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eddi
PostPosted: December 29, 2009 12:05  Reply with quote
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duncan wrote:
Ow someone remind me please, there was an issue regarding german keyboards and the console key not working (due to different layout iirc). Which key would be the console on german boards?

Thanks!


That would be this key here ^ - but to be honest, it never worked for me in any source game when I checked "Enable developer console". As a workaround I start the game with the -console cmd line argument and bind toggleconsole to F12 instead. Hopefully this answers your question ;)
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John Long Zorro
PostPosted: December 29, 2009 16:47  Reply with quote
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duncan wrote:
John Long Zorro wrote:
You can't disable the laser sight without dropping it altogether
By design, whats the point of running around with a disabled laser/silencer? Might add this feature some day.

I don't think this is an issue with the silencer (though CS:S players would probably disagree), but the laser sight is different because of its visibility. I just got killed several times in the last game because my enemy would see the laser sight. I think overall players would want to turn it off in hiding and in tight spots and only flick it on when they need it. Do you think it would be too disadvantageous to be able to turn it off, as in, do you devs consider it a payoff?

Wouldn't be a bad idea to be able to bind it!

duncan wrote:
John Long Zorro wrote:
The sniper zoom effect feels too pronounced.
Zooms in too far or something?

The zooming effect feels too violent, yeah. It's kind of to the point where it's disorienting. Did you guys slow down the ROF of the sniper rifle, btw?
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duncan
PostPosted: December 29, 2009 18:12  Reply with quote
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John Long Zorro wrote:
Do you think it would be too disadvantageous to be able to turn it off, as in, do you devs consider it a payoff?
Wouldn't be a bad idea to be able to bind it!

Payoff is not the problem, it was just never considered worth dev time. I made a todo item out of it though, it will be picked up soon.

John Long Zorro wrote:
The zooming effect feels too violent, yeah. It's kind of to the point where it's disorienting. Did you guys slow down the ROF of the sniper rifle, btw?

No weapon balance figures have been changed since EP1. I'm still unsure on what you want with the sniper zoom. We added the zoom-transition effect, which adds a little delay between zoom levels. Also with some of the bigger maps I made the zoom level a little stronger. Have not played with the sniper like this though, so dont understand what this "violent effect" is, sorry.
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CherryPhosphate
PostPosted: December 29, 2009 20:37  Reply with quote
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I'm not sure having a disable toggle on the laser sight is a good thing - the extra visibility of it is the penalty for the benefits of using it.

If you want to stop the beam without dropping the sight you can change to a non-lasersighted weapon (such as shotgun/knives) at the cost of having to weaponchange back to your uber-accurate pistol.

Also why add an extra keybind for such a minor thing?

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eddi
PostPosted: December 29, 2009 21:02  Reply with quote
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Did a brief playtest and this is what I found, might already be known.

- Cannot stand up properly or not at all after a dive onto a non-planar surface
- Also cannot roll on non-planar surfaces
- MP5 and Beretta do not display the fire mode on change
- When joining you see a model spawn and die
- Cannot stand up or roll when landing near a wall after a dive still there (performed an update before joining the server)
- Load-out screen saves the weapons previously selected but you have to select them again to be able to press the action button
- Every few shots from any pistol the screen flips 180 degrees on the Y axis for a frame - got a screenshot of that if needed

And that recoil effect when shooting is a bit annoying since the screen tilts up and down for about two frames - but that might be just my taste.
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duncan
PostPosted: December 29, 2009 22:04  Reply with quote
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CherryPhosphate wrote:
... lasersight ...

Well, since toggling on an off will the the same amount of time as switching weapons, I dont see the problem. It's fine with me either way, and if adding a console command makes someone happy, then why not :?
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duncan
PostPosted: December 29, 2009 22:06  Reply with quote
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eddi wrote:
[getting stuck on stunts]

Is one of out major focus points at the moment.

eddi wrote:

- MP5 and Beretta do not display the fire mode on change
- When joining you see a model spawn and die
- Load-out screen saves the weapons previously selected but you have to select them again to be able to press the action button
- Every few shots from any pistol the screen flips 180 degrees on the Y axis for a frame - got a screenshot of that if needed


Added to the list. Please do upload that screenie, every little bit helps! Thanks.
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eddi
PostPosted: December 29, 2009 23:40  Reply with quote
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duncan wrote:
Please do upload that screenie, every little bit helps! Thanks.


No problem, in fact I got three screenies.

Normal view: http://maennertechnik.net/normal.png
What was behind at that point (not exactly 180 degree turn): http://maennertechnik.net/behind.png
And what it looks every once in a while when shooting: http://maennertechnik.net/shooting.png
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eddi
PostPosted: December 31, 2009 14:45  Reply with quote
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Since there is hardly anyone on the AHL2_OrangeBox server whenever I check I thought it would be cool if I could be notified when there is actually someone playing. As the Steam server browser cannot do this I wrote my own server browser and thought I'd share it with you if anyone's interested.

What the tool does:
- Check the registry to find out where steam is installed
- Check for and parse the masterservers.vdf file to know where to query
- Check for and parse any found gameinfo.txt and liblist.gam files below the steam install directory
- Display every valid filtering option including a dropdown list of all games found in your steam directory
- Query the master servers for games fitting your filtering options and subsequently every game server found
- Display the results in a table
- Show a notification (balloon tip on the trayicon) if there is any active player
- Do the above every x minutes (default is 5 minutes, can be changed in the trayicon context menu)
- Can be minimized to the system tray to not eat up taskbar/superbar space

What you should know:
- If either Steam is not installed or the masterservers.vdf file is not found it will notify you about that and just close
- You need the .NET Framework 2.0
- Since this is the first version there might be unhandled exceptions

To download just click this link: http://maennertechnik.net/sgsq.zip
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duncan
PostPosted: December 31, 2009 15:49  Reply with quote
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Nice, I was thinking of adding this kind of funtionality to the updater tool. Make it into more of a launcher.
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eddi
PostPosted: December 31, 2009 16:04  Reply with quote
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duncan wrote:
Nice, I was thinking of adding this kind of funtionality to the updater tool. Make it into more of a launcher.


Thanks. Just fixed a bug with closing the app while the list is still updating. I might look into adding the rest of the server browser functions (player list and such), speeding things up and launching the game directly from the tool next year ;)
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duncan
PostPosted: December 31, 2009 18:28  Reply with quote
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All this next yr stuff. Now share me the source code!
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Sykes
PostPosted: December 31, 2009 20:37  Reply with quote
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if all the testers joined a steam group.. wouldnt you see them come and go out of the test server ? via friends?!

just an idea? but awesome idea on server browser :D

hlsw rules also
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John Long Zorro
PostPosted: January 01, 2010 3:48  Reply with quote
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Joined: 04 Oct 2009
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The 31st build was pretty buggy, we had a lot of the following:

Major issues:
Intermittent exception crashes
Stealth slippers not working
Silencer didn't intermittently work
With all pistols, shooting near enemies makes bullets pass right thru (major!)
Collision issues with player models (passthroughs, models-within-models, knives go thru etc)

Minor qualms:
Stunt has a violent yank feel to it
The sniper has lost quite a bit of ground to other weapons with the smaller ROF and the violent, slow zoom effect, not sure if it's nerfed but it's getting there
No visual feedback in the player model selection menu

Pluses (!):
Getting up is smooth and nice
Stunt-stucking fixed, excellent!
Menus look very cool and work
OB you so purdy
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duncan
PostPosted: January 01, 2010 11:21  Reply with quote
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Thanks for the detailed report. Obviously something wrong with the new hit and bounding boxes. Or with the dlls :)
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John Long Zorro
PostPosted: January 01, 2010 14:28  Reply with quote
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Joined: 04 Oct 2009
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I've got a suggestion for KetchUpdater, actually.

How about the inclusion of simple changelog-like messages, like, "tried to fix collision issues in build 2015", "added more sauce". One sentence if something's worth mentioning type stuff.

That way you'd know what you're getting when you update. I know it's more work for you guys and I don't expect verbose changelogs or anything, but it'd be helpful to know, broadly, what's going on when you update your files. Would also know what to look for if there are outstanding issues.
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Kissamies
PostPosted: January 01, 2010 18:21  Reply with quote
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If you dive in an online server, the view jumps for a fraction of a second. Distracting until you can get used to it. Can anyone confirm this?

Also, the handcannon blast is powerful enough to shove around those wrecked cars on Corrugated. Not necessarily a bad thing, just pointing out.

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John Long Zorro
PostPosted: January 01, 2010 18:43  Reply with quote
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Kissamies wrote:
If you dive in an online server, the view jumps for a fraction of a second. Distracting until you can get used to it. Can anyone confirm this?


Yeah, confirmed.

I'd also like to mention a few things about the new object pickup system, that is, using crouch to pick up weapons. It's probably better than having to press use, but thing is, with knives, you have to crouch-jump to be able to pick them off walls. That was pretty amusing to discover and absolutely ludicrous once people caught on to it.

Also, when you drop your knife, it only spawns just one knife that then 'contains' all your knives. There are several implications about dropping them one at a time instead or alternatively spawning a pile of knives when you drop them, but I think logically speaking that would be better.
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eddi
PostPosted: January 01, 2010 19:00  Reply with quote
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Kissamies wrote:
If you dive in an online server, the view jumps for a fraction of a second. Distracting until you can get used to it. Can anyone confirm this?


Can also confirm this. If possible, remove it - it's just plainly annoying. On the plus side the stand up after a dive problems seem to be gone for me as well as the view flipping up 180 degrees every few shots.
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Kissamies
PostPosted: January 01, 2010 19:32  Reply with quote
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John Long Zorro wrote:
I'd also like to mention a few things about the new object pickup system, that is, using crouch to pick up weapons. It's probably better than having to press use, but thing is, with knives, you have to crouch-jump to be able to pick them off walls. That was pretty amusing to discover and absolutely ludicrous once people caught on to it.

Oh yeah, that. Maybe it would be better if both ducking and pressing use worked. Also people might like it better if it applied only to unique items and weapons, except for knives and grenades. Ammo could be picked up just by walking over it. Of course, a little complicated for a noob to understand if it is not explained.

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duncan
PostPosted: January 01, 2010 19:55  Reply with quote
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Kissamies wrote:
If you dive in an online server, the view jumps for a fraction of a second. Distracting until you can get used to it. Can anyone confirm this?

Known and being fixed as we speak

Kissamies wrote:
Also, the handcannon blast is powerful enough to shove around those wrecked cars on Corrugated. Not necessarily a bad thing, just pointing out.

Thats by design :) I wanted the handcannon to be like our very own phyrics cannon. You can kill people by shooting big physics objects at them with the handcannon. The metal filing cabinets and some of the carts that are in a bunch of maps are very useful for this purpose.

John Long Zorro wrote:
I'd also like to mention a few things about the new object pickup system, that is, using crouch to pick up weapons.

I dont know of any new pickup system :? Its not a feature, its a bug. Probably a pickup think function not being set properly.
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eddi
PostPosted: January 01, 2010 20:38  Reply with quote
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About the server browser I mentioned 14 posts above: get the new version at http://maennertechnik.net/sgsq.zip - by double-clicking a game in the list you'll directly launch into that game. And you don't even have to start Steam beforehand.
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John Long Zorro
PostPosted: January 01, 2010 20:38  Reply with quote
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Hahaha, really? :D

Yeah, you can only pick up weapons and ammo if you crouch atm. Thought it was by design!
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Kissamies
PostPosted: January 01, 2010 21:17  Reply with quote
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I thought it was intentional too :D

I think I have suggested such a thing before. Mainly after picking up too many berettas from dead people when I was trying to save room for akimbo colts.

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duncan
PostPosted: January 01, 2010 21:20  Reply with quote
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For that I'd like a setting, allowing you to choose between auto pickup and manual pickup. Leave it at auto to spare the newbies.
Seriously though, unless one of the other devs has done something, I dont think we changed anything about weapon pickup, and I havent noticed it when playing either.
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