#Alpine Faction

1 messages ยท Page 3 of 1

brave crown
#

no, 3 different modes

shut vector
#

King of the hill is KOTH

brave crown
#

so

for KOTH:
koth-mymap.rfl
kothmymap.rfl
koth_mymap.rfl
(all good)

for DC:
dc-mymap.rfl
dcmymap.rfl
dc_mymap.rfl

for REV:
rev-mymap.rfl
revmymap.rfl
rev_mymap.rfl

brave crown
desert crown
#

btw

#

who started pdm

brave crown
#

now, any of these maps could be played in any mode of course, but the prefix should be what they were designed for

shut vector
#

Whats the full names of DC and REV?

desert crown
#

Damage Control

brave crown
#

no different than playing a CTF map in DM

desert crown
#

Revolt

#

(DC is pulling from the RF:G mode is my understanding)

brave crown
shut vector
#

makes sense, keep it within RF

desert crown
#

ive never come across pctf ๐Ÿ˜ฎ

#

and if thats the case why are so many run maps titled pdm ๐Ÿคฃ

brave crown
#

Yes, KOTH is King of the Hill (most similar to OW/TF2 I think, though obviously some differences)

DC is Damage Control (most similar to RF:G Damage Control)

REV is Revolt (most similar to Breakthrough from BF, Assault from UT, Attack from OW, etc.)

brave crown
desert crown
#

ah

brave crown
#

pdm01/02/03 (by me) and pctf01/02/03 (by TrotSkie) were included in the PF 3.0 install

brave crown
shut vector
#

I wish I had some time to get to work on my maps but lately work has been busy AF

brave crown
#

DC is also somewhat similar to Onslaught from UT, but you don't need to control the previous point to capture a new point
(just because I know you've played UT and I don't know if you played much RF:G)

#

You get points per second, per capture point you own

#

(your team owns)

shut vector
#

There been any updates lately to Alpine?

#

(Shows how long ago I opened it - Thanks work)

desert crown
#

not yet

#

1.2 is when all this will come out

brave crown
#

What we're talking about is for Alpine 1.2, which isn't released yet of course. Alpine 1.1 is currently the latest release

shut vector
#

I best get back to work, got issues flying in now

desert crown
brave crown
#

have a good day man ๐Ÿ˜›

thorny pumice
#

Grey Matter has ALWAYS held a fascination for Me, I'm not sure why.

#

I even made a GM2 ๐Ÿ˜„

#

Spikey made a map that has the same name as mine? ๐Ÿ˜„

#

@brave crown so the Revolt game mode, is it purely a "hold" objective timer? Or can we implement other methods to "Complete" the objective?

#

As an example, destroying a clutter object

#

My assault map that I was working on for RFU7 I've moved forward with, but the points are not purely "Hold for X seconds" type of checkpoints.

#

I guess I could game it, by having you fulfil the other objects for the objective become reachable.

(EG: Destroy the shield generators to expose the check point)

#

I'm happy to knock a couple of maps together for the new game modes if you're after some maps @brave crown

brave crown
brave crown
# thorny pumice <@185856114506727434> so the Revolt game mode, is it purely a "hold" objective t...

Currently it's just using the control points. In theory alternative win conditions could be implemented, but I'm somewhat reluctant because I feel the strength of having it as a specific gamemode (vs. the ad-hoc created Assault-style maps RF has always had) is the standardization and consistency, which helps players know what to do and reduce confusion.

That said, a mapper could always do other things in the map around the control points. Doors that open only when clutter objects are destroyed (and the control point is behind the door), for example (as you said)

brave crown
brave crown
# brave crown Currently it's just using the control points. _In theory_ alternative win condit...

Just to expand on this point - here's how I look at it:

For traditional assault-style gameplay in RF (and other games for that matter), there are 2 challenges for the mapper:

  1. Make a cool map with interesting areas and objectives
  2. Teach players how to play it

Players have to learn how to play it, then play it well - which is a higher barrier to entry when compared to other modes (DM/CTF) where they just need to learn to play the map, because they already know how to play the gametype

KOTH/DC/REV all use control points, and the control points all work basically the same way across the modes (some very small differences, but as a general matter they're the same), which means players will very quickly learn the mechanics.

REV takes advantage of that by using mechanics that players will likely already know. The barrier to entry for players is reduced from learning how the mode works + learning how the map works + learning the map's layout + playing it well, to just learning the map's layout + playing it well, and REV maps are more approachable as a result

The challenge for a REV mapper is just to make a cool map with interesting areas. The mechanics, players already know

#

that's the way I look at it anyway. Traditionally Assault-style maps in RF have been a pain to teach players what's going on, and the biggest cause of that is that Assault-style maps in RF have never really had established standards for mechanics. You learn how the "mode" works in one map, then have to learn an entirely different set of gameplay mechanics for the next map. Players usually just end up DMing because they don't know what else to do ๐Ÿ˜›

thorny pumice
#

My thinking is thus, using my assault map as an example.

#

First "checkpoint" is to breakthrough the door of the fort. This can be done by standing in the control point at the door for X seconds.
Alternatively, there is a secondary geo-mod route to bypass the door, thus achieving the same effect and it could "trigger" the control point to be captured?

#

(I appreciate this could cause confusion/deviation from the original game mode, but most maps wouldn't probably utilise it)

#

On a second note, is the time to capture adjustable, or is it fixed?

thorny pumice
brave crown
#

Ahh I see what you mean. I don't generally think it'd be a positive idea, at least at this early stage, to actually do that in a map, but putting the framework in place to let a mapper do it if desired probably wouldn't be much lift. I see two components:

  1. The gametype should treat two Capture Points with the same stage ID (ie. placement in the progression) as an AND - so you'd need to capture all of stage 2's points for example before moving to stage 3. If there's only 1 point at each stage (which would likely be most common), it would behave as it already does
  2. an event like Modify_Capture_Point or something which would let you use an event system/trigger to set the lock status and owner of a specific linked point
brave crown
thorny pumice
#

"Take the upper route and capture the helipad, OR capture the submarine bay"

brave crown
brave crown
thorny pumice
thorny pumice
brave crown
#

Both would, because they'd both be capture points. Just they both effectively get "captured" when either one gets captured

thorny pumice
brave crown
thorny pumice
brave crown
#

the HUD currently just has a top-down list, which is totally appropriate for Damage Control and REV with sequential points

#

ideally there would be something like TF2 (google screenshot, ignore circled area, I'm showing the HUD at the bottom)

#

clearly indicating that E requires ABCD be unlocked before you can unlock E

#

actually wait, im just realizing that cp_steel (which is the map that came to mind here) doesn't actually do that lol

thorny pumice
#

That HUD setup is confusing to Me ๐Ÿ˜„

brave crown
#

Yeah :p I'm just saying that talking about multiple CPs at a single stage, the HUD becomes a challenge

#

Also, tbh the difficulty curve to play the map also becomes far more steep

#

because suddenly the blue team has to split resources to battling on multiple fronts at once

thorny pumice
#

My thought would be:

Similar with sequential:
A - B - C - D.

If B is an AND objective, still show it as:
A - B - C - D

Could maybe "half fill" the B when one side is taken?

#

I suspect very few maps would do this, so it is more niche, but it's always nice to have options and allow for choice.

brave crown
#

It is, I agree - but it's also a tricky balance with keeping the mechanics streamlined and consistent to lessen the difficulty curve for players :p

thorny pumice
#

Anyhoo, I'll start by looking at DC and KOTH I think.

What limitations are in place for each?

KOTH - 1 Objective? Team Based spawning?
DC - X Objectives? All spawns active, or do they enable/disable as points are captured?

#

Got to step away. Will catch up later ๐Ÿ‘

brave crown
#

Both are team gamemodes, so team flags on spawn points are recognized

KOTH has a centrally-located control point

DC has many (technically up to 32, though I wouldn't recommend more than probably 5 tbh) control points, typically each one being smaller than the one central point in KOTH

On DC, spawn points work the same as KOTH/TDM/CTF, BUT if you link a control point to a specific spawn point, that spawn point becomes dependant on that control point. ie. Only the team that owns the point can spawn there, and the spawn is disabled if the control point is neutral

#

Unlinked spawn points work the same as in every other team mode

gaunt lotus
#

i like the path beat is going down here, as it would let you make ET style maps. but there's a notable increase in complexity for building/planning maps like that, and there's also a waaaaaaay steeper learning curve for playing them

#

i think it would warrant some kind of 4th or additional game mode, effectively, where there's more flexibility for the mapper to determine the win condition(s)

brave crown
#

You like the path beat is beating down?

brave crown
#

Just a note - I will be busy basically every hour until friday lol so progress will be slow

Last night I did implement a capture rate multiplier param that mappers can control, and dynamic adjustment of capture/drain rate based on # of players in the zone. Current math is:
1 player = 1.0x rate
2 players = 1.5x rate
3+ players = 2.0x rate

#

similar to the math overwatch uses, at least from memory

zinc quiver
#

@brave crown
not sure what's going on but certain people getting kicked regularly from your DM server
toto50 / slicer / mati
thought i'd let you know

zinc quiver
brave crown
#

Kicked regularly? ๐Ÿ˜ฎ

#

just had a look at the server console - looks like there may have been a connection issue at some point, some players (including the bots) got kicked due to broken connection

mati got kicked because they're running Dash Faction, which can't load the level the server switched to. The others were due to a connection issue

brave crown
#

I have time to think again ๐Ÿฅณ

brave crown
brave crown
#

ok so @thorny pumice building on our conversation before - technically the tools exist now to do a lot of it. Each stage still has to be a control point though, in Revolt.

That said, the system is modular, so if in the future there were the desire to have other types of objectives (like destroying clutter objects, etc.) that would be pretty straightforward to implement. to @gaunt lotus 's comment though, that may fit better in another gametype. At the very least if it weren't a separate gametype, I'd like to avoid it for the first handful of Revolt maps because standardization and consistency is really the biggest benefit Revolt has over traditional RF Assault maps

#

But, with the events above, plus the change I implemented last night to treat control points with the same stage ID with an AND, more advanced control point layouts are certainly possible

(Like for example, needing to capture 3 separate points at stage 2 before stage 3 unlocks)

And you could script an OR by using When_Captured and Set_Control_Point_Owner

#

As an aside, I also implemented a change this morning which in REV makes respawn points active whenever any control point which links to them is active

The effect is that for example you can have Point A and Point B which both link to the same respawn point (because they're in similar locations) and players will be able to respawn at that point up until both Point A and Point B are completed/locked

#

(Of course with the new Modify_Respawn_Point event, used in conjunction with the capture point events above, if you wanted to script some more advanced logic for respawn points, you certainly can ๐Ÿ™‚ )

brave crown
#

Oh yeah I should also mention - anything that modifies spawn points or control points needs to be run on the server. Will do nothing on a client.

The Owner_Gate and When_Captured can be used for clientside scripting too, though

brave crown
#

figured the supply depot attack sequence from Kava would be a decent scenario to showcase Revolt

#

obviously the geometry can't be identical - you need multiple paths, etc. - but it can be a base

desert crown
#

well

#

getting to the gate is one Capture Point

#

getting along the bottom and inside the building is another

#

change the ladder so it actually works and add some ramps to climb up to the top and you have 3

#

you could also put one in the circle area

brave crown
#

Cave, gate, depot, roof, landing pad, and possibly the shack just below the airlock were the ones I was considering. Might cut the shack, have landing pad and depot, then roof for the finale. Idk will see

desert crown
#

could make the shack a spawn location once you take the ground floor

brave crown
#

True

brave crown
#

I was also considering whether there should be an announcer at all in these gamemodes. Understanding of course that I can't make new voice lines for the announcer unfortunately... there is a pretty good "Code Red Alert!" line I could clip out of one of the SP announcer voice lines, which could work. Perhaps when the final point in Revolt first starts being captured? Might be too goofy though idk

gaunt lotus
#

feels like a down the road kinda thing

#

if needed

brave crown
#

The announcer? Yeah good call. The only reason I mention it is because I'm wondering if, particularly in revolt, the fact that the game is about to end when the final point is captured, won't be as obvious as it should

#

Though I guess stock DM/tdm/Ctf have that same dynamic lol

#

Where unless you're paying close attention, the game might end without you expecting it

thorny pumice
#

All looks great, the only thing I'd be hesitant about in your notes is"potentially adding another game mode". I'd be tempted to say you're best not overdoing the amount of game modes, just so not to dilute the player base any further than it is.
Minor thing though TBF

brave crown
#

Agreed on the point of not overdoing the new gamemodes. That's something I'm trying to be very conscious of (it's also why bagman is not in alpine 1.2 despite how much I badly want to play it personally lol)

Though just to mention, now that players can swap game modes with a vote, and servers can run maps on different game modes in the same rotation, it's much less clunky than it historically has been to play multiple modes

crude oyster
brave crown
#

It would feel a little wonky, I think anyway, to have a different announcer. Also tbh the announcements in RF:G are really annoying lol

#

Tbh though nick had a really good point - and thinking about it further, the stock gamemodes don't have announcer lines other than the time limit countdown and "Winner"/"Game Over", so it's probably not even necessary

crude oyster
# brave crown It would feel a little wonky, I think anyway, to have a different announcer. Als...

I think different announcer for different game modes would be fine, as long as you're not mixing together different voices for different things in the same game.

Could also probably try using all the stock announcer lines to train an ai voice cloner to make new announcer lines? ๐Ÿ˜›

I've never played any of these game modes in other games, so guess I'd just have to play and see if it's good with no announcer or if an announcer would be helpful to know when important things happen. Guess mappers could also add their own announcements when things happen, via play sounds if they feel it needs it.

brave crown
#

Yeah they definitely could ๐Ÿ™‚ the When_Captured event would make that very straightforward

#

Also things like opening doors or playing VFX when points are captured

#

Enabling elevator triggers, etc. loads of possibilities

crude oyster
brave crown
#

It works only for capture points, because it has to be linked to a specific capture point event (similar to When_Dead being linked to a clutter/entity)

Events for When_Flag_Stolen and When_Flag_Captured could be done too, for sure. I'd probably have a Red/Blue selection in the properties for those though

thorny pumice
#

Instead of an announcer, a SFX to indicate capture and final objective, like a horn? To notify people?

thorny pumice
#

TBF, I've not updated my client in a while, so maybe? ๐Ÿ˜…
In game?

#

Actually, it may already do it by default, it's been a long day, ignore me. lolpup

gaunt lotus
#

it has been so long since ive used those filters, given that there are so few servers these days

#

i actually forgot you can even do that

#

woulda been nice to have "hide empty" back in the day

brave crown
#

"hide passworded" too

#

Would have been nice

brave crown
#

implementing support for preset rule configs in ADS dedis

for example, here's the level config for a map

[[levels]]
filename = "kothwap.rfl"
rules_presets = "rp1.toml"```

this brings in the rule preset from rp1.toml, which reads

[rules]
geo_limit = 128
weapons_stay = true
weapon_pickups_give_full_ammo = true
koth_score_limit = 100
game_type = "REV"```

This lets server operators configure rules and reuse them across server configs. Also lets server operators have preset rules and apply them to multiple maps - like if you wanted to make a "rail-server.toml" rule preset and apply it to rail maps in your rotation

#

You can also load rule presets, then override rules individually if you want a single change from the preset

brave crown
#
[rules_preset_aliases]
preset1 = "rp1.toml"
preset2   = "rp2.toml"

Server operators will also be able to assign presets aliases. These aliases can be used by players when voting

for example

/vote map ctf02 preset1

If it succeeds, will load WL with preset1's rules

same with

/vote match 3v3 ctfwlpro preset1

split sleet
#

community narrated vc dubs

#

xddddddd

#

or ai generated stuff

#

no issues w legality

gaunt lotus
#

extremely specific scenario here lol

#

wait no, i died to his AR first but then my rocket got the kill

#

THEN I got a reward, which should not have happened presumably

#

this is extremely wonky timing

brave crown
#

Hm. Yeah I think I didn't account for whether you were still alive when the kill happened for the rampage rewards check

#

If you're already dead yeah you shouldn't get it

gaunt lotus
#

well its weird that i spawned with it at all if i was dead

#

but then again the server clearly didnt give it to me

#

but my client thought it did

brave crown
#

Hmmmm

gaunt lotus
#

i dunno what the frame timing is here but the reward sound plays basically when i die here

#

then i spawn and it gives me invuln

#

but my player on the server must have already lost it

#

or never had it

brave crown
#

btw @silk tinsel thanks for mentioning that particle emitter. It was broken by an optimization rafalh had implemented in Dash many years ago (which remains in Alpine) - similar to the particle emitter in the middle of dm-birthday.rfl. I've implemented a fix for this map so now the emitter renders properly again ๐Ÿ™‚

silk tinsel
#

i knew that was missing.

slow yarrow
desert crown
#

i don't remember

#

was i supposed to

slow yarrow
#

I mean we never remembered that there would of been a big face emitter there back in PF days

desert crown
#

I never played this map in PF

#

when we had PF i tended to only play run maps or Angels server - which tended to favour other maps

#

tbh i barely played it on DF until your server LUL

brave crown
#

is there a specific reason you want ambient occlusion?

Tbh if I were to start listing the graphics improvements I'd personally like to see, I'm not sure ambient occlusion would make my top 10. But I'm curious what your use case is?

brave crown
brave crown
#

๐Ÿฅณ well, there are a handful of very minor things I want to squeeze into v1.2 but for the most part Alpine v1.2 is now feature complete. Giving it a few days because I have some cleanup I still want to do, but I'm hoping to have a public beta posted here by this weekend to get some testing in with a larger group ๐Ÿ™‚

v1.2 proper release isn't far out now ๐Ÿ‘€

wraith comet
#

I'll be ready to test it. ๐Ÿ˜Ž๐Ÿ‘‰๐Ÿ‘‰

brave crown
#

rock1 ๐Ÿฅณ

#

I really want to get some basically "stress testing" of KOTH with more than 2 players lol

I'll also have a map ready when I post the beta

zinc quiver
desert crown
#

Feature complete, ill be the judge KappaKan

thorny pumice
#

@brave crown how does the point scoring work for KotH?

#

I'm debating how difficult I need to make the hill to hold vs points.

desert crown
#

It goes up 1 per second iirc

#

I think

thorny pumice
#

And average winning score is...?

#

Cap limit if you will

desert crown
#

When we were testing it on his overwatch type map i think he set it at 300

thorny pumice
#

Ok, so a winner needs to hold for 300 seconds atm in theory... which is 5 minutes?

desert crown
#

but 500 could easily be a high cap

thorny pumice
#

I can't recall if it's Team based, it is right?

desert crown
#

again i think it depends on map

#

KOTH is team based yeah

#

its TDM with an obj

#

For Damage Control (the one with multi capture points) i believe he set it to 500

#

so like if uhave 3 points its going up 3 per second

thorny pumice
# desert crown again i think it depends on map

So what I'm trying to gauge is:

If it's easy to score points and "win" then defenders need to be at a detriment to the attackers to enable turnover more often.

If it's tough to score points and win, then the defenders need extra help to fend off the attackers, do you see what I mean?

#

So do you make the hill really defendable or more open to attack

desert crown
#

sec let me get a SS of goobers map

thorny pumice
#

Cheers man

#

It's probably open to either approach but I wouldn't want to make a hill so open that no-one can basically win as it's just a bloodbath, or make it so defendable the attackers never get a chance to turn over the hill.

desert crown
#

so this is the map he's using as an example

#

thats the control point

#

its mirrored obviously

thorny pumice
#

Ok, interesting, so 2 teams both assaulting from opposite ends, control point relatively open, but some cover... ok.

#

So comparable to a default RF flag room in essence (think Nemesis)

desert crown
#

This is what i believ he's pulled from an overwatch map

thorny pumice
#

Cheers bud, I'll be able to work with this I hope.

desert crown
#

You could look at examples

thorny pumice
#

Aye, I've played KotH in other games, so know the basics, just capturing the hill in Perfect Dark for example is easier/tougher than in other games like Halo or OW.

desert crown
#

I played it in a Quake 2 mod called Digital Paintball 2 but like it played extremely differently just called KOTH ๐Ÿ˜› so thats why i say

thorny pumice
#

Yeah, I get the concept of the way Goober's doing it, but it's trying to balance TTK.

desert crown
#

absolutely

gaunt lotus
#

there's a lot less sustain in something like RF so yeah, not all of the variables are worked out here yet

#

there's a lot of room to experiment mapping wise

thorny pumice
#

Yeah, understandable and a large portion can be tweaked with things like adding in walls, or LoS blocking debris. Health pack/armour add/removed etc...

#

One KotH map may decide no armour/health packs nearby so defenders have to choose to leave to gain health for example.

gaunt lotus
#

yeah, unclear right now exactly how many armor/item pickups should be normal in the map etc

thorny pumice
#

I'll see what I can knock together I've got a couple of ideas.

gaunt lotus
#

in most games you dont want to actually be on the point unless you need to capture it, and the action happens adjacent to/in front of it

#

and it probably won't be any different here

thorny pumice
#

I feel it needs to be relatively easy to assault rather than it being like a pillbox.

thorny pumice
gaunt lotus
#

yeah I think in general it should be flankable and not necessarily a great place to defend from

#

it stays captured

#

the capture mechs are very similar to OW

#

once your team holds it, the enemy team needs to get on point and contest/capture it from your team

#

there's no incentive to stand on point unless it's being contested

thorny pumice
#

Ok, will keep that in mind for designing as that's fundamental shift compared to PD for example.

#

But PD does KotH differently to most others.

gaunt lotus
#

yeah, not sure how it worked in PD but if it required the team to stand on it then the design would need to be veeeeeery different

#

and it might be kinda frustrating at low player counts (having to stand on the point even when nothing is happening)

thorny pumice
#

(Have to stand on and hold the hill for 20 seconds to score 1 point, leaving the zone resets the timer, once it's captured the hill moves elsewhere.)

I'm aware this mode wasn't doing the hill moving etc... but good to know exact details.

desert crown
#

in b4 someone actually just does make an actual hill

thorny pumice
#

I suspected it was the way you've mentioned.

thorny pumice
desert crown
#

IN RF

gaunt lotus
#

hahaha feel free to make a map where the capture point is on a mover that floats around the map randomly and you have to catch it

desert crown
#

AND FUCK THAT "KOTH" MAP

gaunt lotus
#

that would be hilarious, i'd play it exactly once

gaunt lotus
#

we can have a whole slew of new meme maps

desert crown
#

Micro Faction KOTH

thorny pumice
#

I'm down for that.

desert crown
#

I mean it can be in a group i imagine

gaunt lotus
#

that's more of a goober question I think, but uh, i'd guess it probably can

desert crown
#

beatonator coming out to ruin everyones day with a moving capture point

desert crown
#

ยฏ_(ใƒ„)_/ยฏ

thorny pumice
#

Who knows until we try ๐Ÿ˜›

desert crown
#

I know a few ๐Ÿ˜„

gaunt lotus
#

I think this Revolt mode we've cooked up will be super fun as well, especially for GN, but it may be some ways out from having a good demo map

desert crown
#

1.2 should be the release of the tools and then a map pack for a 1.3 with 3-4 maps per mode if its possible Prayge

gaunt lotus
#

the easiest mode to map for will probably be damage control - you can just take any normal, reasonably sized TDM map and slap capture points into it

thorny pumice
brave crown
#

To answer the earlier question specifically, scoring is 1 pt per sec for the team that holds the point

You hold the point after capturing it until either the map ends or the enemy captures it away from you

Point collection is paused if:

  • an enemy is currently on the point; or
  • the enemy has capture progress on the point

For example if red holds the point and blue captures up to 50% before the blue team players all die (or walk off the point), scoring is paused until blue's progress drains back to 0. It drains automatically slowly but drains much quicker if red stands on the point

thorny pumice
#

Cheers @brave crown for the updates. I'll take that into consideration for designing

brave crown
#

Perfect ๐Ÿ™‚

And to note - control points in DC work similarly, the only critical difference being that in DC, capturing a point from an enemy turns that point neutral again and then you capture it for your team. In KOTH, points never go back to neutral they just get passed from team to team

thorny pumice
#

Ah ok, worth knowing.

brave crown
#

also for your reference these are the settings available when configuring capture points

ignore "Position", that may be removed (it's intended for 3CP/5CP modes but I'm not sure that will be in AF 1.2, and if not I'll hide that setting)

#

Stage is relevant only for Revolt mode, ignored in KOTH/DC

thorny pumice
#

Outline I assume is how far out the boundary is (visually or as an active effect?)

brave crown
#

you can ignore delay on this event, it has no inherent effect when activated so the delay has no function

You can use either a box or a sphere trigger to specify the capture zone. You link the Capture_Point_Handler to the trigger. If Cylindrical Trigger is ticked, it changes the area of your trigger into a cylinder (there are no cylindrical shape triggers in RF)

If it's a sphere, the cylinder will have the same radius as the sphere. If it's a box, the cylinder will have the same diameter as the longest edge of the box

brave crown
#

that setting exists for example if your capture point is in a valley or on uneven terrain - you can offset the outline to more closely match the terrain of the area

#

also just to mention - I will eventually have an info sheet on the wiki explaining how to map for these modes, it's just not done yet ๐Ÿ˜›

#

oh and the cap rate multiplier - if it's 0, it's ignored (same as 1.0)

If it's not 0, it's applied as a multiplier to the capture rate. Specifying 2 for example makes the point capture twice as quick. Specifying 0.5 makes it capture in double the standard amount of time

thorny pumice
thorny pumice
brave crown
#

example of cylindrical trigger

thorny pumice
brave crown
#

so, the capture point area doesn't technically use the bounds of the trigger object, it just uses the dimensions of the trigger object as a guide. The capture point area follows the outline - it is truly cylindrical

thorny pumice
#

Ok, perfect, good to know.

brave crown
thorny pumice
#

Just thought last night, an animated VBM on the menu flickers on first playthrough anyway to resolve that?

#

So I noticed it in my RF2 mod, the animation flickers but once complete and loops, it plays seamlessly.

#

Oh, also just noticed that once in game and coming back to the menu the animation has stopped ๐Ÿ˜

brave crown
#

I will take a look for sure, but I can't make any promises on that one, though I would like to fix it certainly

thorny pumice
brave crown
#

btw @elfin moth I thought it made sense to add you to this thread since it has a lot of discussion that will probably interest you (the new gametypes, new events, etc.)

elfin moth
brave crown
#

yes

#

Alpine 1.2 introduces 3 new gametypes:

  • King of the Hill (1 central control point, +1pt per sec for the team that controls it, winner is the team that reaches the score limit first)
  • Damage Control (basically the same as KOTH but multiple points around the map)
  • Revolt (scenario-based mode where red attacks and blue defends multiple zones, red wins when they capture the last zone, blue wins if the time runs out)
#

@elfin moth sry forgot to tag and idk if you have notifications on

brave crown
#

Here's Alpine Faction v1.2.0-beta1, ready for testing - everyone welcome! ๐Ÿฅณ (PLEASE GIVE ME FEEDBACK)

IMPORTANT NOTES - READ BEFORE DOWNLOADING

  • This is a BETA. It may (likely will) have bugs, and everything you see may be subject to change. The purpose of this beta release is to identify any such bugs or foundational issues with gametype rules before the final release. There MAY be another beta release before the stable release of v1.2.0, depending on what issues are discovered during this first beta period
  • If you notice bugs, please let me know in this thread so they can be handled before the full release.
  • DO NOT overwrite your stable Alpine 1.1.0 install with this. Put it in a different folder.
  • DO NOT use the in-game server list favourites function to favourite the FF KOTH test server.
  • For those of you who play matches in the match server, please continue using Alpine v1.1.0 stable for matches, not this beta.
  • For level designers, please do not use the editor in this beta for any maps you care about, though do feel free to test the editor and its features. There is a chance (albeit a very small one) that maps made using this beta could become corrupt if the level format changes before the full Alpine 1.2.0 release.

Now for the fun stuff:

  • The FactionFiles.com [KOTH] server is online, rotation includes the 3 KOTH test maps I have prepared for this test. Server is running KOTH mode, and the maps are all on the autodownloader so you can download them when you join the server.
  • A new vote type has been introduced to change the server's gametype. You can use it with vote gametype TYPE MAP (or vote gt TYPE MAP for short). TYPE is a gametype abbreviation (DM, TDM, CTF, KOTH, DC, or REV) and MAP is a level filename. Feel free to test out this functionality in the KOTH server ๐Ÿ™‚
  • There are a bunch of new console commands and a few new options in the Advanced options menu in-game. Feel free to explore ๐Ÿ™‚

The full changelog for Alpine is here if you'd like to read about the new features and bug fixes: https://github.com/GooberRF/alpinefaction/blob/master/docs/CHANGELOG.md

I'll try to get a few folks on at the same time to play some KOTH at some point in the next few days, but feel free to check it out yourself in the server before that ๐Ÿ™‚

gaunt lotus
#

goober, you know that weapon idle animation? u should make a keybind that forces it to play, and restarts it instantly from the beginning if you tap it repeatedly

#

:x

brave crown
#

lmao

#

fucking cs

#

@silent perch

crude oyster
brave crown
gaunt lotus
#

i would recommend it unless you can't tolerate the items looking a bit dark atm

#

i dunno what else is messed up

#

oh - if you play without fullbright enemies, the lighting trick doesn't work in maps that use it

crude oyster
# gaunt lotus i dunno what else is messed up

Hmm mesh lighting in general doesn't seem to work fully yet. Look at this scene from Catan-Pasture. First 8 sec is dx 9 and last 8 sec is dx 11 on beta. The static light above the fire isn't lighting up the mesh that covers the ground or the benches or the tree at night and the dynamic light creating a flicker on the player model isn't working in dx 11. So guess it's not quite ready for mainstream yet. ๐Ÿ˜›

boreal ether
#

when coming to an end on multi KOTH the announcer doesnt count down from 10 anymore. Havent tested nornaml server yet. oh wait thats because the capture counter ran up to 100 and won the game nm

#

when the counter gets to 90, should play a note every second it counts up increasing in pitch

desert crown
#

thought we were doing 300? ๐Ÿ˜ฎ

#

personal opinion you might wanna invis wall the side here

brave crown
brave crown
brave crown
# desert crown thought we were doing 300? ๐Ÿ˜ฎ

idk where you got the 300 from specifically lol, the base for the mode has been 100 since creation ๐Ÿ˜› Though in playing last night I think it was very clear that 100 is a bit low as a default. Of course the server can configure it, but 300 or maybe even 500 would be a solid default, I think

desert crown
#

it was 300 when i tested with you and nick

brave crown
#

Ohhhh, ok. I think that was when I was testing per-level rules and I had set it different as a test :p

desert crown
#

i see ๐Ÿ˜…

brave crown
#

But yeah, 100 definitely seemed low on the 2v2s we played last night

desert crown
#

gotcha

brave crown
#
balance teams when going to team mode from dm
allow rfsb in new gamemodes
sync gameend score to clients
default koth score to 300
consider sounds for last 5-10 pts to win in koth/dc```

my todo from the beta so far :p
crude oyster
# brave crown Mesh lighting isn't exactly the same as DX9 currently - I want to do static vert...

It's dynamic lights and a normal light. So daytime is the real terrain, night time is a mesh version of the terrain that is no player collide that caps the day time terrain. the night time terrain mesh is pre lit in a room way below the map and moves into place shortly after level load. There is also 2 dynamic lights of different colour and intensity that sit above the fire that switch random between on and off states, to create a fire light flicker effect on the 1st and 3rd person player models if they are near the fire and don't have full bright turned on. When it's time for day, the night time mesh cap is removed to reveal the day lit terrain below and the fire flicker dynamic lights are turned off. ๐Ÿช„๐ŸŽฉ

brave crown
thorny pumice
#

I've actually not installed Alpine yet, how do I go about doing it, is it just dumped in the RF directory?

brave crown
# thorny pumice I've actually not installed Alpine yet, how do I go about doing it, is it just d...

for a "proper" alpine release (v1.1.0 on https://alpinefaction.com), you run the installer and follow the prompts

for the beta I sent above, just download the zip, extract the files to a new folder (does not have to be in the RF directory - in fact, it's cleaner if it's not), then launch the AlpineFactionLauncher

After you launch the launcher, go to settings and set the Game Executable to rf.exe in your RF directory

thorny pumice
#

First thing to note, is after first run it needs a reboot for config, click reboot, it loads again and then crashes

#

Manually relaunching works

brave crown
#

Crashes? O.o

thorny pumice
#

Yep. and when I close it crashes too, want Me to submit the log?

brave crown
#

can you send me the AlpineFaction-crash.zip from RF\logs? I've never heard of the game crashing during that reboot

desert crown
#

i havn't had that since dash 1.8 tbh

#

dash 1.8 would always do that to me

#

alpine fixed it

thorny pumice
desert crown
#

lol

brave crown
#

You can submit the log but it's way easier for me to grab the dump if you just send me the AlpineFaction-crash.zip file from RedFaction\logs :p

thorny pumice
#

It does that to me as well a lot @desert crown

brave crown
#

typically a crash on game exit is because of something not being properly cleared on shutdown... it's happened in the past with certain custom mods/maps, but I thought all of those issues had been fixed tbh

desert crown
#

thats not a crash report tho ๐Ÿ˜›

brave crown
#

@thorny pumice your crash is in the function player_fpgun_delete_meshes, when the game is zeroing the handles for first person weapon meshes - it's associated with some first person weapon mod you have, but I can't tell which one from this dump

thorny pumice
brave crown
#

Hmm, it shouldn't, no. Let me see if I can tell anything from the vpps its loading, sec

thorny pumice
#

If you can help narrow it down, that'd be appreciated. Thanks

brave crown
#

thx for troubleshooting with me @thorny pumice , I wish it made more sense but at least you're no longer crashing :p

let me know what you think when you give it a try. The KOTH server is up if you want to join, also be sure to check out the advanced options menu

thorny pumice
#

Can't filter server list to KotH

#

Just an FYI

brave crown
#

You know - I never actually thought to check that lol. I don't think I've used that gametype filter option since 2002 ๐Ÿ˜›

#

But good point, thx for noting it

#

I am surprised it uses a different set of options than the very similar-looking switcher in the listen server create panel though

gaunt lotus
#

lol we just talked about this the other day

#

but yeah the damn filters

#

nice catch

brave crown
#

yeah i know, and I still forgot to check it

#

lol

thorny pumice
#

The audio that plays when capturing if you walk in and out of the region clips a bit. Anyway to fade it?

brave crown
#

Not that I am aware of, but it would be good if there was. Granted, it's way more noticable in a server by yourself than it would be when you're being shot at ๐Ÿ˜› but still

#

actually you know, the AR/SMG use looping sounds and don't clip like that

#

so the game must have a way to do that ๐Ÿค”

gaunt lotus
#

is this because we had to boost the volume?

brave crown
#

that definitely makes it more audible but I doubt it would have caused it

gaunt lotus
#

when I was testing, I may have fucked up as I usually have low-ish in-game volume

#

but it was basically silent before

#

so I dunno

thorny pumice
#

Also managed to capture a point from 97% to complete despite stepping out, assuming lag. But the counter stopped at 97%

brave crown
#

it would be latency, yeah

thorny pumice
brave crown
#

it's difficult to ensure those counters are 100% synced all the time, I went with a compromise between bandwidth and accuracy. It syncs the state from the server to the client whenever the point owner changes or a player steps on/steps off

#

otherwise it relies on prediction clientside between known percentile

gaunt lotus
#

if you have high-ish ping you probably can step off the point on your client before the server knows that you've stepped off, and it will continue to count

thorny pumice
#

It's close enough that it won't matter just hunting for anything you may want to catch ๐Ÿ™‚

gaunt lotus
#

there's no way around that with RF's netcode, i think

brave crown
#

Beat's ping is probably 120ish?

thorny pumice
#

100 - 140ish

gaunt lotus
#

yeah

#

it's the same concept as peeker's advantage :>

brave crown
#

the "should I tick up" calculation is done on the server, based on the server's location for the player

#

Also the same reason why when you run over an item or a flag with a higher ping you dont get it immediately :p

thorny pumice
#

Yep, just thought worth mentioning just in case.

brave crown
#

oh yeah absolutely, please do ๐Ÿ˜„

thorny pumice
#

Seems good so far, but hard to ascertain from running round ๐Ÿ˜„

brave crown
#

:p yeah

thorny pumice
#

More annoyed about my crashing tbh

brave crown
#

We had a few 2v2 koth games last night, went well IMO. Few minor things noted but nothing major

I was thinking of perhaps Saturday before or after GN trying to get some folks on for a larger test

thorny pumice
#

Sounds like a good plan. The more data the more robust.

gaunt lotus
#

i got a sense of some issues, but def need more playtesting

#

also it will be bonkers fun with like 5v5+

desert crown
#

@brave crown how about now

brave crown
#

?

desert crown
#

come at me bro

brave crown
#

i cant play rn

desert crown
#

bleughhh

brave crown
#

maybe beat can? ๐Ÿ˜› @thorny pumice

desert crown
#

so @green cobalt made a good point

#

the spawn delay with any less than 3v3 feels extremely punishing

thorny pumice
#

I do agree, it feels excessive when on lower player counts, TBH considering RF's TTK, it feels punishing no matter what

#

I die, alot, so it'd penalise some players and it gets frustrating

gaunt lotus
#

spawn delay seemed like a good idea, but from playing last night it did feel like it gave the team with the point a lot of room to push forward and position for easy kills before the attacking team respawns

#

not clear if respawning instantly solves that or if it's a mapping thing

desert crown
#

no ping

brave crown
#

IMO using spawn delay as a base mechanic is a necessity - all modes in the game should - because there is a spawn delay in the stock game, it is just variable based on the death animation you get (which is somewhat RNG dependent)

so, disabling spawn delay is not something I'd want to entertain. Lessening it to closer match the standard experience from the base game, I could see. I do agree that in playing last night, it didn't feel as good as I expected it to

@green cobalt just DMed me with a concept to base the delay time on the playercount and/or map size, which I could see being interesting as a concept

brave crown
desert crown
#

no ping

brave crown
#

location pings are disabled in the server, thats why you can't ping (and why the chat message tells you that?)

desert crown
#

thats why im telling u

#

enable uit

#

it has CTF ping set up

#

so why not the middle button ping

brave crown
#

huh?

#

location pinging as a feature is not enabled in the server

#

it's not a gamemode thing, not a bug, it's just the switch is turned off :p

#

I can turn it on for sure

#

sec

#

@desert crown should be on now

desert crown
brave crown
#

oh maybe I didn't replicate that on hot load

#

rejoin the server

desert crown
brave crown
#

ok i need to replicate that to clients

#

added to the list

#

ty

thorny pumice
#

I'll try to make some progress on my map this weekend to enlarge the testing pool of you want.

brave crown
#

Sure man! ๐Ÿ˜„

#

I doubt from a mapping perspective if anything is going to actually change from now to full 1.2 release - possible but unlikely

#

few mechanical things to tidy up, handful of bugs to fix, but shouldn't be anything editor-focused

desert crown
#

Loadouts don't work IMO - spawning with AR decentivices looking for literally anything else - why have HMG or PR when i already have the best weapon in the game

#

please start with smg instead ๐Ÿ‘

#

and plz force skin

#

for the same bs reasons as ctf

brave crown
#

spawning with AR decentivices looking for literally anything else
I fundamentally disagree with this - you still need to search for armour (which is typically more important when taking the point), and both HMG and PR have different purposes - they're sidegrades, you shouldn't be looking for them unless you're dealing with a situation where they're better

That said, I'm not necessarily against changing it to spawn with SMG for the record - tbh it might turn out better to have to go and find weapon upgrades in the long run. The thinking here on my part at least was that players focusing on the objective rather than "sidequests" to go find weapons would lead to more solid gameplay. Could be wrong though of course - testing it all out and seeing how it works in practice instead of in theory is the point of this beta :p

(Also not to be pedantic but the loadouts include the C4 too, it's not just AR ๐Ÿ˜› )

desert crown
#

im stuck

brave crown
#

LOL

brave crown
desert crown
#

i am literally being headglitched by elite but ok

brave crown
#

leaving variables open like that in a test server is valuable

brave crown
# desert crown im stuck

yeah this is a map problem lol probably was there in the CTF version too just no one ever had a reason to go in that spot in CTF lol

#

you only ever run past it

#

i will fix that

gaunt lotus
desert crown
#

spawning with ar gives no reason to weapon hunt

gaunt lotus
#

if you spawn with an AR, you can reasonably handle most situations, but that isn't true of the SMG

desert crown
#

theres no incentive

gaunt lotus
#

that is not true

desert crown
#

just run to mid and die

#

tgg

#

thats all anyone is doing

#

xd

gaunt lotus
#

this is a skill issue

brave crown
#

it is fundamentally untrue that there is no incentive, but there is less incentive, in that it is not required to do it before you can actually take a fight :p

gaunt lotus
#

people were trying to take the point without winning gunfights first last night as well

#

you can't expect to take the point without having wiped the enemy team or pushed them into bad positions

brave crown
#

sry, i had to dip, but great getting so much quality testing in

#

thx everyone for that

#

and I have to say, at least speaking for myself, that gameplay was really fun

#

the battles around the point were really nice (even playing without sound lol)

#

I also appreciated the reduced respawn delay

gaunt lotus
#

lijang feels decent, the others not so much

desert crown
#

opposite

gaunt lotus
#

there's not enough runtime on the other maps between the spawns and the points imo

#

they don't have as good of a flow

desert crown
#

there to much run time on that map between the spawns and the points you run die back to the bac kof the fbuilkding

gaunt lotus
#

there's probably some middle ground

#

lijang is probably as big as one should ever be

#

the others are very small right now in comparison

#

you take the point and the other team already has time to rush in because they have no spawn delay

#

it will create a very weird back/forth similar to arenamod because there's no sustain and no time to get off the point and position better

#

but that's just the vibe from a few games

brave crown
#

I also thought the opposite. I think LJ's layout works really well, but I would have liked twice as many players for the map size. I really enjoyed both savagelands and exile and I thought the runtime between spawns and the point felt very good - maybe 20-25% more runtime would have felt a little better, but I thought it felt good as-is for the player count

I do think that both of those maps would break down quickly with like 16 players, though

Also just to offer some feedback on the spawn delay - I think SG's point is a good one in that what feels good really depends on the size of the map. IMO the 2.5s spawn delay felt a little better in savagelands and exile than 1.5s did, but reducing the delay to 1.5s made a huge difference in how much I enjoyed LJ. I don't know the solution on that, just mentioning my experience

gaunt lotus
#

yeah the delay change def contributes a lot

#

i don't have a settled opinion on map size here yet

brave crown
#

oh for the record, when I said i thought the opposite, this is what I was referring to

lijang feels decent, the others not so much

I thought the others felt somewhere between decent and good (leaning towards good) and lijang felt far too large for the player count

gaunt lotus
#

LJ basically has 3 lanes

#

it felt fine at 3v3 for me

#

but unlike OW the TTK is giga low, so you can take some really aggressive positions and the heuristics are very weird compared to what i'm used to

brave crown
#

Tbh though what I noticed with LJ may actually be more that the specific areas and engagement ranges feel too long, rather than the actual runtime/floorspace being too much. Idk for sure, need to play more

brave crown
gaunt lotus
#

i think part of the issue with exile for me, also, is that while the textures look nice i honestly hate them

#

could just picmip them to shit though in fairness

brave crown
#

imagine having such poor taste for visuals smh

#

lol but yeah picmip deals with that quite nicely

crude oyster
# brave crown this map is... interesting. In DX11 I also noticed no bullet hole decals appear,...

Was it day or night you were testing bullet decals? I wouldn't expect decals on anything at night because everything is a mesh at night. Day should have decals on the terrain at least. A lot of the other details though are either meshes or detail brushes so wouldn't have decals.

As for the dynamic light, dynamic lights dont work on keyframes or meshes in dx9 and this is both, spooky desk was neither, so wouldn't expect it to work on the terrain in dx11 unless dx 11 was changed to allow dynamic lights on meshes and keyframes? Should be working on the player model though. The weirder one is that the normal non dynamic light also isn't affecting the mesh. That is the main source of light for the area in dx9. ๐Ÿค”

brave crown
brave crown
#

making progress on static lighting illuminating meshes

brave crown
#

FYI for anyone interested in testing, I just added 2 Damage Control maps to the test rotation on the test server

green cobalt
#

Is there a command to shrink this? I could not sustain control because this was in the way of opponent on the other side

desert crown
#

wait are you saying you couldn't shoot through the image?

#

THATS WHAT U MEANT?

green cobalt
#

no im saying you did a great job of hiding behind it and I was already low health

brave crown
#

There is no command to shrink it, though there is a command to make it not show through walls

Perhaps there should be a command to either scale or toggle it. Originally I didn't have a HUD widget for it so it was crucial for knowing capture progress but less so now

Also my bad but that map should have positioned the icon higher so it wasn't an issue regardless

desert crown
#

im confused

brave crown
#

He couldn't see you well enough to aim at you

desert crown
#

Oh

brave crown
#

Because the icon was blocking vision

green cobalt
#

correct

brave crown
#

Well obscuring

desert crown
#

i gotta be honest idk where u even were

#

from where your SS is taken from?

#

if i was in the circle im below that no?

green cobalt
#

if you want to go to server I can show you

desert crown
#

2m

brave crown
#

Top of the staircase to the platform

green cobalt
#

but goober sounds like he has a fix and its map based with positioning it higher

brave crown
#

But yeah this is mostly a mapping issue

#

The mapper does position it, that's already the case. I just did it poorly in that map

green cobalt
#

the screen doesnt really do it justice because its transparent, but it becomes a color when a team is controlling it

desert crown
#

ok

#

now i understand

#

@brave crown

#

we think here is a better spot ๐Ÿ™‚

#

ye i get it now

boreal ether
#

@brave crown just got a crash on beta alpine gun game, map just loaded (pib warzone) pressed escape and crashed at menu.

boreal ether
#

i was going to quit yes, but dont if i clicked the quit button

brave crown
#

from the crash log it looks like you did, i just wanted to make sure i wasnt misreading something :p

boreal ether
#

yeh its still doing it, i press quit in menu and it crashes

brave crown
#

Oh? ๐Ÿ˜ฎ it's consistent?

#

only on that map?

boreal ether
#

yesh

#

just tried it on coffee break

brave crown
#

hm, it's not doing it for me ๐Ÿ˜ฎ

boreal ether
#

not doing it now

brave crown
#

hmm

boreal ether
#

wonder if a real person has to be in ?

#

there a video

brave crown
#

thanks

boreal ether
#

oh seems to do it with normal alpine too

#

hmm whats going on ๐Ÿ™

brave crown
#

I'm strongly suspecting its associated with some asset you have loaded based on where its crashing (and that no one else has had this issue), but I have no idea yet what to look for. Am digging

#

this is the one that has the fix for the issue Beatonator was having

#

It's not the exact same issue as here but there's a chance the solution will also fix it

#

pre-GN koth testing anyone?

#

also @desert crown @green cobalt I just raised the icon in that map

desert crown
#

mind if i grab the dll first just incase Prayge

#

GN needs its recorder

brave crown
#

sure grab the one above

desert crown
brave crown
#

it just fixes the crash beat found

#

thats it

desert crown
#

yeah i know

#

but if its beat and bateman

#

safe than sorry

#

tell me when people are there Prayge

brave crown
#

i am lol

desert crown
#

bathroom break first then ill come

#

@high moss

desert crown
#

heres the file if u want to test

#

@zinc quiver KOTH?

crude oyster
brave crown
#

#1376930844597551146 message

@nimble sierra @burnt parcel @shut vector

#

#1376930844597551146 message

@earnest iron

#

download this and read the message - extract it to its own new folder, launch it, then join the KOTH server

#

@silk roost

desert crown
#

@eager ember ^

nimble sierra
#

Loved KOTH, much fun

brave crown
#

Glad to hear it! I'm also super impressed with how great it feels tbh

eager ember
#

Seconded, it is very fun in spite of my crippling skill issues

fast crescent
#

I think KOTH and the variations played well 3v3 4v4. I think they definitely have the potential to be more fun than CTF or DM gamenights - looking forward to trying it with more people!

#

I like how u spawned with pistol in one version, and spawned with AR in another

#

kept it interesting

desert crown
#

I still think Exile > SL > IJ in terms of fun factor and pacing for me with KOTH

#

@fast crescent the ones that didn't have AR as default were not KOTH, that was DC, the ones with multiple points Prayge

fast crescent
#

yeah, thats what i meant by variation

desert crown
fast crescent
#

is DC technically a variation of KOTH, or was i incorrect? ๐Ÿ˜

desert crown
#

you are correct ๐Ÿ˜›

fast crescent
#

ah ok

gaunt lotus
#

incorrect, technically it's a different mode

fast crescent
#

i only really ever played KOTH seriously in TF2

desert crown
#

technically its the same logic, more points

#

its a different mode

#

same shit going into it ๐Ÿ˜›

gaunt lotus
#

it's not the same logic because there's more than 1 point

desert crown
#

THATS NOT HOW I MEANT IT

#

same logic - capture/defend

gaunt lotus
#

KOTH = 1 point
DC = multiple point

so they are technically not a variation of each other

fast crescent
#

so tonight we just played 2 modes? is there a 3rd one i briefly read about as well?

gaunt lotus
#

yea the third will be revolt

desert crown
#

yes

gaunt lotus
#

that's not fully cooked yet

fast crescent
#

oh cool

desert crown
#

Its what RF mappers have tried to make in the past hopefully with better flow and logic

#

Assault

fast crescent
#

yeah i enjoyed both KOTH and DC

#

ah ok

#

got it

desert crown
#

It will be called Revolt ye

gaunt lotus
#

for DC with multiple points, goober is going to look into making the capture sounds and stuff directional

#

the only issue i had with that mode was that when a point was being captured, u couldnt really tell which point without referencing the hud

fast crescent
#

yeah

gaunt lotus
#

and if 2 or more were being capped at the same time, good luck

fast crescent
#

yeah i noticed i kept looking down at HUD more than i would have liked

#

minor issue for me since the mode was new to me

#

but thats a good idea

desert crown
#

how do u feel about the hud Ed

#

compared to CTF

gaunt lotus
#

KOTH UX works really well, DC needs the directional audio badly tho IMO

desert crown
#

with all the stuff in bottom left

#

I think it does a pretty good job

fast crescent
#

i thought it was pretty good

#

really no complaints except the spawn wait is slightly annoying to me - but its not a big deal if it is essential to the gamemode based on size of maps or whatever else

gaunt lotus
#

i think the spawn wait we played with today was basically the "normal" spawn delay

fast crescent
#

id rather have a slight spawn delay than a further walk to combat if that makes sense

gaunt lotus
#

in the base game your spawn delay is determined by the length of the random death animation your character gets

desert crown
#

@fast crescent are you (or do u think folks like medeo sid etc) are more likely to play variety from CTF now and again with these types of modes

#

I know you said typically the match folks don't care much for normal TDM

fast crescent
#

i think they definitely would for gamenight - not sure about playing it instead of CTF matches etc

desert crown
#

Really?

#

I think this offers some much needed variety against CTF

#

this is why im hoping for a variety of size appropriate maps

#

you can your IJ i guess for larger, 4v4+

#

but for something like 2v2/3v3 i think Exile works pretty well

fast crescent
#

i could play WL 24/7 in 2v2 3v3 4v4 5v5, so when we play other maps like ankh etc., thats already more variety than i need ๐Ÿ˜‰

desert crown
#

Yeah but WL in any of these modes would be dog water

#

so

#

open mind ๐Ÿ˜„

fast crescent
#

i thought 2v2 3v3 exile wasnt as fun as CTF

#

but it was fun

gaunt lotus
#

we really need a map that's actually designed for the mode from the ground up rather than CTF ports, but all in due time

fast crescent
#

i cant stand exile for CTF matches, but thought the way goober set it up for KOTH was solid

desert crown
#

I think Exile provides a solid POC compared to the other 2

#

Its got a perfectly central location and the attack/defend options are pretty decent

#

except for the fucking stair head glitch

#

god get that out

#

but still

gaunt lotus
#

exile has a problem where becuase the point is so big and so central and all the routes flow directly to it, there are a lot of weird / stupid spots for the defending team to sit with shotguns and/or flank in stupid ways

#

neither of these maps are really flowing properly for the game mode

#

theyre still fun, but that is due to how good the game mode itself is, not how well the maps fit it

desert crown
#

Yes but of the 3

#

id like KOTH and Exile to remain when the mode goes out

#

Its my personal favourite ๐Ÿ™‚

#

(as in a map release with Exile for KOTH)

brave crown
#

re: comp - I think KOTH has the right bones to be a much more fun and dynamic competitive mode in RF than CTF, but it's going to need to bake for a while first and have more than a few maps designed from the ground up for it rather than existing maps hamfisted into being KOTH maps. Pub/GN play is much more resilient to the fact that we (ie. the community) really don't have a lot of these foundational things figured out yet lol

(of course I do love CTF also, don't mean to denigrate it at all)

nimble sierra
#

How do you guys think payload would work? Think it's doable?

gaunt lotus
#

payload would work, payload works in everything

brave crown
#

I enjoy the gameplay loop in Exile KOTH a lot, though the maps certainly has some areas where its weak

also re: spawn delay - IMO every game (especially every competitive game) should have spawn delay configured, simply because it's consistent for all players and all deaths, rather than being somewhat RNG decided based on the length of the death anim you happen to get. Open question whether there should be a longer delay than 1.0 - 1.5s though. Initially I was strongly in the camp of thinking a longer spawn delay would be well suited to KOTH, but having played a bit of it im not as certain as I was. For CTF I'd not suggest a spawn delay longer than the typical delay, though still using Alpine's spawn delay feature so its consistent and you actually know when you can spawn rather than having to guess, deal with enforced timer delays, death anim lengths, etc.

#

Payload would totally work and is totally doable. The hardest part tbh would be figuring out a good way to allow mappers to configure the track lol

desert crown
#

I assume we can't have a dynamic spawn delay for amount of players

brave crown
desert crown
#

i think that'd be cool

#

it was brought up yesterday

#

i cant remember if it was ghost or oner or whoever

nimble sierra
desert crown
#

but they said depending on players low > high spawn delay

desert crown
brave crown
#

Virtually anything is possible, it's just about putting in the proper planning and analysis to ensure that what's made works as well as it possibly can, and we don't totally overload the game proportional to player count

#

adding 30 new gamemodes at this point (like Sauerbraten has) is totally doable. It would be a really, really bad idea

fast crescent
#

1 more for 5v5 in match server btw

glacial storm
#

Btw, how much feature complete is the DX11 in the beta Alpine version

brave crown
#

It's close

glacial storm
#

I gave it a shot and for the first time, I managed full 60 fps on the Kava aesir section. DX9 would drop to 40 fps. Yes my PC is potato

#

On the flipside though, DX11 tended to drop my frames when I would use scope of my sniper rifle

gaunt lotus
#

hm, that's interesting

#

i wonder why it would do that, maybe the scopes have some weird rendering shit

#

actually it might be the rendering of the graphic on-screen

#

since it would need to do that every frame

desert crown
#

@gaunt lotus tbf if you are scoping and zooming in it probably isn't great on that either

#

instead of just clicking it once

glacial storm
#

Actually, zooming in slowed the frames. More zoom reduced fps more

gaunt lotus
#

for my curiousity, do you get lower frames in the same way if you just set your fov really low?

#

in most games lower fov typically = better frames

glacial storm
#

I will have to check. I am not at my PC rn

gaunt lotus
#

yeye

glacial storm
#

Will report later today

gaunt lotus
#

it would be interesting because if your frames aren't butchered by just low fov, then it's something specific to the extra "stuff" the scope does there

desert crown
#

@prisma monolith

#

#1376930844597551146 message

#

heres the DL

brave crown
#

@obsidian warren ^

#

joining koth server now for koth testing if anyone's interested

desert crown
#

Yeah i just don't enjoy that map

#

Spawn - run forward, get to action, die, back to the back of the map, run back, die, spawn at the back of the map

#

the downtime is just way to long for me

#

Im fine with Exile/SL even if im dying alot more, atleast im nearer to the action

#

the layout is a bit unintuitive for me personally aswell - i know its form a different game, i get it, i just amn't a fan of it

brave crown
#

I enjoy LJ in 4v4 (or 5v4 lol) with minimal spawn delay far more than I enjoy Exile or SL under the same conditions. But I enjoy Exile or SL with a spawn delay and less players far more than I enjoy LJ under the same conditions

nimble sierra
#

I feel like LJ could benifit with a railgun

brave crown
#

I think SG hit the nail on the head when he said that spawn delay should be based on map size (though it's not really practical to do so, its useful to know it)

nimble sierra
#

maybe there was one and i didn't see it..

desert crown
#

I cannot under any circumstances with the current item layout see myself enjoying IJ under any scenario tbh

brave crown
#

some people just dont like some maps too lol

#

you maybe never will

desert crown
#

Thats why i said it the way i did

#

ยฏ_(ใƒ„)_/ยฏ

gaunt lotus
#

exile/sl both have the same problem right now - without a spawn delay, the strategy is to just flood the point as fast as you can off spawn because the time to cap the point is too low

desert crown
#

I agree the timer needs to be longer

gaunt lotus
#

there's no time to actually setup or defend the point, and even if you clear everyone off of it

#

you can't re-take the point before you get flooded again

desert crown
#

Ok but in the other scenario i just never get back to it

#

ยฏ_(ใƒ„)_/ยฏ

gaunt lotus
#

but that's because the defending team has the time to setup and defend the point properly

#

you have to then actually win fights against those defenders

#

rather than running onto the point and then dying over and over

desert crown
#

I don't think thats it at all even when there was my side Sids running around and im at the back of the map perma for 30s ๐Ÿ˜‚

brave crown
#

You should never get back to the point without having to work for it, for the record ๐Ÿ˜› getting back to the point shouldn't be free if a team is defending :p

desert crown
#

I just think it flows better when im not as far back

#

Simple as that

#

Though i will say DC is growing on me

glacial storm
#

@brave crown

#

This is Alpine 1.1 and my GPU is Intel UHD 620

brave crown
glacial storm
#

It has no performance impact in DX9, but kills tons of performance in DX11

glacial storm
#

@brave crown another thing. I didn't get the achievement for beating the game. I got the kill Masako, but didn't Moderate Success (beating campaign on medium)

brave crown
#

did you load a level manually throughout the run perhaps? that achievement tracks when you start and end the game, not just ending it

glacial storm
#

Just used saves and quicksaves

#

Played the whole campaign

brave crown
#

Oh, it wasn't in the same session though was it?

glacial storm
brave crown
#

Like, you had exited the game during the playthrough and relaunched?

glacial storm
glacial storm
brave crown
#

Ah ok - I believe the way the achievement works currently is that you need to do the playthrough in a single session. It's not ideal, but until I redo the savegame format (which will not be in the 1.2 version but will come later), there's no good way to track that between sessions :\

brave crown
glacial storm
#

Fair enough. Still slightly disappointed I didn't get it. Oh well, I will get it in next playthrough I guess. Still have some hidden achievements and also some grindy ones like the all glass panes

glacial storm
brave crown
#

that should be fine

#

overwatch is a different game of course but the core design concepts would be somewhat similar

brave crown
#

Added a new version of Exile, and another new map to the KOTH test server

desert crown
#

whats updated ๐Ÿ˜„

brave crown
#

in exile? lots

desert crown
#

liiiiiiiiiiiiiiiike

brave crown
#

join and see yourself lol

#

i dont have a changelog

desert crown
#

this spawn is super unintuitive cuz i keep running at a wall

brave crown
#

you need to go up the jump pad

desert crown
#

i know

#

but i don't spawn facing the pad i spawn facing a locked door

brave crown
#

the map uses orange walls to signify "you can't go this way"

desert crown
#

im holding w ๐Ÿ˜›

brave crown
#

I could see Harvest being interesting

#

viaduct I'm less confident in, simply because I think in general in RF having the point in a powerful position to fight from isn't going to work out well

green cobalt
#

i c

brave crown
#

but of course as I say constantly it will take time and experimentation to work out the metagame really :p

#

I'm really happy with where Exile is right now though, have to say

#

@green cobalt have you seen it?

nimble sierra
#

So how do I setup control points if I want to make my own koth/dc map?

brave crown
# nimble sierra So how do I setup control points if I want to make my own koth/dc map?

so, first off just to be totally clear, I'm strongly recommending that you make a copy of your map before opening it in the editor for the Alpine beta, rather than saving your only copy using the beta. There's always a chance the beta has an issue that results in corruption and I'd hate for you to lose any serious amount of work

(To be clear, I would be very surprised to learn any such issues exist in the beta, just saying for the maximum amount of caution)

Apart from that, here's the basic steps to make a control point:

  • Make a trigger. Can be a box or a sphere. The only properties that matter are the dimensions and the shape
  • Make a Control_Point_Handler event (under the AF_Gameplay category)
  • Link the Control_Point_Handler event to the trigger

That's the minimum you need to do to make a control point. If you want a cylindrical control point, tick the box in the properties for the Control_Point_Handler

Then save your map with the correct prefix - koth for KOTH and dc for DC. So, for example - kothcoolmapb1.rfl or dccoolmapb1.rfl

The Play (Multi) button in Alpine RED will launch maps in the correct gamemode based on prefix, so testing in a listen server is easy

#

Oh, the location of the Capture_Point_Handler event is the location of the progress/label sprite for the control point. I'd suggest positioning it directly above the center of the trigger, at a height that is unlikely to result in the sprite blocking importing sightlines for combat

#

here are the other options you can set on the Capture_Point_Handler

Ignore "Position" - that's for a gamemode that doesn't exist yet (and tbh I'll probably hide that field when v1.2 releases)

nimble sierra
#

pretty straightforward lol

#

thanks

brave crown
#

very lol

#

I wanted Alpine to do the heavy lifting ๐Ÿ˜› make the process for mappers as dead simple as possible

nimble sierra
#

i'm thinking of making both a dc and koth of my new map to see which one plays better

brave crown
#

sweet!

#

oh last thing I forgot - if you want the metal "pad" that I use in the center of all of my control points in the test maps, that's a brush - you can group it out from one of the test maps

#

or you could design your own if you feel so inclined ๐Ÿ™‚

desert crown
desert crown
#

or atleasyt

#

will play better with that in mind

brave crown
#

they do not require TDM spawns, though especially for KOTH it's probably a good idea

nimble sierra
#

oh yeah good point

brave crown
#

If you want to get more advanced, you can link the Capture_Point_Handler to respawn points. If you do, the game will only allow the team that owns the control point to respawn at those respawn points

#

though I wouldn't really recommend doing that in KOTH. It's nice in DC sometimes, though (to reduce the chances of people spawning very close to points they do not own)

desert crown
#

yeah with KOTH i recommend treating it like CTF and just having team spawns on opposing sides

nimble sierra
#

that could be useful for my map since it has a lot of height

brave crown
#

if a respawn point is 10ft away from a control point in DC, you probably don't want the enemy spawning there ๐Ÿ˜›

#

and if you want to get really advanced, the Owner_Gate, When_Captured, and Set_Control_Point_Owner events can be used to do some really cool stuff ๐Ÿ˜› I'd strongly recommend sticking with the basics at first though before getting wild with any of that stuff lol

nimble sierra
brave crown
#

(those events are probably going to be far more useful in designing scenarios for Revolt mode as opposed to KOTH/DC if I'm honest)

nimble sierra
#

is revolt similar to assault?

brave crown
#

same sort of idea - red attacks, blue defends

#

but it uses area control zones instead of arbitrary "advance" conditions

#

So like red might need to breach a warehouse and stay in the warehouse for a minute to take control of that section of the map, then red's spawns move forward to the warehouse and blue's spawns move back to the next zone, then red has to attack that next zone

#

So, When_Captured could be used, for example, to open a gate, or extend a bridge for easier access, after red captures a zone

nimble sierra
#

yeah that sounds complicated lol

brave crown
#

yeah, that mode is its own "kettle of fish" as it were lol

nick and I have been thoughtcrafting a map that should be pretty cool when it happens, but I'm focusing on that for after the release of Alpine 1.2

nimble sierra
#

you could do some pretty cool things with a payload map

brave crown
#

yeah, and I'm also not opposed to properly implementing payload down the road either

nimble sierra
#

i'm just imagining a minewarfare style map

brave crown
#

Added a new map to the test server

desert crown
#

alright i give up

brave crown
#

on what

desert crown
#

i cannot get into it

#

im not familiar with this map

#

i can't capture it

brave crown
#

what??

desert crown
#

wait

brave crown
#

you're on the team that owns the point

desert crown
#

omg im fucking stupid

#

yeah

#

fucking

#

yeah

#

sorry

#

my bad

brave crown
#

:p

desert crown
#

๐Ÿ˜ฉ

brave crown
#

@desert crown you can use the -afs FILENAME switch to load a specific settings file

so, you'd make a shortcut to the Alpine launcher, append -afs spec_settings.ini to the target field

then clone your alpine_settings.ini file in your root RF directory and name it spec_settings.ini

#

i can vc for a couple of mins if you like

desert crown
#

sure

desert crown
#

ty btw ๐Ÿ˜„ ive set up all 3

#

Spectate
Speedrun
Normal (MP Playing)

#

im gonna allow myself to experiment with a lower sens on spectate again for freecam now that its all seperated

gaunt lotus
brave crown
#

got a sec to hop in?

thorny pumice
strong sluice
desert crown
#

Well you aren't ghost suspect

brave crown
#

ghostly mario

desert crown
#

Wut

brave crown
#

I did fix it, but it's not a fix I can deploy across the board because it will break a lot of existing maps. I can link it to a setting in level properties (like "Legacy Cyclic_Timers"), but I want to see first if there was a reason Volition did it this way. From what I'm seeing it just looks... arbitrary... but I can't see a thought process that would lead to them doing this arbitrarily lol

gaunt lotus
#

feels like something where they were like... we know this needs a lower bound of some kind, and we probably won't need anything to move slower than this, so that's the lower bound type thing

brave crown
#

yeah I guess, that's really all I can think of

#

but you'd think their low range would be like... 0.01? idk lol

gaunt lotus
#

yeah, dunno

brave crown
#

0.4 m/s isn't really that slow even. I could see in the stock game wanting gates or something to mover slower than that

gaunt lotus
#

do gates run faster with their knives out?

brave crown
#

until they run into a stuck door, yes

brave crown
brave crown
#

yeah, doing this "fix" without a legacy switch would mess with a lot of maps. This is from dm-deathrun, just sitting at spawn

#

all of these movers are "supposed" to move slower than they actually do, based on the config in the mover properties

gaunt lotus
#

do they move that slowly in the editor but faster in-game?

brave crown
#

movers don't move in the editor

gaunt lotus
#

ahh ok

#

amusing

crude oyster
# brave crown https://github.com/GooberRF/alpinefaction/issues/174 <@447137348162158593> so......

Very strange. Especially because the same limit doesn't seem to apply to roate in place movers.

After I posted the bug report I found an alternate methood to get the subtle bobing in water motion I was going for in this instance, by using rotate in place keyframe but moving the pivot point away from the object with a very small rotation degree, so it looks more like up and down then rotating, and I could make that as slow as I wanted.

Acceleration and deceleration also don't work if the speed is set to something that would be lower then the minimum velocity.

Glad it seems like an easy fix though, so I can do it the proper way down the road. There has been a few times now I've wanted a mover to go slower then RF would let me and just had to accept it or abandon my plan. ๐Ÿ˜

brave crown
desert crown
#

Regarding new DC map @brave crown

#

I think 3 would be better

#

i like the spots but i think one in the middle room would work

#

i see the one in the room but i just think the middle room would be a contestable point - i guess akin to Relic, but atm the lower one feels to protected and the upper one feels way less protected so

#

also i can't cap from above

#

but i can in exile on the boxes

#

i think one in here, take out the fusion

brave crown
#

The reason there wasn't one in the center room is because it's a connector between the other rooms - you need to go there and fight to control it anyway, there's no point necessary for that. Thought about putting one there but it felt just unnecessary tbh ๐Ÿ˜›

brave crown
# desert crown also i can't cap from above

That's intentional, mostly for intuitiveness - there's no outline visible up there and it's a distinctly different level so it would feel more than a little odd to cap up there, I think

desert crown
#

Just my own thoughts Prayge

brave crown
#

A middle contestion point (to me) feels like it would give you the room to pressure
I see where you're going with this and is is a good point, I'm just not sure it's... necessary? The reason you should always be pressuring the other point is because you want the points ๐Ÿ˜› and you need to control the mid section to do that - adding an extra point there seems like at least in theory it would make the gameplay more snowball-y :\

gaunt lotus
#

in theory you wouldn't need to cap both if you are outfragging the enemy team as well, right?

#

i forget if kills add to team score

brave crown
#

if you could capture 1 point and then outfrag the opponent and keep them from capping the other one yeah

#

kills don't add to team score, they add to player score though (so does capturing points)

gaunt lotus
#

hrm, well that could result in some tie or very unsatisfying games in 2 point maps

#

but it's true that it incentivizes pushing to get that 2nd point for at least some amount of time

#

i do also think that a 3rd point in center would likely just go to whichever team holds the hmg point... and you could just get good/lucky spawns at the start of the game on that side of the map

#

but i dunno, I think if you go for the 3rd point you probably also just go for the 4th point that we talked about @brave crown in the rocket/smg connector

brave crown
#

Yeah I think so

gaunt lotus
#

it's not a very big map though, so i dunno

brave crown
#

I wonder if it would be better to put the point where the AR is above the fusion ramp

#

in that corner

#

if there were to be a third

#

at that point it's less linked to the hmg point, and is more aligned with the mid point between the 2 other points, at least based on gameplay flows

brave crown
#

@crude oyster do you have a map where the rotation accel issue is obvious

brave crown
#

have these advanced options now, but I'd still like to test a known broken map if you have one. Also would you be interested in experimenting with this in a beta version to confirm the behaviour works correctly?

crude oyster
# brave crown <@447137348162158593> do you have a map where the rotation accel issue is obviou...

No I don't think I've ever used it because it just made the movers look broken or had no effect any time I've tried. The rocking boats in catan were the only other map I can recall at the moment wanting it, but just abandoned the accel and decel and put em to 0 when I couldn't get it to work right.

It's just the swinging bodies now in the graveyard remaster I'm working on that i really want it because the swings look pretty unnatural without it.

crude oyster
thorny pumice
#

I've not played the map in question to test, but as a rule of thumb you NEED 3 points/odd number of points in all of the maps for DC. In most games there is a "home" point for each team and a contested point. Perfectly normal behaviour. The team pushing gets rewarded for their effort with the extra points for the middle one.

#

Query on the spawn rules @brave crown

I know you have a toggle for the defenders to only spawn at linked spawn points...

  1. During setup, would you tick both blue and red team to spawn there, or are they overridden completely by the control point.
  2. If I have unlinked spawn points they have default behaviour?
#

I envisage a potential scenario where you have some default spawn points, but when a Control Point is captured it could enable new spawn points for the defenders in the area... can it also enable attacker spawn points?

brave crown
# thorny pumice Query on the spawn rules <@185856114506727434> I know you have a toggle for th...
  1. Doesn't matter, they're overridden when the point owner changes (in KOTH/DC, not REV. In REV they stay as configured)
  2. Yes

I envisage a potential scenario where you have some default spawn points, but when a Control Point is captured it could enable new spawn points for the defenders in the area
Yeah, that's exactly the model I had in mind when designing DC ๐Ÿ™‚

EDIT: Actually, the server shows a warning when trying to spawn a player if there are no spawn points available for them (ie. because their team doesn't own any control points, and the mapper had no spawn points other than those linked from the control points). The server will still spawn that player at a random point, but it's not the "proper" way for it to work. The mode is designed for the mapper to have some "normal" spawn points that don't rely on the owner of control points

can it also enable attacker spawn points?
not in KOTH/DC, but yes in REV.

If you really wanted to do that in KOTH/DC, you could in theory use an event system with When_Captured, Owner_Gate, and Respawn_Point_State to DIY it though

brave crown
# crude oyster Yeah I could beta test on graveyard remaster. Everything is already set up and w...

Awesome! I'll send you a beta to test. A few quick things though:

  • The changes only apply when the corresponding Legacy switch is turned off in Level Properties. When opening an older map, it will default to on (to maintain existing behaviour), so you'll need to turn the switch(es) off to test
  • Take a copy of the map to test this, and do not rely on that copy. This is still WIP and the way the data is stored in the rfl file may change. Normally I say it's extremely unlikely the changes I do will end up corrupting a map, in this case, it's more likely than not that the rfl file you test this with will be unplayable in the future, so please just make a copy to test with, do not use your "good" RFL file
thorny pumice
brave crown
#

of the zone? whatever the height of the trigger was

thorny pumice
#

Need to consider intentional/unintentional behaviour by different levels in the same area.

#

Ah ok cool I forgot the trigger.

#

๐Ÿ˜„

brave crown
#

๐Ÿ˜„

#

Yeah, the trigger isn't literally itself used for the capture zone (which is why the trigger properties apart from shape and dimensions are ignored), but it does build the capture zone based on all dimensions of the trigger object

wraith comet
#

I'd just really like to take a second to applaud how hard you're working to maintain backwards compatibility while also innovating with new features and fixes.

#

Most wouldn't even bother with the kind of work this takes lol.

#

I haven't done any project nearly as complex as Alpine, and even I know it's no trivial job to maintain backwards compatibility like this.

desert crown
#

I know we have a bunch of spawn protection stuff in AF like force RNG and "cannot spawn at last point etc" but is there anyway to enumerate a spawn cap? I feel like this is a long shot question but to be clear, let me show you 3 images.

#

all these people save the Guard in the corner spawned on top of each other within the same 1-2 second

#

is there anything we can do to prevent this ?

#

i.e. "no more than 2 people can spawn at X spawn within 3 seconds" or something silly like that

#

this is a 4th angle - indicating no one else in the above SS could have been there, 5 people spawned on top of each other

#

also idk whats going on but the amount of silenced pistols in my recording O_O

brave crown
#

Those are not silenced pistols :p

#

On the spawn question - in theory some super complex logic could be implemented.. but it's never going to help what you're seeing in that map to any real effect. That maps issue is the placement and count of the spawn points

desert crown
#

I got it but i thought we always have 8+ ?

#

here have a silenced pistol for your trouble ๐Ÿ˜ญ

brave crown
#

Oh - I don't know why it's showing that in fp spectate for that guy lol thats... Interesting o.o

brave crown
desert crown
#

I had it on several members not just him

#

I had it on Kerpal, "megumi" him, i think i had it on Axel at one point

brave crown
#

Also that maps spawn points were in very wide open places

#

Short of more/better spawn points, or a spawn delay, there's not much to do to help that map with 30 players :p

desert crown
#

i know but i figured id ask because its not fun for anyone - like, halloween havok for instance, everyone spawning in the corner XD

brave crown
#

Yeah I hear you, we just need to either avoid those maps, edit them, or add spawn points

#

I'm not a fan of overengineering solutions to problems when the only solution that would truly help the situation is clear (even if annoying) :p

desert crown
#

I get it

#

Id love to see edits to maps to compenstate higher numbers Prayge

#

but then also

#

this is only been a year of me spectating

#

ive no idea how long this has been a thing overall ๐Ÿ˜›

brave crown
#

Agreed, but maps like Halloween havoc are gonna be super tiny anyway

desert crown
#

oh always

#

๐Ÿ˜›

#

im losing my mind NOOOO

#

its literally everyone ๐Ÿ˜ญ

brave crown
#

Yeah I'm curious why that is

desert crown
#

ive had to give up and use it in atleast one shot but eugh

gaunt lotus
#

hmm

#

i wonder if we can reproduce it

#

maybe it depends on what you do when/around spawn time

#

like m1 vs m2 spawning

#

@desert crown when they shoot under spec, does the silencer go away for that shot?

desert crown
#

nope

gaunt lotus
#

or do they fire a silenced weapon from your pov? does the sound change?

desert crown
#

sec

gaunt lotus
#

i wonder if this is also maybe a weird quirk of the spectate being clientside... the client must be for some reason thinking that the enemy pistol is silenced

desert crown
gaunt lotus
#

ok so normal pistol sound but silenced pov

#

I would guess this is a problem with whatever determines the spectate fpgun then

desert crown
#

its weird like i remember we had it many many months ago now

#

but it hadn't really happened since then

#

till last night

#

maybe its people running AF 1.1 (stupid i know) but it wasn't silenced on bateman, who is running 1.2

#

(i think he was at that point anyway could be wrong)

#

but even Ed had a silenced pistol so

#

w/e ig

brave crown
#

@desert crown there's no chance that you had the silencer turned on in sp before you joined the server, during the same game launch....right?

desert crown
#

never opened SP on that launch

#

opened the game purely to go MP

brave crown
#

Kk

brave crown
#

@crude oyster first off, thx for testing the new mover functionality ๐Ÿฅณ

On the travel time thing with decel... thnaks for noting that - it is both an issue in and of itself, and made me aware of another issue with the accuracy of the travel time... it's accurate with the version you have, as long as you don't use accel/decel at all, and it's because the game for some reason calculates the speed of the mover based on the total travel time without considering accel/decel lol. So, if you use accel/decel, it drifts by 50% of the total time of the accel/decel. I'm working on a more robust fix for thhis which incorporates accel/decel in the overall velocity calculation, so that the functionality will be as it should be - namely, the accel/decel time is included in the total travel time and the velocity reflects that

brave crown
#

@crude oyster I have a new build for you to test out and confirm everything works as it should. Will DM it to you

It fixes:

  1. Decel for translation movers meaning they slow to 0.0 m/s and stop entirely. I'm now imposing a hard minimum velocity of 0.001 m/s... which is effectively 0, but won't stop it from finishing its route.
  2. Travel time for translating movers was wrong with accel/decel set (as I described above). I'm now calculating the velocity correctly, based on the rule that the specified travel time should include the accel/decel times, plus any "full speed" time in between accel/decel.
  3. Ping Pong Infinite now works properly for rotating movers (this was strictly a Volition bug - it always should have worked properly, but they had a logic error in the stock code)
  4. Loop Once and Loop Infinite now work properly for rotating movers. Previously, Loop Once/Infinite with a rotation degrees < 360 just continued looping for 360 degrees anyway. Now it works as expected, and like translation keyframes do - ie. rotation degrees 90 and Loop = rotate 90 degrees, then snap back to the start

(same as before, please do not use this on a "good" rfl file, just a test one to avoid any potential corruption/data loss... though I'm not expecting any, but just to be cautious)

#

All of these fixes only apply when the corresponding legacy switch is turned off, of course, same as before. I did simplify the labels in level properties now though, since it's not just velocity and accel behaviour being fixed now.

zinc quiver
brave crown
zinc quiver
#

thank you, reinstalling fixed it

limpid comet
#

@brave crown are UI modifications/additions completely done using the built-in RF functions? you don't use a separate overlay for anything?

brave crown
#

correct

limpid comet
# brave crown correct

thanks, RF:G has some similar functions, though I'm not sure the UI system is as simple as RF1 considering most of it is parsed from vint_doc files. either way, it'll be fun to experiment with it.

brave crown
# brave crown <@447137348162158593> I have a new build for you to test out and confirm everyth...

Was beneficial to sleep on this lol

I have a bit of an issue with my logic. It shouldn't be that the travel time is the single source of truth and the accel/decel fall within it, it should be that the travel time is the travel time, but if the accel/decel takes longer than the configured travel time, the travel time is extended to fit the the accel/decel. That makes the math far earlier and predictable for mappers

#

if the accel+decel fit within the travel time (which the mapper really should do lol), it's the same thing. Travel time = accel + decel, with full speed for the delta between travel time and sum of accel+decel

brave crown
#

here we go. It's impossible to properly handle having a mover with total travel time 10 seconds, but accel and decel both 8 seconds... the accel and decel need to fit in the travel time. So now, if this "fix" switch is turned on (default on for new maps, default off on existing maps for compatibility), when the map is loaded, the travel times will automatically be adjusted so they are at least as long as the accel+decel, so they function as the mapper would have expected

brave crown
#

Ok finally fixed the issue where if a mover decelerates to 0 m/s it freezes and can't move again lol. Mover functionality should be squared away now ๐Ÿฅณ (awaiting IAC's testing)

crude oyster
brave crown
#

Hm. Maybe a good point lol

My usual bias is towards granularity because it puts more control in the hands of the mapper.... But it probably doesn't serve an actual purpose here. Could just consolidate it all into a switch labeled "new movers" lol

brave crown
crude oyster
# brave crown Hm. Maybe a good point lol My usual bias is towards granularity because it puts...

Yeah especially when all the old behaviour could still be created with the new movers by just not putting in speeds below 0.4m/s, not using accel and decel on rotating movers, using loop to replicate what ping pong used to do on rotating movers and putting 360 degrees to replicate what loop used to do on rotating movers. ๐Ÿ˜› No functionality was lost, just less derpy and more accurate to use now.

brave crown
desert crown
desert crown
#

@thorny pumice you don't see the timer? im chadding it out on run servers now

desert crown
#

@brave crown figured id check Prayge just incase u had fixed it yet xD

brave crown
#

the rfsb you're using is identifying itself as a 1.2 client - there's no way for me to fix that :p

#

what rfsb is it? the latest version (5.1.4 I think?) should work perfectly

desert crown
#

neither the non hacked version and the "don't show as player" one seem to be up to date ๐Ÿ™

brave crown
#

afaik this should work

desert crown
#

well thats fun

#

same install location but only fixed one of them

#

XD

#

(i know why dw, jsut fun)

brave crown
#

#1376930844597551146 message

to expand on this - I can't allow joins from what appears to be a RF 1.2 client, because they lack the logic for the new gamemodes. They have to be denied

desert crown
brave crown
#

that program should not exist

desert crown
#

i disagree

#

I like that i can sit in a server and not take up a vote

#

i think its problematic that i can take up a vote as a browser

brave crown
#

huh?

i think its problematic that i can take up a vote as a browser
Of course it is - that's what I'm saying ๐Ÿ˜›

#

the one that intentionally lies to servers does take up a vote

desert crown
#

the hacked one is the one that doesn't.. do that..

brave crown
#

"normal" browsers do not

desert crown
#

no..

#

the reason i have the hacked one is so i do not take up the vote

#

thats the entire purpose

brave crown
#

you have that logic reversed

#

I guarantee, 100%

desert crown
#

wait..

#

what..

brave crown
#

Alpine detects browsers in the same way to reject joins in KOTH mode as it does to exclude them from voting

desert crown
#

WTF

#

SINCE WHEN

brave crown
desert crown
#

HOW

#

i swear to fucking god when i got that one a year ago it was the other way around

#

idk what fucking dejavu time loop jump this is

brave crown
#

since the "hacked one" has existed - it serves literally no purpose other than to report false information to servers. It should not exist, it is literally malicious software lol

desert crown
#

but that was not the case a year ago

brave crown
#

There's a reason it is not on FactionFiles for download ๐Ÿ˜›

#

:p when you use RFSB 5.1.4 you can join fine, just with the RFSB that reports itself as an RF 1.2 client you are denied

desert crown
#

i can't remember who sent me that

#

but i swear to god im not making this up

#

my reasons for having both were true once..

gaunt lotus
#

if that hacked client reports itself as a 1.2 client, then what you are saying would literally never be true

desert crown
#

you can not believe me its fine

#

but i remember my purpose for having both a year ago