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PostPosted: Mon Aug 08, 2011 7:13 pm 
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Joined: Wed Aug 03, 2011 6:41 pm
Posts: 30
2 bugs have become evident while playing RWR...

The first being the troops AI, ok yes they follow you if you have high enough points; but when im running through packs of other troops my own squad just sort of wanders off because they see somebody with higher points.Im not sure if this is intentional, but it's definately annoying!

- This leads me to a suggestion. Would it be possibly to have a function to be able to ask troops to join your squad instead of them just dropping in and out... would be a good visual aid. Plus, if the troop icons at the bottom of the screen lit up or changed colours as troops filled the slots... that would be cool too!

Another bug that is quite a pain in the arse is the spawn feature when you only have 1 base... there have been many times when i have died, but haven't been able to respawn at my 1 base because enemies are too close. Again, im not sure if this is intentional... but it's quite annoying and sort of just gives the game a '1 life' feel as in you die its over!

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PostPosted: Mon Aug 08, 2011 9:13 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
dannyboi93 wrote:
2 bugs have become evident while playing RWR...

The first being the troops AI, ok yes they follow you if you have high enough points; but when im running through packs of other troops my own squad just sort of wanders off because they see somebody with higher points.Im not sure if this is intentional, but it's definately annoying!

- This leads me to a suggestion. Would it be possibly to have a function to be able to ask troops to join your squad instead of them just dropping in and out... would be a good visual aid. Plus, if the troop icons at the bottom of the screen lit up or changed colours as troops filled the slots... that would be cool too!

Another bug that is quite a pain in the arse is the spawn feature when you only have 1 base... there have been many times when i have died, but haven't been able to respawn at my 1 base because enemies are too close. Again, im not sure if this is intentional... but it's quite annoying and sort of just gives the game a '1 life' feel as in you die its over!


It is intentional that you lose the squad members to others, you didn't have enough charisma to keep them with you ;) The members are occasionally looking for a better position in other teams by looking at potential leaders and how many members do they have under control. There are certain margins for the points, so that the members won't leave you if there happens to be another soldier with just 1 point more than what you have. They also favor attacking teams over defending to some extent, but they don't favor the player over another AI. Let's see if I can get the balance right in the future.

I wouldn't want to add something that you need to go clicking or anything on the reserve soldiers to get them in your team, if that's what you are asking. If you're asking just to visually improve the moment of gaining/losing a member, that can be done and should. For e.g. the member and the leader (in this case you) could automatically have a brief chat about it, there are certainly other ways too. The color changing for the icons is a good one, consider it on my list.

The spawning when you have only one base and it's under fight is something that is a little bit open, and they way it is now is intentional. You can't spawn in the middle of a fight, it would be just rude. Currently in such situation your game depends on your fellow AI that they can push away the opposing forces, and if they can't, that's it then, game over. If you feel that's harsh, start with more bases :)

In another thread there were ideas about airborne soldiers that could be dropped on the battle field after you've lost all your bases. Maybe it could be used already when your last base is under fight. It would need some kind of penalty timer still anyway, so you wouldn't be able to constantly jump off the airplane in rapid succcession.

What would you suggest how the one base + respawn should work?


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PostPosted: Tue Aug 09, 2011 6:55 pm 
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Joined: Fri Jul 22, 2011 3:04 pm
Posts: 70
i dont think it is going to be fair to respawn even when the enemy troops are in your base, this is rude and unfair, but maybe add an option for this? to be able to respawn or not when the enemy soldiers are at your base...

and yeah, pasik, i just played with 1 base and i keep getting crashed all the time here is the log, i think i anoyed you already with my logs :D
i play with 1000 soldiers all the time, because its fun...and 0 accuracy, thats all pretty much...it never crashed so ocasionaly, usualy when i started with 3 bases, i was able to finish the game sometime till the end.

Code:
[list]21:22:18:                                         : scene loaded
21:22:18:                                         : sounds loaded
21:22:18:                                         : settings loaded
21:22:18:                                         : game init done
21:22:18:                                         : application start done
21:22:18:                                         : rendering the first frame
21:22:18: Texture: spot_shadow_fade.png: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:22:18: Texture: grass_up_brown2.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
21:22:18: Texture: grass_up1.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
21:22:18: Texture: grass_up_brown1.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
21:22:18: Texture: grass_up2.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
21:22:18:                                         : first frame rendered ok
21:22:18:                                         : adding frame listener
21:22:18:                                         : run simulation
21:22:18: Texture: cartoonflame.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
21:22:18: Texture: smoke1.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
21:22:18: Texture: smoke2.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
21:22:18: Texture: godray.png: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:22:18: Texture: shine.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
21:22:18: Texture: chatbubblecenter.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
21:22:18: Texture: chatbubbleborder.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
21:22:18: Texture: crosshair_poor.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
21:22:18: Texture: brick3.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
21:22:18: Texture: multistorybuilding_door.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1.
21:22:18: Texture: multistorybuilding_floorwindows.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1.
21:22:18: Texture: roadline.png: Loading 1 faces(PF_A8R8G8B8,32x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x64x1.
21:22:18: Texture: panel_side.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
21:22:18: Texture: sandbag.png: Loading 1 faces(PF_R8G8B8,64x64x1) with 0 generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
21:22:18: Texture: sandbagtop.png: Loading 1 faces(PF_A8R8G8B8,64x32x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x32x1.
21:22:18: Texture: trunk_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
21:22:18: Texture: trench_end.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
21:22:18: Texture: crate_side.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
21:22:18: Texture: crate_top.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
21:22:18: Texture: grenade_crate_side.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
21:22:18: Texture: grenade_crate_top.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
21:22:18: Texture: farm_fence.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
21:22:18: Texture: zebracrossing.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
21:22:19: Texture: menusystem_control_focus_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
21:22:19: Texture: menusystem_control_selected_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
21:22:23: Texture: panel_upright.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
21:22:24: Texture: mapview_baddies.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
21:22:24: Texture: mapview_battle.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
21:22:38: Texture: container_side.png: Loading 1 faces(PF_A8R8G8B8,181x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,181x256x1.
21:22:38: Texture: container_end.png: Loading 1 faces(PF_A8R8G8B8,196x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,196x256x1.
21:22:38: Texture: container_top.png: Loading 1 faces(PF_A8R8G8B8,196x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,196x256x1.
21:22:55: Texture: crosshair_good.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
21:26:10: Texture: multistorybuilding_dark_1st.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1.
21:27:00: D3D9 device: 0x[033EAA60] lost. Releasing D3D9 texture: Ogre/ShadowTexture0
21:27:00: Released D3D9 texture: Ogre/ShadowTexture0
21:27:00: D3D9 Device 0x[033EAA60] entered lost state
21:27:00: !!! Direct3D Device successfully restored.
21:27:00: D3D9 device: 0x[033EAA60] was reset
21:27:14: Texture: trench_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
21:27:54:                                         : out of characters -- creating more
21:27:54:                                         : out of characters -- creating more
21:27:54:                                         : out of characters -- creating more
21:27:54:                                         : out of characters -- creating more
21:27:54:                                         : out of characters -- creating more
21:27:54:                                         : out of characters -- creating more
21:27:54:                                         : out of characters -- creating more
21:27:58:                                         : out of characters -- creating more
21:28:04:                                         : out of characters -- creating more
21:29:04:                                         : out of characters -- creating more
21:29:04:                                         : out of characters -- creating more
21:29:12:                                         : out of characters -- creating more
21:29:12:                                         : out of characters -- creating more
21:29:12:                                         : out of characters -- creating more
21:29:54:                                         : out of characters -- creating more
21:30:13:                                         : out of characters -- creating more
21:30:14:                                         : out of characters -- creating more
21:30:14:                                         : out of characters -- creating more
21:30:36:                                         : out of characters -- creating more
21:30:36:                                         : out of characters -- creating more
21:30:42:                                         : out of characters -- creating more
21:30:44:                                         : out of characters -- creating more
21:30:44:                                         : out of characters -- creating more
21:30:44:                                         : out of characters -- creating more
21:30:44:                                         : out of characters -- creating more
21:30:50:                                         : out of characters -- creating more
21:30:50:                                         : out of characters -- creating more
21:30:50:                                         : out of characters -- creating more
21:30:50:                                         : out of characters -- creating more
21:30:50:                                         : out of characters -- creating more
21:30:50:                                         : out of characters -- creating more
21:30:50:                                         : out of characters -- creating more
21:30:50:                                         : out of characters -- creating more
21:30:52:                                         : out of characters -- creating more
21:30:52:                                         : out of characters -- creating more
21:30:52:                                         : out of characters -- creating more
21:30:52:                                         : out of characters -- creating more
21:30:54:                                         : out of characters -- creating more
21:30:54:                                         : out of characters -- creating more
21:30:54:                                         : out of characters -- creating more
21:30:58:                                         : out of characters -- creating more
21:30:58:                                         : out of characters -- creating more
21:30:58:                                         : out of characters -- creating more
[/list]


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PostPosted: Tue Aug 09, 2011 7:16 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Nah, the logs are just fine and wanted, thanks :D Too bad this particular log doesn't help much. It states that it creates more characters as the game runs out of them due to the 1000 soldiers count and that's fine and expected to happen, but there's a problem now somewhere that something happens completely in an unexpected fashion.

It's basically a good thing it happens frequently when starting with one base, I must look at it at some point.

Thanks for bringing this up.


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PostPosted: Fri Aug 19, 2011 3:21 pm 
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Joined: Fri Jul 22, 2011 11:49 am
Posts: 42
I have noticed the ":out of characters -- creating more" when the opposing team was down to their last base.

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