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Re: Hideous Destructor 4.7.0a

PostPosted: Sat Nov 20, 2021 11:21 pm
by Eric_
Did today's changes to jumping reintroduce that problem of encumbrance being applied twice over? At 856 bulk I can sprint at full speed but jumping is almost completely useless, especially with the slowdown on landing.

Re: Hideous Destructor 4.7.0a

PostPosted: Sun Nov 21, 2021 6:59 am
by Eric_
This commit didn't actually change sprinting speed at all, because of the sprinting cap that I reported a few weeks ago. No matter how high you increase those numbers in pl_ticker, you can't sprint faster than 26 km/h at maximum height under normal conditions. The previous values were already trying to exceed this cap, so the increase should probably be made there rather than to the base sprinting values.

Re: Hideous Destructor 4.7.0a

PostPosted: Fri Dec 03, 2021 10:44 pm
by Abba Zabba
The new operator responses are quite useful, particularly for the main purpose of quick identification to minimize casualties, but also as an alternate option for levels that have many marines that clog the log (pun intended) when you ask for a check in. However, it's hilarious how not only dead operators are able to call out, but also operators that have been turned to mush. Other than that contradiction, I would recommend bumping the delay for a response up to a second so not every sweep of the view, muzzle or otherwise, so that the player isn't spammed from having to quickly look around often.

Do you plan on adding the berserk messages to a cvar, or will they stay static as is?

Re: Hideous Destructor 4.7.0a

PostPosted: Sat Dec 04, 2021 2:15 pm
by Matt
Oops, fixed.

I considered the delay but decided against it because any meaningful delay and it would be useless because a hostile would have already shot you by then.

Leaving them static as is.

Re: Hideous Destructor 4.7.0a

PostPosted: Wed Dec 08, 2021 11:20 pm
by Abba Zabba
Luckily it's easy to comment out.

Is there any intended means of being able to mitigate or avoid altogether the new berserk withdrawal (beyond leaving the level?) The blackout effect is neat, the immediate choke of making the player feel like death warmed over is a good counter to how powerful berserk is, but the mandatory 5 minutes of trudging and shaking is so brutal that I find little point to bother using berserk anymore, besides specific key scenarios, usually at the end of the map. I'd have thought that a stim or blues (particularly the soothing calming effect of blues in the particular instance of heart attacks) would make it manageable until it finally leaves your system entirely, but this is far from the case. Am I missing something, or is there no way at all around it, even a little?

Re: Hideous Destructor 4.7.0a

PostPosted: Fri Dec 10, 2021 2:50 am
by Matt
Even this duration is already stretching my suspension of disbelief, while remaining barely playable.

I think stims should help a little at least.

Re: Hideous Destructor 4.7.0a

PostPosted: Tue Dec 14, 2021 12:37 am
by Abba Zabba
Seems the new font fix broke text wrapping for Ugly as Sin messages for various items, while also ignoring user set colors.

I agree on the duration of positive or negative drug effects not being over in a flash, it was just a case of having next to no point (at the time) for the sheer cost of player capabilities on withdrawal, rather than any sort of bodily damage from even optimal berserk use (which is to say all wounds are managed prior to withdrawal.) A pleasant side effect is that blue magic heals just a bit better, more in line with what it already does for stamina.

Re: Hideous Destructor 4.7.0a

PostPosted: Tue Dec 14, 2021 5:54 pm
by Matt
I think this would best be addressed on Cali's end since right now the revised function does nothing but display a string.

That said, I did widen the display to something like 80 "m"s and I have no idea how the maximum looks.

I might rethink berserk's role in all this. It should still be scary and very much a "sometimes" medicine, but its cost/benefit is really out there now...

Re: Hideous Destructor 4.7.0a

PostPosted: Wed Dec 15, 2021 7:07 am
by Abba Zabba
While the blazing fast regeneration of berserk sort of functioned as a kind of spirit armor in the past (I can't remember when exactly spirit armor was added, but I remember berserk providing this from way back,) I can see it being mellowed out in that area to nerf it a tad. Not sure how else you want to go in making it 'cost' more, but maybe build on that new, neat blackout + slowdown effect, so that if you don't have a plan for immediate hazards that could encroach on you, then you're screwed, but not too long so as to run back into an incap-adjacent situation of stumbling around for 5 minutes after withdrawal.

Forgot to mention, the new message string update missed the % note bit at the bottom of medikit scan results.

Re: Hideous Destructor 4.7.0a

PostPosted: Wed Dec 15, 2021 2:31 pm
by Matt
Fixed the stim mitigation so that it actually affects the heartrate effect which is the worst part of the zerk downtime.

Re: Hideous Destructor 4.7.0a

PostPosted: Fri Dec 17, 2021 8:17 am
by Abba Zabba
Not sure what exactly this is, but recently (probably around the time of gravity rework? Perhaps it made it more apparent and it existed before) I've noticed this periodic stutter to player movement only in terms of view or mouse movement; chasecam is unaffected, and while using the chasecam or automap, you can see normal player movement from point to point is smooth and normal. I thought this was some kind of brace check gone wrong, but I haven't had any behavior pinpoint what it is. It seems to reset through some means not too long after I notice it. I can make a demo if need be, but I opted not to since it's easy to describe. Using sub 1 values with the i_timescale command makes it easy to notice once it's present.

Edit: had an array access out of bounds error causing a soft crash, on a herp hack attempt: had a max index of 1, current index of 2. Reloaded a save and tried hacking the same bot from various areas and the error did not reoccur.

Re: Hideous Destructor 4.7.0a

PostPosted: Fri Dec 17, 2021 12:00 pm
by Matt
Next time it happens please copypaste the text (you can do it in GZDoom there's just no cursor or highlight) - without seeing the line of code involved I can't really do anything with the report.

As for the other thing, I think I might've seen that while using the rifle while berserk, but I don't know for sure if it's the same thing without seeing video. [edit: and now i can't replicate it lol]

Re: Hideous Destructor 4.7.0a

PostPosted: Fri Dec 17, 2021 12:45 pm
by Abba Zabba
I usually use that logfile command but I forgot. Never had an out of bounds array error from bot hacking before. Would hd_debug being on produce any helpful info for the aim stutter bug in particular? I'll give it a try at least.

Re: Hideous Destructor 4.7.0a

PostPosted: Fri Dec 17, 2021 7:30 pm
by Matt
Turns out the HERP hacking script on its own already has plenty of room for an out-of-bounds error.

Should be fixed now.

Re: Hideous Destructor 4.7.0a

PostPosted: Sat Dec 18, 2021 6:18 pm
by Matt
I think I may have fixed a stutter related to gun bracing/movement. If this problem had only come up while under the influence of stim, I think this would have been it.