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2.4join

Posted: 10-09-2006 23:07
by DavidM

Posted: 10-09-2006 23:47
by The_One
You should make the names really rude so that BeyondUnreal quits posting every single minor version.

Good stuff. Keep it up guys. :D

Regarding the splash screen, I think it would be better if the TV logo didn't overlap the Deathball logo.

Love the bounce sound (n1 Priior). The hiss is still sucky though. Has the ball got a puncture?

Maybe the roll (walk) could be toned down a tiny bit.

Posted: 10-09-2006 23:50
by DavidM
2.4jackoffonmeplz :o

Posted: 10-09-2006 23:51
by The_One
I'd love to see them post that.

Posted: 11-09-2006 00:27
by Noko
2.4Jizzallovermarkreinstits

\o/

Posted: 11-09-2006 01:22
by `Ghost`
Noko wrote: 2.4Jizzallovermarkreinstits

\o/


lol. Haven't tried the new version yet but looking forward to it for once :)

My nan wants 1.9b back btw :lol:

edit: Post 1000 zomg \o/

Posted: 11-09-2006 02:10
by Shinobi
the ball rolls way too much(maybe it should stop rolling after 3 secs). looks good so far, needs more testing.

Posted: 11-09-2006 03:05
by priior
ty The_one :)

the sound replacement is ongoing process... i dont work on the sounds fulltime.. so i'm doign small changes at a time and fine tuning them.. (i cant hear the sounds in game i have to imagine them thenw ait for the release to see what needs to be changed..)

i can't wait to check them in game!

Posted: 11-09-2006 11:31
by `Ghost`
I dont think stopping the ball from rolling after 3 secs would make sense. If I fire a ball at the wall really fast, I'd expect it to roll longer etc

Posted: 11-09-2006 11:38
by DavidM
You are used to an always upright and jumping cylinder that immediately stops. Get used to a ball that's sitting on a forcefield with few friction.

Posted: 11-09-2006 12:11
by Adversary
I think you should consider slowing it down a touch myself... not so much making it stop, but so that it doesn't roll away from you quite so much...

It means u can end up chasing the ball for quite some time if its rolling away from you... and theres now times when someone boosted can be more likely to get the ball...

Posted: 11-09-2006 13:31
by The_One
priior wrote: (i cant hear the sounds in game i have to imagine them thenw ait for the release to see what needs to be changed..)
Change them yourself with UnrealEd. Offline only, obviously.
DavidM wrote: You are used to an always upright and jumping cylinder that immediately stops. Get used to a ball that's sitting on a forcefield with few friction.
You're putting realism over gameplay now? We'll see how it pans out on the servers.

The spin stops after it hits a surface. If the physics are trying to be realistic this shouldn't happen. It would be more realistic if it just reduced. Gameplay decision?

Posted: 11-09-2006 15:58
by DavidM
It is being reduced, if you have a look at the code. It preserves a little every surface hit.

Posted: 11-09-2006 16:00
by BunnyS
I agree.

Posted: 11-09-2006 17:26
by The_One
Really? I've tried just shooting the ball out gently with curve and the spin stops as soon as it hits the ground. What with the lack of friction from the force field I wouldn't expect this to happen.

Do slight deflections off people cause the ball to spin too? Can't really tell offline.

Bug report (OK, re-read the change list for 2.4i. Not a bug xD). Pressing a curve button then quickly picking up the ball results in a curve when you shoot it out.