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> 0.17 - 1.0f Style Flags, Faster Bullets, Egg-shaped Movement
Tjoppen
post Jun 30 2006, 09:53 PM
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The time has come again. I'll announce it on the frontpage as soon as we get a couple of mirrors. As always, a couple of promotional screenshots would be nice.

Installer:
http://files.filefront.com/Battle_Grounds_...;/fileinfo.html
http://games.internode.on.net/?page=fileli...iledetails=2649
http://www.halflife2.nu/filarkivet/?id=166
http://downloads.inquisitionmod.co.uk/file...s2/bg2-0.17.exe
http://tomdon.net/downloads/hl2/BG2/bg2-0.17.exe
http://www.obswesttex.com/bg/bg2-0.17.exe
http://bgmirror.slashbunny.com/bg2-0.17.exe

Zip:
http://bgmirror.slashbunny.com/bg2-0.17.zip (uploading atm)

Code:
soon

Changelog:
CODE

0.17 - 20060630
1.0F style flags added
fixed crash bugs
melee should work slightly better with high latency
american and british voice commands updated
new menu music
new menu background
new map added: bg_skirmish_lms
most remnants of hl2 hud removed
damage indicator is smaller and below crosshair
flag capture centerprint removed due to redundancy with flag hud
more props
updated face materials
phong shading added to player model materials
fixed spectator mode
fixed cheating in last man standing mode
added simple text indicator for last man standing. use cl_draw_lms_indicator to hide
smoke doesn't fly through walls any more
bullet velocity increased by 44% to 1200 fps, or 365 m/s
number of ragdolls can now be limited clientside. use the following cvars:
  cl_ragdoll_maxcount - global maximum amount of ragdolls
  cl_ragdoll_staytime - lifetime of each ragdoll
added or implemented two cvars to control backward/sidestepping speeds for "egg-shaped" movement
  sv_backspeed - what factor of forward speed is backward speed?
  sv_sidespeed - what factor of forward speed is sidestepping speed?
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Goatblower
post Jun 30 2006, 10:27 PM
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QUOTE(Tjoppen @ Jun 30 2006, 10:53 PM) [snapback]22163[/snapback]


fixed spectator mode



Tjoppen, I will have your babies biggrin.gif
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Forlorn_Hope
post Jun 30 2006, 10:38 PM
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(Just as a note, because of the increased muzzle velocity of firearms, you will now have to change the amoung you lead people by. Also, the game won't feel so "paintball-ish". Next goal is to ditch the red streaks that make them act like tracers xD)


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lasershock
post Jun 30 2006, 11:18 PM
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hey cool, need to check this out again.
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tomdon
post Jul 1 2006, 12:13 AM
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Mirror:
http://tomdon.net/downloads/hl2/BG2/bg2-0.17.exe



I have a few screenshots as well, but there all of bots sad.gif.

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gRanTeLbArT
post Jul 1 2006, 06:06 AM
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from what I heard playing the 3D server for a while a lot of people dislike the fact that backwards and sidestep speed is so slow now. maybe the default factors slow it a little too much (isnt it backspeed = 60% and sidespeed 80%?)

also, some maps shouldve been updated to work properly with the new flag system

This post has been edited by gRanTeLbArT: Jul 1 2006, 07:36 AM


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jackx
post Jul 1 2006, 07:43 AM
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I'll only be able to play this starting tomorrow, but I don't like the very idea of making some of the core gameplay variables into server variables - how about a sv_reloadtime as well, and maybe sv_weapon_accuracy and such, so that bg2 will play completely different on each and every server?

Movement speed values will need extensive testing, and so perhaps it is ok if they are left adjustable in this version, but they should be locked again once appropriate values have been found.


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tomdon
post Jul 1 2006, 08:00 AM
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Just tried it for the first time, I am ok with the speeds. Although I expect there will be complaints from some people.
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Cyris
post Jul 1 2006, 08:22 AM
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ok what is meant by "1.0F style flags added" and can i use the svn version.
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jackx
post Jul 1 2006, 09:00 AM
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1.0F style flags means that the old sytem of overloading and uncapturing flags is introduced again.
Simply put, a flag remembers which players have captured it, and should all players who have captured it die, it reverts back to neutral status. To prevent this, you can overload a flag by simply touching it once your team has captured it, which will add you to the list of players having captured that flag.
Also, touching any enemy flag will revert that flag back to neutral status immediately.

This rewards coordinated play, as mindless rushing risks loss of flags through player death, and also leaves you wide open to "uncap" runs, whereby an enemy (officer) slips past and then reverts all the flags in the rear to neutral, rendering the entire assault void.


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gRanTeLbArT
post Jul 1 2006, 09:09 AM
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cyris, update your svn version, then use the tortoise svn export function to export all the files (without copying all the .svn.base or whatever extensions they have, these weird files that make the bg2-svn folder so big O_O)

oh and, jackx, you shouldve mentioned that of course, the old bg2 flag behaviour can also be used by setting a variable in the flag entity


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Cyris
post Jul 1 2006, 09:12 AM
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ah i already sorted that out, except i just copied it and renamed it and the name of the game in the info file, it works fine, just like you said all those annyoing svn files in there.
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Flask
post Jul 1 2006, 10:38 AM
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Nice update, Tjoppen. wink.gif
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Tjoppen
post Jul 1 2006, 11:28 AM
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QUOTE(Cyris @ Jul 1 2006, 09:12 AM) [snapback]22189[/snapback]

ah i already sorted that out, except i just copied it and renamed it and the name of the game in the info file, it works fine, just like you said all those annyoing svn files in there.


You can remove the .svn folders.

QUOTE(gRanTeLbArT @ Jul 1 2006, 09:09 AM) [snapback]22187[/snapback]

cyris, update your svn version, then use the tortoise svn export function to export all the files (without copying all the .svn.base or whatever extensions they have, these weird files that make the bg2-svn folder so big O_O)


Ah, I never knew that. I've just copied and removed .svn folders.
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Cyris
post Jul 1 2006, 11:37 AM
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yeah i removed alot of em but got board so left some in there.
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Goatblower
post Jul 1 2006, 12:05 PM
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The slowing of side stepping is definately noticeable.

Just wondering why every new update seems to remove some of the attributes that assist melee?

Pre 0.15... yes melee was fast and completely unrealistic, but you can't deny it was bloody good fun

Imo this attempt to continually increase gun effectiveness (vis reducing melee effectiveness) is removing some of what makes BG an original game to play.

There's plenty of FPS games out there where people can just camp and shoot, please don't make Bg another.
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jackx
post Jul 1 2006, 12:25 PM
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If anything, the movement speed change should add more depth to melee and make it more challenging... "glide backwards and stab first" may be fun, but it gets old after 5 minutes, and after another 5, you've gotten as good at it as you're ever going to get.

Yes, that's an exaggeration, but I found the melee combat to be bland and boring, because almsot every single fight was exactly the same - you hardly noticed you were playing against different people at all, could've just as well been bots with slight variations in their behaviour.

It's not so much an attempt to increase gun effectiveness (in fact, it has no impact on gun effectiveness whatsoever, since you can charge just as fast as you could before), but to add depth to melee... it should be just as easy to not get hit, but you'll have to go about it differently, and, more importantly, how to do it will change a lot based on your surroundings and the overall situation.

The movement values may currently be off and the desired effect thus not yet being achieved, I can't really comment on that, as I can't play it on this comp.

As for camping - it's not effective at all in bg, and was even less so in bg2. An organized defense was and is still a good way to launch a counter attack, but unless you play offensively (assuming it's not a boring bg_campthefuckoutoftheotherteam assault style map), you won't win.
Hasn't ever stopped people from camping, though. This is a player issue, not a game issue at heart - a rational gamer would hardly ever find a reason to camp... campers and people playing (purposely) worse than they could do are annoying, but unless it's on your own server there's little you can do about it.


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gecko
post Jul 1 2006, 02:24 PM
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http://downloads.inquisitionmod.co.uk/file...s2/bg2-0.17.exe
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Popkov
post Jul 1 2006, 03:50 PM
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I hope the slowed down side stepping dosent make it harder to dodgebullets sad.gif, I bet it will though.. oh well will see whether it works well or not, Most people will probably get used to it smile.gif

I can see it having large effects on the melee power of the knife as using it head on in melee almost always requires alot of sidestepping.

This post has been edited by Popkov: Jul 1 2006, 03:51 PM
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Cyris
post Jul 1 2006, 03:56 PM
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now it is a lot harder to dodge bullets, and other incoming meele attacks
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gRanTeLbArT
post Jul 1 2006, 06:12 PM
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QUOTE(Popkov @ Jul 1 2006, 05:50 PM) [snapback]22208[/snapback]

I hope the slowed down side stepping dosent make it harder to dodgebullets sad.gif, I bet it will though.. oh well will see whether it works well or not, Most people will probably get used to it smile.gif


increased bullet velocity certainly does


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Stephenishere
post Jul 1 2006, 06:51 PM
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Heres a download link,

http://www.obswesttex.com/bg/bg2-0.17.exe
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Popkov
post Jul 1 2006, 08:30 PM
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After playing this version with others, It seems to me that the guns are far too good now (excluding the pistol which seems worse). Its easy to hit a target as they move so slowly around alot of the time, and when being attacked headon, the person coming towards you can do very little to avoid being shot pointblank.

The sword seems alot better, the bayonet a bit less and the knife also a bit better. Teamwork is also quite essential now as if you go off by yourself your bound to die, most likely from being shot or taken down by enemys moving in 2's or 3's. I think this version is going to take alot of getting used to, but we will get there eventually i think smile.gif
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UgLyPuNk
post Jul 1 2006, 10:45 PM
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Hi Guys,

Australian Internode Mirror Up
http://games.internode.on.net/?page=fileli...iledetails=2649

This post has been edited by UgLyPuNk: Jul 1 2006, 10:46 PM
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fludblud
post Jul 2 2006, 06:43 AM
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this update ROCKS, especially for a high pinger like me that i can now actually melee someone and it registers! same with shooting, higher bullet velocity means that shooting is so much more reliable which means im now getting high scores! smile.gif

the slower starfing is a welcome change as people no longer look like ballerinas in a melee battle and it makes line formations much more effective now that one guy cannot zig-zag with insane speed, dodging all the bullets and singlehandedly screw up the line.

teamwork is now essential as i saw in the +]3D[+ server a few hours ago where lines and well timed rushes now have a greater impact on the game as a whole.

thumbs up to the BG team! (though we still need reloading animations)

This post has been edited by fludblud: Jul 2 2006, 06:44 AM
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