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  1. #111
    Whicked Sick Higor's Avatar
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    0016 changes from now on.

    Jetpack: fixed bug causing jet trail not to disappear after player is killed during flight.
    Super Protector: projectiles' colors shouldn't be red on other team's SP's.

    Removing unfinished buildings now return a higher amount of RU (it was erroneously giving ~45%).
    - Old scale:
    -- Invested RU * (0.4 + 0.4 * BuildHP%) = 40% to 80%
    - New scale (for unfinished builds, uses old for finished):
    -- Invested RU * (0.4 + 0.4 * BuildHP% + 0.6 * (100-BuildHP%)) = 100% to 80% (non-damaged builds during constructions)

  2. #112
    Whicked Sick Higor's Avatar
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    Mines and SuperMines won't detonate on players that still have over 2 seconds of spawn protection.
    - (Timers scaled down by game speed).
    - (Detonation by other sources will still kill a player under spawn protection).

  3. #113
    Whicked Sick Higor's Avatar
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    - Fixed bug in sgBaseCore where the RU/second factor may temporarily increase on Supplier spam kill events.
    - sgBaseCore now has global RU award.
    --- Teams upon receiving a specific RU award receive said RU distributed among players that aren't maxed out.
    ----- (Just like RU denial prevents core from giving RU, award makes players receive it at 200% rate)
    - RU not given to team by Core in case of Supplier spam kill rescaled from [50] to [Team Size * 5 * Core Level].
    --- (Early game sup spam denies around 20 RU, late game spam denies around 200 RU).
    --- (Since said amount is distributed among all players, high player count games were seeing little to no effect from this)


    - Added SharedReward function to SiegeGI.
    --- When a Shared Reward is issued, it will first attempt to give said RU to the target player.
    --- If the player is gone, in a different team, or maxed out of RU. Said reward is handed to the Core as a global RU award.
    ------ (If player has RU=200, MaxRU=400 and award is 400: )
    ------ (Player gets 200 RU, core gets the remaining 200 to distribute among team)


    - Mines now are variable based and can be customized, SuperMine code removed and instead changed variables.
    --- Mine:
    --------- MaxEnergy=2000
    --------- DetRadius=75 //Detection radius and base explosion radius
    --------- ExpRadiusLevel=25 //Additional explosion radius per level
    --------- SelfDamageDet=4000 //Remove energy after explosion
    --------- RULevelMult=4 //Additional RU given per damage instance scaler
    --- SuperMine:
    --------- MaxEnergy=1000
    --------- DetRadius=100
    --------- ExpRadiusLevel=35
    --------- SelfDamageDet=200
    --------- RULevelMult=2
    - Fixed accessed none warnings for cases where mines detonate on monsters.
    - Mine reward changed from AddRU to SharedReward.
    --- Mines where there's no owner, or owner was teamswitched will now give RU to the owner team.
    - Mines add +1 to score per kill.
    - Mines add +3/+6 to score when victim has nuke(s).


    - Upgrading a Super Supplier to level 5 causes nearby Suppliers to be removable by anyone on the team.


    - Building removal RU is now returned as a Shared Reward.
    - Building RU return is applied after the building's Destruct() function.
    --- Removing a SC will cause all players in team to eventually receive the RU instead of losing it.
    Last edited by Higor; 01-06-2015 at 10:51 AM.

  4. #114
    The Best There Ever Will Be! |uK|B|aZe//.'s Avatar
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    Quote Originally Posted by Higor View Post
    Mines and SuperMines won't detonate on players that still have over 2 seconds of spawn protection.
    lets just say a person thats spawn protected lands on a super mine will the mine die? because that player is spawn protected?

    (pretty much like doing god mode and landing on a mine it will just constantly try to detonate and eventually die because of the health decrease on the mine each detonate?)

  5. #115
    Whicked Sick Higor's Avatar
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    Mines won't detonate at all, so no self-damage.
    Spawn protected players can still die if someone else detonates the mines.

    Will be releasing as 0016.

  6. #116
    Whicked Sick Higor's Avatar
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    0017 changes from now.

    - Platforms can no longer be built touching teleporters.
    - Added to constructor GUI settings a 'High Performance' option, it affects client's behaviour in the following ways:
    --- RU increase by core not simulated on all of player's team.
    --- Smoke generators for buildings on fire spawn particles at nearly a third it's rate.
    --- Electrified or burning buildings don't emit light.

  7. #117
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    Rocket cannon build distance reduced from 20 to 16.

    Extra high performance mode adjustments:
    - Napalm grenades produce less particles.
    - RU crystals don't emit light.
    - Siege animated sprites last half as much (they animate twice as fast).
    - Jetpack fire particles have an extra 0.2 second added to the spawn interval.

  8. #118
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    Prerelease 0017 changes


    ================================================== =======
    Internal changes:


    Removed old path blocking system from Super Container

    Created path blocker object, does advanced handling of reachspecs when solid buildings block them.
    Added flag 'bBlocksPath' to sgBuilding
    - The path blocker is attached to buildings with bBlocksPath flag
    - It will perform a slow path query (takes a few frames to finish blocking)
    - The blocker object can hold up to 32 removed reachspecs
    - The reachspecs are restored when the building is destroyed
    - Block is polled again for nearby buildings upon restoration
    - Buildings with bBlocksPath flag on:
    -- sgContainer
    -- sgContainerX
    -- WildcardsSuperContainer
    -- sgPlatform
    -- XC_AntigravityPlatform

    Edit mode building markers have a 1 second build time now.

    Removed deprecated Building flag 'bCanRemoveOwnTeam'

    Optimized nuke blast wave code.

    Fixed log warnings when player gets spawn protection with an impact hammer or chainsaw.

    Fixed bug causing sgBooster to be able to boost during construction, before the first Timer event.
    OPT: Moved sgBooster's self-repair timer from Tick() into CompleteBuilding() event.
    OPT: Moved sgBooster's self-repair from Timer() into CompleteBuilding() event.
    Removed sgBooster's Tick and Timer events.
    - Booster's repair is now sincronized to the sgBuiding's 0.1 engine-second timers.
    - Repairs 180 energy per second.

    ================================================== =======
    Gameplay changes:


    Mines now fully visible for own team.

    Added 'OvertimeTimeScale' to item spawner rules, it will scale up or down the spawn timers for overtime.

    Nuke Blast wave affects all projectiles instead of just other nukes.

    Widened antigravity platform's push cylinder.
    Antigravity platform now simulates clientside gravity effect at high pings.
    Antigravity platform now contains a 10 engine-seconds self-repair timer (without taking damage).
    - Repairs 100 energy per second.

    Door Jammer (new):
    Build a door jammer near a door or on a lift and force it to stay open.
    The jammer must be attached to a surface.
    - Build Cost: 175 RU
    - Max Energy: 1000
    - Takes 300% burn damage.
    - Takes 66% protector damage.
    - Low visibility
    - Cannot be upgraded
    - Build time: 4 seconds

    Added "Wildcards" prefix to SelectBuild bind classes, now the following inputs are valid:
    - SelectBuild SuperContainer (selects WildcardsSuperContainer)
    - SelectBuild Container (selects sgContainer)
    - SelectBuild DoorJammer (selects XC_DoorJammer)


    ================================================== =======
    == Nuke Launcher:

    Fire offset changed from (18,0,-10) to (10,0,-8)
    - Nuke spawns closer to the player's view.
    - Should prevent most vanishing nukes bugs.
    - Should also prevent most firing nukes through walls bugs.

    == Grenade Launcher:
    Has an additional mid spawn parameter (22)
    - Adds 0-50 % ammo amount to a random grenade type except napalm.
    - Addition occurs twice, and may happen on the same ammo type.

    == Hyper Leecher:
    Build time from 10 to 4.
    Damage reduction to item (before picked up) from 50% to 67%.
    Default cost from 350 to 301.

    Changed some other default build costs:
    - Ape Cannon: 550 to 750
    - ASMD Pulse Rifle: 800 to 750
    - Dampener: 150 to 125

    ================================================== =======
    Changes to default SiegePub profile:

    - OvertimeTimeScale factor for item spawner set to 0.85
    - ContainerX initial MaxEnergy changed from 5500 to 3750 (Container has 2000)
    - ContainerX limit set to 4
    - Super Protector limit set to 8
    - Removed EMP launcher from build list
    - Added Protector to build list with cost 125 (default 100)
    - Added AntiGravity platform to build list.
    - Added Utility category
    - Grenade Launcher takes 20 spawns instead of 15 before being available via mid spawner.
    - Grenade Launcher appears with the (22) ammo distribution variant now.
    -- (20) Full Ammo
    -- (21) Full Ammo for 1 type, random for other 3
    -- (22) Random (0-50%) ammo for 1 type except napalm, rolled twice.
    - Ape Cannon no longer stops spawning, takes 8 spawns instead of 4 before being available via mid spawner.
    - Mid Damage Amplifier lasts 40 seconds (was 30)


    0017 SiegePub Category distribution:

    [CatIdx - BuildIdx - BuildName - Conditions]
    For use with binds
    - SetMode CatIdx BuildIdx
    - SelectMode CatIdx BuildIdx (switches to constructor)
    - SelectBuild BuildName

    --- Fortification
    4 - 0 - Container
    4 - 1 - ContainerX
    4 - 2 - SuperContainer
    4 - 3 - Protector
    4 - 4 - SProtector
    4 - 5 - Guardian
    4 - 6 - PoisonGuardian
    4 - 7 - MiniShield
    4 - 8 - ForceField

    --- Supply
    5 - 0 - Supplier
    5 - 1 - SupplierXXL
    5 - 2 - HealthPod
    5 - 3 - HealthPodXXL

    --- Special Items
    6 - 0 - ItemShieldBelt
    6 - 1 - ItemJumpBoots
    6 - 2 - ItemSpeed
    6 - 3 - ItemInvisibility
    6 - 4 - ItemDamageAmp
    6 - 5 - ItemDampener

    --- Utility
    7 - 0 - Booster
    7 - 1 - SuperBooster
    7 - 2 - Platform
    7 - 3 - AntigravityPlatform
    7 - 4 - DoorJammer

    --- Weapons
    8 - 0 - ItemLeecher
    8 - 1 - ItemApe
    8 - 2 - ItemAsmd
    8 - 3 - Warhead
    8 - 4 - IWarhead

    --- Teleportation
    9 - 0 - Teleporter
    9 - 1 - ItemTelenetwork
    9 - 2 - ItemTranslocator

    --- Explosives
    10 - 0 - Mine
    10 - 1 - SuperMine
    10 - 2 - ExpRocketCannon
    10 - 3 - ExpMortarBomb
    10 - 4 - ExpBioBomb

    --- Suits
    11 - 0 - ItemJetpack
    11 - 1 - ItemSuperJetpack
    11 - 2 - ItemToxinSuit
    11 - 3 - ItemLavaSuit
    11 - 4 - ItemScuba

  9. #119
    Whicked Sick Higor's Avatar
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    Prerelease 0018 changes:

    Internal:
    XC_GameEngine detection at map start (server).
    Replaced path blocker objects with dynamic arrays, these are only operable in XC_GE mode. [Disabled feature]
    OPT: Protectors processing event moved from Timer() to CompleteBuilding(), runs serverside only.
    Poison Guardian attack rules now use Guardian ones as base, then apply toxin suit detection.
    OPT: Simplified loop code on both Guardian classes.
    OPT: Guardians processing event moved from Timer() to CompleteBuilding(), runs serverside only.

    Bugfixes:
    Fixed sgItems giving deleted items to players when built under the lava, this fixes the visible belt effect issue as well.
    Adjusted mid item spawn location for map CTF-'uK-BraveHeart[REVISED] to the center of the stonehenge.
    Guardian attack particle directions are now randomized.

    Jetpack:
    SetJetpack bind restored, forces the Walk button on the client to make spacebar have a similar effect to that of pre-0015 jetpacks.
    Jetpack hover mode Z thrust adjusted:
    - Keeps the player closer to the original Z coordinate.
    - Fuel consumption during hover reduced to half.

    GamePlay:
    Changed attack rules for Guardian and Protector to discard hidden Pawns, consider monster's Team if possible.
    - Should fix players that die from teamswitching from drawing fire towards them.
    Guardians have an extra 5 unit radius by Level 5 (1 per level).
    Rescaled attack change from Guardian to match that of Poison Guardian (now level 0 guardian can attack).
    Last edited by Higor; 03-28-2015 at 01:17 AM.

  10. #120
    Whicked Sick Higor's Avatar
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    0019 changes from this post and on:

    - Used different formula for Eff based RU per kills (based on Adrian's feedback)
    35 + Eff/4 + SpreeKillCount^1.4
    * Value is doubled if victim has over 90 eff
    --- 40 Eff, 1 SKC: [45 + 1] RU
    --- 50 Eff, 3 SKC: [47 + 5] RU
    --- 70 Eff, 25 SKC: [53 + 90] RU
    --- 91 Eff, 10 SKC: 2x[58 + 25] RU
    SKC increases by 1 per kill, suicides don't reset (simply -1)
    Other SKC increases:
    - Picking up a mid item +4.
    - Supplier spam kill +3
    - Building a mine +2
    - Picking up a built item +1

    Enforcer ammo count on respawn changed from: [15 + 3 * Core_Level] to [15 + 8 * Core_Level]
    - Max enforcer ammo effectively goes from 30 to 55

    Added bCore5AddsEnforcer option (default=true), if true newly spawned players get a second enforcer if core is level 5.
    Added bPlayersRelevant option (default=false), now players only have bAlwaysRelevant set if this option is enabled.

    sgBuilding now stores and replicates the owner player's sgPRI, this removes the need of having players use bAlwaysRelevant to see the build's owner.

    MiniShield changes:
    - Price from 700 to 800
    - Max health from 16000 to 15000
    - Damage types 'Jolted', 'Shot', 'Shredded' do extra 0%-100% damage based on hit angle.
    -- Basically Shock, Sniper (no HS), Minigun, Enforcer, Ripper Primary (no HS), Flak Primary can deal up to twice the damage if you aim at the center of the shield.
    -- Pulse Rifles and Ape Cannons are now primary counters to minishields.

    Biobomb and hyper leecher primary projectile speed changed from 840 to 1000

    ShieldBelt now upgradeable, base upgrade cost 10.
    - Base Cost = 250
    - Total Upgrade cost = 150
    - Armor amount is directly proportional to RU spent on the item
    -- Level 0 (250) = 93
    -- Level 3 (310) = 116
    -- Level 5 (400) = 150
    -- Calculation is done dynamically, so altering the item's values doesn't break anything (still changes proportions)

    GET SHIT ON KILLER_SPEED
    Last edited by Higor; 08-10-2015 at 01:25 AM.

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