Partixel
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| Joined: 13 Apr 2011 |
| Total Posts: 400 |
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| 12 Jul 2015 08:55 PM |
An update to the TRA Fort Normandy goes live tomorrow morning ( GMT ), here is the change log:
1. Added smooth terrain ( Water, volcano, iceberg ) to replace the old water
2. Changed the trees out for two new variants
3. Several fixes to the flag system ( Smoke changes colour to match team, some other minor bugs )
4. Added a bunker and ladder around the teleport onto the mountains to prevent teleport killing
5. Added two cool guys with pathfinding ( they always end up near the main flag for some reason, I tried to fix it for like 6 hours :( )
6. Changed the health bar to colour based on your health, e.g. Red when low, Green when high
7. Enabled streaming to hopefully reduce some lag ( Will be removed if it ends up causing more problems then it fixes )
8. Added a duck to the river ( Talus, *cri* )
9. Changed car lights to be neon
10. Fixed doors into the TRA base not working for visitors / allies
11. Kill bricks to prevent raiders getting into the TRA base / on the mountain directly above the TRA base ( Find another way up )
12. Added a Revolver to the crates as there was previously only one pistol ( High damage / slow fire rate )
13. Balanced the guns:
Replicator - Now does more damage, a decent mid range weapon
FourSix - Weaker but fires faster
Silenced - Less damage and less range then the replicator, but much faster fire rate
Theory - Higher damage, range and accuracy then the Replicator but slower fire rate and less ammo
Type_15 - Similar spread, higher damage and damage drop off is much more significant, much less range but a very decent ( less then two shot kill ) close range weapon
Model_89 - Much higher damage ( less then two shot kill at long range ), very decent long range weapon
14. Ammo GUI no longer says "REL" when reloading, instead displays the ammo increasing
15. Guns now use my Surge 2.0 engine which should hopefully bring better performance and allows me to fix bugs without sending changes via DrDrRoblox - This change means the guns use completely different scripts but should feel exactly the same ( Dr was very adamant that they felt the same )
Modules used:
TerminalLib ( Flags ) - http://www.roblox.com/TerminalLib-item?id=260654662
Surge 2.0 ( Guns ) - http://www.roblox.com/Surge-2-0-Setup-item?id=192481520
There may be some other minor stuff that I missed but that is the main gist of things. If you have any suggestions / bugs you want to report feel free to post them here although I won't be reading anything here because it will more then likely be a bunch of spam and trolls.
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iBlakers
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| Joined: 21 Nov 2009 |
| Total Posts: 3852 |
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Partixel
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| Joined: 13 Apr 2011 |
| Total Posts: 400 |
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Partixel
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| Joined: 13 Apr 2011 |
| Total Posts: 400 |
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| 12 Jul 2015 08:57 PM |
| Blame Dr for any unfair advantages TRA get - I tried to remove them but he cried irl |
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| 12 Jul 2015 09:00 PM |
| He cried because you two split. |
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Partixel
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| Joined: 13 Apr 2011 |
| Total Posts: 400 |
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| 12 Jul 2015 09:01 PM |
| Keep Normandy but get the builder in TRA to rebuild it |
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Avack98
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| Joined: 07 Aug 2011 |
| Total Posts: 632 |
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| 12 Jul 2015 09:02 PM |
| Shane, no one was supposed to know yet! |
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55Altair
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| Joined: 18 Oct 2008 |
| Total Posts: 6272 |
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| 12 Jul 2015 09:06 PM |
| Still no fix for random spawning even with bunker flag? |
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Partixel
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| Joined: 13 Apr 2011 |
| Total Posts: 400 |
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| 12 Jul 2015 09:08 PM |
If you mean spawning at the furthest captured flag from your starter spawns, then that's not a bug, we've done that on purpose.
If you don't mean that then screenshot plz. |
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| 12 Jul 2015 09:08 PM |
"Still no fix for random spawning even with bunker flag?" It's because there are multiple spawns and you don't have something to choose where to spawn |
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55Altair
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| Joined: 18 Oct 2008 |
| Total Posts: 6272 |
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| 12 Jul 2015 09:12 PM |
"It's because there are multiple spawns and you don't have something to choose where to spawn"
if (bunker flag here).Captured.Value == BrickColor.new(raidercolor) then boatspawn.TeamColor == BrickColor.new(unused color here)
and another line that disables beach flag if its owned while bunker is owned
when V O I D and BDS raid TRA we always have to reset to spawn at bunker |
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Partixel
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| Joined: 13 Apr 2011 |
| Total Posts: 400 |
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| 12 Jul 2015 09:12 PM |
I WORK FOR FREE GUYS, SIGN UP BELLOW THIS LIGN:
---------- no ---------- |
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Partixel
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| Joined: 13 Apr 2011 |
| Total Posts: 400 |
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| 12 Jul 2015 09:14 PM |
| As for the flag spawns, we were planning on something along those lines however we as a group decided against it because Normandy has always had this spawn system. I may change it somewhat so if you own both the beach and the bunker flag, you don't spawn in the raider boat spawns, but I don't think spawning at the bunker only will ever happen. |
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| 12 Jul 2015 09:19 PM |
| Hope to see good things from this. I hope you do a better job than I did at deving the place |
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Partixel
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| Joined: 13 Apr 2011 |
| Total Posts: 400 |
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| 12 Jul 2015 09:25 PM |
| I'm a noob so it'll probably end badly :( |
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| 12 Jul 2015 09:30 PM |
These updates look promising.
-sub-a-dub-dub- |
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Partixel
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| Joined: 13 Apr 2011 |
| Total Posts: 400 |
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| 12 Jul 2015 09:38 PM |
| I'll keep trying to make the fort fairer for raiders but it may come in small amounts as Dr is rather adamant in keeping the fort as it is. |
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| 12 Jul 2015 09:40 PM |
Make sure that duck is special
talus :(
GJ ej |
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seliso
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| Joined: 30 Jan 2011 |
| Total Posts: 6443 |
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| 12 Jul 2015 09:44 PM |
| why not rebuild Normandy?? |
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rhinguin
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| Joined: 02 Aug 2009 |
| Total Posts: 15922 |
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| 12 Jul 2015 09:45 PM |
please dont nerf silenced
silenced is so bad now if its worse than replication |
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