scotland Member No.: 4,053 |
The slowing of side stepping is definately noticeable.
Just wondering why every new update seems to remove some of the attributes that assist melee? Pre 0.15... yes melee was fast and completely unrealistic, but you can't deny it was bloody good fun Imo this attempt to continually increase gun effectiveness (vis reducing melee effectiveness) is removing some of what makes BG an original game to play. There's plenty of FPS games out there where people can just camp and shoot, please don't make Bg another. |
|
|
|
Jul 1 2006, 12:25 PM
Post
#17
|
|
|
midnight devcult phenomena Group: BG Dev. Team Posts: 2,256 Joined: 14-May 03 Member No.: 1,223 |
If anything, the movement speed change should add more depth to melee and make it more challenging... "glide backwards and stab first" may be fun, but it gets old after 5 minutes, and after another 5, you've gotten as good at it as you're ever going to get.
Yes, that's an exaggeration, but I found the melee combat to be bland and boring, because almsot every single fight was exactly the same - you hardly noticed you were playing against different people at all, could've just as well been bots with slight variations in their behaviour. It's not so much an attempt to increase gun effectiveness (in fact, it has no impact on gun effectiveness whatsoever, since you can charge just as fast as you could before), but to add depth to melee... it should be just as easy to not get hit, but you'll have to go about it differently, and, more importantly, how to do it will change a lot based on your surroundings and the overall situation. The movement values may currently be off and the desired effect thus not yet being achieved, I can't really comment on that, as I can't play it on this comp. As for camping - it's not effective at all in bg, and was even less so in bg2. An organized defense was and is still a good way to launch a counter attack, but unless you play offensively (assuming it's not a boring bg_campthefuckoutoftheotherteam assault style map), you won't win. Hasn't ever stopped people from camping, though. This is a player issue, not a game issue at heart - a rational gamer would hardly ever find a reason to camp... campers and people playing (purposely) worse than they could do are annoying, but unless it's on your own server there's little you can do about it. -------------------- |
|
|
|
Jul 1 2006, 02:24 PM
Post
#18
|
|
|
King Gecko of 1.0F Dev Group: Admin Posts: 518 Joined: 20-April 04 Member No.: 2,511 |
-------------------- Stevie says (00:47):
It's like a cardboard tube thats been left in the rain Stevie says (08:24): when did linebattle become a map style? we had a name for that in BG1 it was SQ1 |
|
|
|
Jul 1 2006, 03:50 PM
Post
#19
|
|
|
Major ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 606 Joined: 11-July 03 Member No.: 1,488 |
I hope the slowed down side stepping dosent make it harder to dodgebullets
I can see it having large effects on the melee power of the knife as using it head on in melee almost always requires alot of sidestepping. This post has been edited by Popkov: Jul 1 2006, 03:51 PM |
|
|
|
Jul 1 2006, 03:56 PM
Post
#20
|
|
|
wanabe mapper/modeler Proud member of |First - First Frag ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 242 Joined: 18-August 05 Member No.: 3,825 |
now it is a lot harder to dodge bullets, and other incoming meele attacks
|
|
|
|
Jul 1 2006, 06:12 PM
Post
#21
|
|
|
with the Eye of the Eagle Group: BG Dev. Team Posts: 4,381 Joined: 9-October 04 Member No.: 3,115 |
QUOTE(Popkov @ Jul 1 2006, 05:50 PM) [snapback]22208[/snapback] I hope the slowed down side stepping dosent make it harder to dodgebullets increased bullet velocity certainly does -------------------- With the Eye of the Eagle we have seen the enemy in front of us.
With the Eye of the Hawk, take aim! The Elders have foreseen victory this day! |
|
|
|
Jul 1 2006, 06:51 PM
Post
#22
|
|
|
Private ![]() Group: Members Posts: 1 Joined: 1-July 06 Member No.: 4,821 |
|
|
|
|
Jul 1 2006, 08:30 PM
Post
#23
|
|
|
Major ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 606 Joined: 11-July 03 Member No.: 1,488 |
After playing this version with others, It seems to me that the guns are far too good now (excluding the pistol which seems worse). Its easy to hit a target as they move so slowly around alot of the time, and when being attacked headon, the person coming towards you can do very little to avoid being shot pointblank.
The sword seems alot better, the bayonet a bit less and the knife also a bit better. Teamwork is also quite essential now as if you go off by yourself your bound to die, most likely from being shot or taken down by enemys moving in 2's or 3's. I think this version is going to take alot of getting used to, but we will get there eventually i think |
|
|
|
Jul 1 2006, 10:45 PM
Post
#24
|
|
|
Private ![]() Group: Members Posts: 1 Joined: 1-July 06 Member No.: 4,822 |
Hi Guys,
Australian Internode Mirror Up http://games.internode.on.net/?page=fileli...iledetails=2649 This post has been edited by UgLyPuNk: Jul 1 2006, 10:46 PM |
|
|
|
Jul 2 2006, 06:43 AM
Post
#25
|
|
|
Private ![]() Group: Members Posts: 11 Joined: 30-August 05 Member No.: 3,924 |
this update ROCKS, especially for a high pinger like me that i can now actually melee someone and it registers! same with shooting, higher bullet velocity means that shooting is so much more reliable which means im now getting high scores!
the slower starfing is a welcome change as people no longer look like ballerinas in a melee battle and it makes line formations much more effective now that one guy cannot zig-zag with insane speed, dodging all the bullets and singlehandedly screw up the line. teamwork is now essential as i saw in the +]3D[+ server a few hours ago where lines and well timed rushes now have a greater impact on the game as a whole. thumbs up to the BG team! (though we still need reloading animations) This post has been edited by fludblud: Jul 2 2006, 06:44 AM |
|
|
|
![]() ![]() |
| Lo-Fi Version | Time is now: 9th September 2010 - 10:31 AM |