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December 16, 2018, 08:21:28 PM
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1  Paintball 2: The Game / Paintball 2 Discussion / Re: Please need an statement on this.. on: December 14, 2018, 05:45:25 AM
Ok, I watched the demo, and I'm not sure how that would happen.  I double checked the code and, on contact with anything that takes damage the grenade will:

a) Act like a direct paintball hit, so it's impossible for it to randomly miss.
b) Immediately explode.

What happened in the demo is double-strange, since the grenade bounces on you and not only doesn't eliminate you, but it also doesn't explode.  Only explanations I can think of are.

1) You were playing on a server with a really old version (last grenade change was in game version 1.924, some time in 2009).
2) The server somehow got into a corrupted state -- like the grenade entity somehow was not considered a grenade anymore, or your player entity wasn't considered able to take damage.

Would be really interested if there was a way to consistently reproduce this.
2  Paintball 2: The Game / Paintball 2 Discussion / Re: Please need an statement on this.. on: December 10, 2018, 01:06:07 PM
Paint grenades have always fired out a bunch of projectiles in random directions.  There are some rare cases where a grenade could go off near somebody and not hit.  A direct hit should always cause an elimination, though.  I don't believe the paint grenade logic changed at all in b41.

Unfortunately, this is a really old topic that I missed and the demo is gone.  If anybody can reproduce behavior where a point blank grenade fails, please post a new demo.  There were issues in the distant past where if you stood directly on a grenade, it wouldn't hit you (because the paint started inside of you and caused it to be ignored), but that should be fixed.
3  Fairness Enforcement / Cheater Reports and Bans / Re: Wallhack - Pub server on: November 28, 2018, 02:15:07 AM
ID: 227989   sCrubDAB
Name used: hi_there
IP: 77.18.51.170 = 77.18.51.170.tmi.telenormobil.no

Banned.
4  Paintball 2: The Game / Paintball 2 Discussion / Re: Social Saturday - Every two weeks on: October 27, 2018, 09:45:19 PM
Hope I can catch the next one!  October has been a crazy month.  I've barely been at home.
5  Development / Beta / In-Progress Maps / Re: Newmap: Rushed on: September 28, 2018, 12:28:08 PM
This map was pretty fun to play.  I like that even though you can go super fast on the ice, it's not an easy insta-cap.  The faster you go on the ice, the more you're thrown up in the air on the ramp making you an easy target for somebody defending the cap point.

One thing you might consider changing is the height of the base trigger.  I've found it's very easy to just jump clear over your platform with a normal strafejump and not score.  Most maps have a taller trigger.

Visually, it would be nice to have the walls made of something other than solid wood, as that's kind of bland and doesn't really make sense. Smiley
6  Development / Bugs, Feature Requests, and Feedback / Re: Feature Request: Server-controlled HUD Elements on: September 28, 2018, 12:21:51 PM
Hmm... I'll have to see how feasible this is.  I think we may have maxed out the number of HUD elements available in the Quake2 protocol.
7  Development / Mapping / Re: 20 Year Anniversary Mapping Competition on: September 28, 2018, 03:37:55 AM
Thanks for helping evaluate the maps, rockitude!

Sorry I'm a bit delayed on this.  Life has been busy, as always.  I was trying to think of a good prize, and how to go about selecting a winner, and here's what I came up with, since it was actually a tough choice for me:

Rushed, I feel, has the best gameplay for low population servers.  Works very well for 2v2, and while it looks simple at first glance, has a lot of subtle nuances that are pretty well thought out and catered to the Paintball2 style gameplay.  I think the layout is solid and would love to see it put out with some visual polish, so I'm giving it #1 for (low pop) gameplay.

Concrete has the top aesthetics.  Unfortunately we didn't have enough people to test it with more than 3v3 to see its true gameplay potential.  It could probably stand to be shrunk down to better reflect the current community size, but I'm giving it #1 for visuals.

Orion went through some pretty major revisions based on beta feedback, so I'm giving it #1 for renovations.

Yes, this is my cop-out way of not having to pick a single first place winner. Cheesy

As for the prize: each of you gets to pick 1 small feature for me to focus on next.  Time is tight, so it needs to be something I can knock out in less than a day, ideally.  I reserve the right to refuse if it's a feature that's too significant to implement or if it's really broken/dumb/offensive.  Use common sense. Smiley

Also, I'm going to be gone for a couple of weeks, so you have plenty of time to decide.
8  Development / Mapping / Re: New BSP (0.97b) on: September 13, 2018, 01:29:19 AM
I can repro that issue.  I pinged Sort about it on discord.
9  Development / Mapping / Re: 20 Year Anniversary Mapping Competition on: September 08, 2018, 07:38:46 PM
Sorry for the late reply.  Between Labor Day stuff and doing things the last few days before the LawBreakers servers shut down, I haven't had time to wrap this up.  I'd like to get a group together to actually play the maps so we can judge based on gameplay.  Let's plan to do that next Saturday (Sept. 15) at Noon Eastern time.  Feel free to iterate on your maps until then.
10  Development / Mapping / Re: New BSP (0.97b) on: September 05, 2018, 02:34:49 AM
Maybe it's just not finding the Paintball2 install directory in the registry.  Did you actually install Paintball2 from the installer?

In bsp/pball2/quake2/pball/compilers, do you have a runmap.bat?  If so, open it in notepad and remove the first "@echo off" line and run it again and see if it has any extra info.  Do you have HKCU\SOFTWARE\Digital Paint\Paintball2 in your registry with an INSTDIR key?

Also, what version of Windows are you running?
11  Development / Beta / In-Progress Maps / Re: Newmap: Zemer (Beta 5) on: August 29, 2018, 12:19:34 PM
A couple more comparison shots and the bsp file, if anybody wants to check it out.
12  Development / Beta / In-Progress Maps / Re: Newmap: Zemer (Beta 5) on: August 29, 2018, 12:13:31 PM
This is the map that made me want to implement proper ambient lighting from the sky.  Later I discovered that arghrad already supports it if you use _sun_surface instead of _sun_ambient!

I did a little test where I tweaked these values and relit it:
"_sun_light" "150"
"_sun_surface" "150"
(and removed _sun_ambient)

Unfortunately this means some of the tunnels ended up completely black.  Hopefully selda is still around and can adjust the map to work with these settings.

Comparison shots:
13  Development / Beta / In-Progress Maps / Re: New map: Concrete b1 (contest entry) on: August 29, 2018, 10:31:33 AM
Looks good!  Part of the problem with the reflective water is that a different reflection has to be rendered per plane height, so if you have 3 water brushes visible that are at different heights, it'll have to render the world 4 times (once normally and 3 reflections).  This is the case around the flag.  You have water in the spawn room, water around the flag, and water on the lower level.  You could adjust the spawn room water height to match the flag water height and add some geometry and/or use some hint brushes to block off the lower water area to help a lot.  Even without the water, though, there's a lot of map geometry visible standing on the flag area looking out.  That's an area where there will be a lot of combat, so it would be good to keep that as optimal as possible.

The middle flag might limit the paths people take and strategies people use.  Not sure if that's good or bad.  People will always have to take that route to prevent the enemy from just grabbing and capping that repeatedly.
14  Development / Beta / In-Progress Maps / Re: New map: Orion (contest entry) (beta 2) on: August 14, 2018, 11:10:08 PM
My main concern about the design now is that it it looks like it's almost designed to amplify the skill gap in players.  With as few people as we have playing now, I think it's important to have designs that allow players with a variety of skills to have fun together.

The most obvious and easiest path to end up in is the slowest.  There's a large section with water, then you drop down and have to jump up a bunch of ledges or climb up a ladder.  Then you have to either go all the way around the flag platform or ramp jump off of two small, specific locations.  This is very easy to defend against, since attackers will be making a lot of noise in the water and have very limited approaches to the flag.

The other path, meanwhile, has ice, so a skilled player will be able to zip in at difficult-to-hit speeds and zip out and cap likely before a new player can even reach the enemy flag.

I think the trick is to have the most straightforward path also be the fastest (walking) path so it's accessible to new players but provide alternative routes with trick jumps that make the map more interesting at the competitive level.

Suggestions:
- Align the flag platform with the ground (or ground with the flag platform) so that it's easy to approach the flag from any angle and not as easy to defend.
- Move the water path up and the ice path down so the water path is higher (or equal to) the ice path.
- Remove the ice from the main path and instead add it as a shortcut between paths (where the waterfall is) so you can quickly alternate between attack angles but not just quickly launch yourself to the flag/cap.
- Imagine playing this game for the first time and try to cater some elements of the map to that.

I put it up on the EV1 beta server, if you want to try to playtest it.
15  Development / Mapping / BSP Video Tutorials on: August 13, 2018, 01:48:07 AM
BSP Tutorial 001: Downloading, Installing, and Creating Your First Paintball 2 Map: https://youtu.be/ksw31sY4GRI
16  Paintball 2: The Game / Paintball 2 Discussion / Re: The best player so far on: August 06, 2018, 09:28:46 AM
I don't think anything positive is going to come out of bickering about who is the best player.  Locking this thread.
17  Paintball 2: The Game / Paintball 2 Discussion / Re: 20-Year Anniversary on: August 04, 2018, 10:17:24 AM
Starting in less than an hour!  If you want to get in on the tournament, jump on the #team_making channel on the discord server (https://discord.gg/nExEMuM) and say you want to participate!

JMR and I are going to shoutcast this.  I'll be streaming here: http://twitch.tv/jitspoe/
18  Development / Mapping / Re: 20 Year Anniversary Mapping Competition on: August 03, 2018, 10:30:05 PM
Ok, extending this until the end of the month!  Get your entries in by September!  I'll try to do a BSP tutorial to help out any new mappers that might wish to participate.
19  Paintball 2: The Game / Paintball 2 Discussion / Re: 20-Year Anniversary on: August 03, 2018, 02:52:06 PM
Tomorrow is the day!  To start off with, we'll do a 3v3 tournament starting at 12:00PM (Noon) Eastern time, 4:00PM GMT.  Teams can be clans, premade groups, or, if you're solo, we'll try to randomly group you.

If you want to participate, get on Discord here https://discord.gg/nExEMuM and post your team name and members to the.  If you don't have a team, just post your player name and that you're looking for a team.

If you have a preference for maps to be played, let me know here or on the discord channel.  Hope to see you there!
20  Fairness Enforcement / Cheater Reports and Bans / Re: Cheat/Mod detected: FaKed/Limited on: August 02, 2018, 03:48:11 PM
Detected again.

Names used:
neger
WALLHACKLEGENDE
noname852
noname1265
Cleanlegende'
noname123
noname1236384
[i6]Faked'
noname984
noname9088
[i6]NewBz
Faked'
f4ked'
x88cheats
AIMWARE_
noname7100
noname2160
noname2672
noame123
[i6]Cleanlegende'

IP's:
47.65.235.7 = ltea-047-065-235-007.pools.arcor-ip.net
47.65.134.200 = ltea-047-065-134-200.pools.arcor-ip.net
47.65.228.135 = ltea-047-065-228-135.pools.arcor-ip.net
47.65.169.76 = ltea-047-065-169-076.pools.arcor-ip.net
47.65.177.18 = ltea-047-065-177-018.pools.arcor-ip.net

DPLogin ID: 220028
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