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It's been quiet...
Posted: Sun Jul 02, 2006 6:39 pm
by R.Flagg
so here's a post from today's dev, just for something to read:
R.Flagg wrote:This one's looking pretty good.
Bot aim with HB weapon is much better, and it seems the hb spawn effect thing is better too. So is the turret rotation speed in hbctf. All good.
While testing on my listen server, Pep and I could hear each other's Kami screams just fine. However, while I could hear his poisoned cough, he could not hear mine.
There is an issue with the HB grapple - if you try to fire it at too steep an angle downwards, there is no visible grapple, and I don't think it even works - however, you do have to hit the grapple key again to retract it, and you even hear that part, even though there is no actual grapple to retract.
I'm guessing it's set up like a vehicle weapon, where it won't fire at all angles (where they normally use the vehicle crosshair to indicate when you can fire). Only in our case it's only half-stopping the grapple-stuff.
Perhaps we can have a very small-ish 'no-go' sound for when the rider attempts to fire grapple outside of it's range. Just so you know that yes, you tried to fire grapple, but no, it didn't work.
Also, sometimes when you have both flags and touch your base, it doesn't 'register' on the 1st try. You have to walk back over your base again.
We do still have a game-ending invisible flag bug, but I still have no idea how to trigger it. Pep and I have seen it recently, but could not repeat it on demand.
For the HB weapon death message, I recommend a slight revision to Jb's suggestion. I think we should use:
"Jb burned a hole through R.Flagg"
Since this message only plays when the kill is from an HB weapon, I don't think we actually have to say " ... with HB weapon."
Other than the rare invisible flag bug, this game type is looking pretty damn good.
Posted: Mon Jul 03, 2006 12:17 pm
by lord_kungai
Just... can't... wait...
AHHHH!!!
That's it, simulation time.
CCTF/VCTF with all wehicles as Hoverboard and a NeverDropFlag mut...
I just gotta try it out...
Posted: Mon Jul 03, 2006 7:50 pm
by R.Flagg
You'll need to up the player-speed as well.
I've never - ever - been a fan of InstaGib CTF, but this HyperCTF is quite addicting IMO. It's not exactly Instagib CTF, sorta just our take on it, but it's fun.
With everyone spawning with gravbelts, and with the upped player speed, you can really zip around the maps and do some very neat moves. And a slightly enhanced HB as well.
These are fast games, no time to rest. I recommend 1on1 or 2on2 in MistyGlen. Turn on your belt and do a dodge into those angled barriers around the flag, and go way high and far. It's insane.
Will try to get some more pics and updates soon.
Posted: Mon Jul 03, 2006 11:13 pm
by Zachariah
being able to go faster and get around the map in a snap makes it real intense sometimes. for example, several times Flagg had my Flag, and my only viable option for preventing him from scoring , was to get back to his flag before he did, and get it as far away from him as I could. Makes for some real back and forth games.
Posted: Tue Jul 04, 2006 8:09 pm
by lord_kungai
*Drools*
Posted: Thu Jul 06, 2006 8:17 am
by R.Flagg
pic from recent testing
http://chaotic.beyondunreal.com/c2_scre ... rater1.jpg
That one is in VCTF-XtremeCrater. Good map for 'duel-ish' games of HyperCTF.
Most recent build has fixed this:
"There is an issue with the HB grapple - if you try to fire it at too steep an angle downwards, there is no visible grapple, and I don't think it even works - however, you do have to hit the grapple key again to retract it, and you even hear that part, even though there is no actual grapple to retract."
and possibly this:
"While testing on my listen server, Pep and I could hear each other's Kami screams just fine. However, while I could hear his poisoned cough, he could not hear mine. "
just haven't checked that one yet.
Posted: Sat Jul 08, 2006 1:21 am
by Zachariah
Another feature of HBCTF.
Team colored Erdws
making HBCTF one of the most ridiculously thorough team colored gametypes, ever.
Posted: Sat Jul 08, 2006 4:40 am
by jeditobe1
Thats in normal CCTF i thought pep? Pretty sure i saw it earlier this week in a CCTF botmatch.
Edit: nm should have clicked pictures.. see what you mean now =P Thought you were referring to the bullet trails.
Posted: Sun Jul 09, 2006 8:06 pm
by R.Flagg
http://chaotic.beyondunreal.com/c2_scre ... yglen1.jpg
http://chaotic.beyondunreal.com/c2_scre ... yglen2.jpg
http://chaotic.beyondunreal.com/c2_scre ... yglen3.jpg
Few more various pics from today. A new tweak is that now Epic's turrets, the man-able turrets placed by mappers, are now back. If they're in the map, HyperCTF will not remove them.
Posted: Mon Jul 10, 2006 5:59 pm
by MidgetMan
Looks sweet!
Posted: Mon Jul 10, 2006 6:39 pm
by jb
yes very nice pics!
Posted: Tue Jul 11, 2006 11:50 am
by lord_kungai
Whoa! Nice!
I'm loving it!
Posted: Sun Jul 23, 2006 4:46 pm
by R.Flagg
Well, stay with me here please -
thanks to very much repeated testing from Pepito, MassChaos, and myself ... along with continued, determined code-reviewing from Jb ... and a lot of frustration along the way
- MassChaos finally hit upon a eureka moment, and from that we have been able to come up with a way to repeat a 'game ending' ChaosCTF/HyperCTF bug on demand.
We hope that since we were able to do that, Jb might be able to use that info to 'dig' into a specific area of code, and perhaps uncover some logic issue that was overlooked until now.
Follow me? Means it's not fixed yet. But we had a breakthrough of sorts in the testing area, and we're hopeful this is helpful to Jb. Because if so, then the new game type(s) would be free of game ending bugs. Still not perfect perhaps, but good enough to allow public play. And to do so in a quality way.
Got my fingers crossed, and waiting for Jb to have some free time.

Posted: Sun Jul 23, 2006 4:55 pm
by R.Flagg
And .... something I've been meaning to work on for very long time now ...
At least so far I've found a source to use as starting point, regarding personal points in UT2004 CTF. Now we'll need to verify, and then work in some new rules for personal points in ChaosCTF/HyperCTF (ie: carrying your own flag back to base, or assisting with that):
----
Source:
http://www.stratosgroup.com/guides/html ... /?cat=game
Copyright © 2004 Stratos Group Inc.
Capture the Flag
CTF was by far the most popular gametype in UT, for the simple reason that it requires teamwork to be successful against a quality team. The goal is to infiltrate the enemy team's base, steal their flag, and return it to your base's flag. Sounds easy, but it's certainly not. Since you are required to touch your own flag with the enemy's flag in order to score, you'll often return to your base and have to wait for your teammates to return your flag. Of course, while you're waiting, the other team will be hunting you down like rabid dogs.
The addition of adrenaline-based power-ups brings a new dimension of strategies to the gametype. Further, the scoring system has been given a complete overhaul to correct the rampant scoring problems in UT. Even though your personal score has no bearing on the overall match, it still needs to be a fairly accurate description of how well you're contributing to your team's success-if it's not, then there's no point in having an online stats-tracking package.
In the original UT, scoring was simple: original DM scoring rules applied, and additionally you'd gain seven points for capturing the enemy's flag, and 3 points for fragging an enemy team member who was carrying your flag. On the surface this system looks like it works well; capping (or capturing the enemy flag) is important, so you should receive several points.
Halting an enemy who has your flag is also important, so more than one point is required. But the system left itself open to abuse, and it also failed to give credit for several key actions. First, base defenders would often wait until an enemy grabbed their flag before fragging them, in order to receive 3 points instead of one (known as 'flag whoring'). More importantly, if your flag carrier died halfway to your base, and you carried the flag the rest of the way, he would receive no points, despite the fact that he made it out of the hornet's nest with their nectar. If you successfully fragged the entire enemy team while escorting your carrier back to your base, you received no extra points despite the fact that you played a key role in scoring the cap. We could go on, but you get the point.
------------------------------------------------------------------------------------
For UT2K4, the system is much refined. Deathmatch rules apply, with these additions:
-Killing a flag carrier: +1 point (ie 2 points total)
-Killing someone who is targeting your carrier: +1 point
-Returning your flag within your team's area: +3 points (but +0 points in the immediate vicinity of your flag stand)
-Returning your flag in the enemy's area: +5 points
-Returning your flag very close to the enemy's flag stand: +7 points
-Capturing the enemy flag: +5 points
-Grabbing the enemy flag: +5 points, once the flag has been successfully captured
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Additional points involved in a cap (this is complicated; bear with me): there are twenty additional possible points that can be awarded on a capture, with any one player getting a maximum of five points. If a flag is captured, the person who originally grabbed it gets five points. Each player on your team who touches the flag between the point of pickup and capture will receive a split of these twenty points (but not more than five).
Some examples:
- You grab the flag, and run it all the way back to your base for a cap: +15 points for you.
-You grab the flag, get killed, and your teammate caps it. +10 points for you (grab and carry), +10 points for him (carry and cap).
-A teammate grabs the flag, you pick it up and get killed, another teammate caps: +10 for the first teammate (+5 pickup, +5 carry), +5 for you (carry), +10 for the capping teammate (+5 carry, +5 cap).
-You pick up the flag, get fragged, a teammate picks up the flag, gets fragged, the enemy returns the flag. +0 for your teammate, +0 for you (no capture points are awarded unless the flag is actually captured).
It's a little more complicated than the original UT's system (ok, it's a lot more complicated), but it's definitely more fair.
Note: not that personal points in a Team game are important IMO - but since they are part of the game it is our job to 'blend', for Quality.
Posted: Sun Jul 23, 2006 5:21 pm
by R.Flagg
1st thoughts. The rule from above:
-Returning your flag very close to the enemy's flag stand: +7 points
... doesn't apply here, as we don't have one touch return. So maybe we need to treat it sorta the same as capping enemy flag....
+5 for grabbing your flag, +5 for carrying back (or assisting in carrying it back), +5 for returning your flag
And just like vanilla, one person get's all those points if they do it alone, divided up if it's more than one person, just like if it was the enemy flag.
That was 1st thoughts. Except that doesn't account for distance carried. So what if we apply the logic of this one:
-Returning your flag within your team's area: +3 points (but +0 points in the immediate vicinity of your flag stand)
So...
+3 grabbing your flag within your teams area
+3 carrying/returning your flag within your teams area
+3 returning your flag within your teams area
+5 for each of the above within enemy's area
all of which of course still only get awarded if flag is succesfully returned
thoughts?