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 Post subject: GVHv3b5 - Released!
PostPosted: Sat Jun 25, 2011 4:04 pm 
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This is the official topic to post all feedback in about GVHv3b2 (or later) and related files.
Its been uploaded on Wadhost already and it'll probaly get its own page on Cutstuff when Cutman finds the time and fixes his computer problems. :P
Edit: Whats taking so long to make/update a page for GVH, Cutman? Oh well atleast this will do.

Current download links:
http://wadhost.fathax.com/download.php?view.34 (Contains Yurei Battle and Santa as well.)
Also found on Oblacek:
GVH: http://oblacek.sh.cvut.cz/bin/GVHv3b5.pk3
Santa: http://oblacek.sh.cvut.cz/bin/GVHv3b4-santa.pk3
Yurei Battle: http://oblacek.sh.cvut.cz/bin/GVHv3b4-yurei-battle.pk3

Previous betas:


Here's the changelist:
Spoiler:
GVH and Santa

Changelist GVHv3b5:
Global:
None. No updates on Santa or Yurei Battle where needed right now either.

Humans:
Hunter's Normal Bow arrows now last almost twice as long on the ground, unlike magic arrows.
Hunter's Normal Bow magic attack damage has been somewhat reduced.
Hunter's magic now shows the correct obituaries.
Engineer's Saws now make sound when disappearing by any means.
Ghostbuster's Bone Cannon can now be held like a Lightning Bow, but without the movement delay. Note the high ammo cost though.
Cyborgs now have a very small cooldown for firing after using the Jetpack normally.
Cyborg now takes a bit less damage from Stun Balls.

Ghouls:
Creeper's Stun Balls now have more constant damage. New stun damage formula vs Cyborg.

Other:
Hunter Bot's special improved. His Ice arrows are slower too.
GVH's internal README.TXT updated with tons of information regarding classes and tactics. (If anyone ever reads Readme's at all. :P)
Various map changes for balance and bugfixing:
GVH01 - Forbidden Forest: GVH01's LMS music no longer conflicts with the Last Round music.
GVH03 - Wagi Caves: The new middle tunnel is now Creeper only.
GVH05 - Winter Haunting: More climbing spots on the outside ledges.
GVH07 - Dark Station: Doors now stay open when using switch, instead a shutter closes the window area.
GVH16 - Two-Sided Techbase: Switched starting zones. Humans start near the white teleporter.
GVH18 - Solanid: Removed crates, made more space and moved around some crates.
GVH19 - Aztec: Put the teeth closer to eachother so Jitterskulls no longer get stuck.
GVH21 - The Other Side: Made the red and grey area exit/entrances slightly larger.
GVH25 - Raider's Den: Added creeper tunnel at fence. Made map brighter.
GVH30 - Strange AEons: Made wooden frame passage at tunnel wider.
GVH34 - Moonlight Glade: More climbing paths, lowered stone platforms, slightly less cover.
GVH35 - Ghoul March: Added a little more cover and obstacles. The bridge has been removed.
GVH37 - Mountainside Storage Facility: Doors stay open, removed some obstacles.
GVH38 - Ghostbuster HQ: Removed tons of boxes. Doors stay open, poison gas is now airborne.
GVH40 - Nostalgic Memories: Fixed some missing textures.

----------

Changelist Rainbow Edition:
Not yet updated!

Global:
-

Humans:
-

Ghouls:
-

Other:
-

----------

Changelist Capture The Fallen:
Not yet updated!

All:
-

GVH is still subject to change, and feedback is highly encouraged as it will make things a little easier, as not all things can be succesfully tested on bots. :P

Please put any bugs you see in here as well with if possible, an image (ImageShack is exellent for image hosting), and all the details you can offer, such as (if that applies) how a bug is reproduced, where on the map the bug is (you can turn on the map overlay or make a second screenshot of the in-game map), and anything else important.

Though if im around in a game of GVH i guess you could give me any bugs and/or feedback there as well. This topic will do fine for any questions as well. And its highly appreciated if people host it so i can get alot more feedback. I'll probaly host this frequently as long as it needs testing.
Edit: Well this topic should work out for feedback about the official release too.


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 Post subject: Re: GVHv3b2 Beta
PostPosted: Sat Jun 25, 2011 4:13 pm 
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Joined: Fri Aug 21, 2009 10:31 pm
Posts: 969
Location: The Netherlands (AKA Holland)
Medals: 2
MM8BDM Extender (1) GVH Engineer (1)
Hmm... What happened to your post LlamaHombre? I'll post my reply anyway.
Quote:
Hey dont complain untill you've tested it, its not THAT bad, thats why it needs testing, alot of it! Trust me... Heck he's my favourite class and im really good with him as well, i know what im doing. If all else fails some changes can get reverted to normal, its still a beta.

Hope i didnt click anything unintentionally...


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 Post subject: Re: GVHv3b2 Beta
PostPosted: Sat Jun 25, 2011 4:15 pm 
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Joined: Mon Nov 15, 2010 9:19 pm
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Location: It's the heart that really matters in the end
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CarThief wrote:

Spoiler:
Global:
-Achievements have been fixed and should work correctly.
Cool.
-Setting 'timidity_byteswap' to true should disable Creeper pop ups. They are enabled by default, still.
This will not interfere with the mechanic at all if disabled. This is a client-side setting. Like how loud you put your music.
YES! YES! YES!

Humans:
-Marine now has 250 Machinegun ammo.
Ken would like this.
-Cyborg's Jetpack dash no longer makes him invulnerable at some points.
A good nerf, I never noticed it.
-Engineer's Nailgun now does a bit less damage but is faster. Altfire damage reduced a bit.
Okay?
-GhostBuster: Ammo reduced to 150, ammo costs ajusted accordingly, Blood Spreader deals less damage.
Good, ghostbuster needed a nerf.
-Hunter: Lightning bow deals slightly less damage to some ghouls, and now has a longer cooldown after use.
There goes my fun.
-Hunter: Normal bow now enables the Hunter to fire a free arrow that is drawn incredibily slowly and doesnt spawn ammo.
Nice!
-Santa: Snowgun altfire ajusted. Main fire made slightly faster with less damage like the Engineer's.
Good, but Santa needs to be as powerful as the engineer.
-Santa: Archievements dug up from old times have been added!
Cool?

Ghouls:
-Jitterskull has his attack range reduced and a longer cooldown after missing.
Fuck.
This needs good testing vs human opponents, along with some Human changes.

Other:
-Various things fixed. Box trap in the Docks now is escapable.
Never noticed, but nice fix.
-Fixed some missing textures. Tell me if you find any!
Alrighty then!



EDIT: Just to let you know, I deleted my post to make this list of opinions.

Jitterskull is my favorite class as well, because he was the easiest class to aim with!

Hopefully he still is, because I can't test right now!


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 Post subject: Re: GVHv3b2 Beta
PostPosted: Sat Jun 25, 2011 4:21 pm 
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Joined: Fri Aug 21, 2009 10:31 pm
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Location: The Netherlands (AKA Holland)
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MM8BDM Extender (1) GVH Engineer (1)
Oh, and with slightly less damage more specifically i mean Jitterskull on full HP takes hmm... I think 2 hits before dieing, leaving him at a measely 10ish hp. Frostbite takes less damage but still dies on the same amount of hits like before. Requiring Hunters to change their tactics a little to not have a guaranteed Jitter obliterating tactic, weaknesses are fine, but it got a little overboard considering attacking is his weakness in that aspect.

Now this just needs a fair bit of testing, i've already put up a server. :P


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 Post subject: Re: GVHv3b2 Beta
PostPosted: Sat Jun 25, 2011 4:21 pm 
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If Jitterskull takes more than 2 lightning arrows, Hunters are screwed! I'm surprised you nerfed Jitterskull of all things though, maybe that will balance it out..


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 Post subject: Re: GVHv3b2 Beta
PostPosted: Sat Jun 25, 2011 4:24 pm 
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If Frostbite is weak to fire, Jitter ought to be weak to ice or something.


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 Post subject: Re: GVHv3b2 Beta
PostPosted: Sat Jun 25, 2011 4:25 pm 
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MM8BDM Extender (1) GVH Engineer (1)
Only works on full HP, if its really that bad, it can be changed, but i'd rather test this first.

Edit: So far so good on the results in-game. Though there havent been any Lightning using Hunters around much who aim atleast half-decently. Neither any Hunter vs Jitter on top tier levels goin' on yet.
More feedback is always welcome if any change is wished at all, because i'll probaly leave it as is to some extent if no feedback gets provided!

Oh, and 2-hit kills on a Jitter with a railgun on any range just seems... Eh... Poor Jitterskull. Throwing in a ice or fire arrow to finish it off seems better, either that or have a teammate wound it. Its a team(work) game after all.


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 Post subject: Re: GVHv3b2 Beta
PostPosted: Sat Jun 25, 2011 10:50 pm 
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... I'm afraid of what GVH could become... I hope these changes help "balancing" the game... Really...
I'm afraid of Hunter/Jitterskull being so hard to use... since it seems like their attacks (the most I use: lightning) are hard to use now... I mean maybe they need more timing, which makes me suck with it cause I always have 1 sec delay...
So ping/hitscan > anything u.u But everything happens for good reasons (? Anyway I'm sure this will improve the gameplay :)


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 Post subject: Re: GVHv3b2 Beta
PostPosted: Sun Jun 26, 2011 2:38 am 
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Joined: Thu Dec 09, 2010 9:50 pm
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You need to do something about sjas and sr50. It's pretty op combined with sjas's massive damaging screams.

Also, about the maps some of them need to be removed or revamped. Namely GvH40 and the two maps you made. The thing wrong with GvH40 is that it's TOO GOD DAMN BIG. Like seriously, that map is a trolling creepers paradise. The things wrong with your two maps is that they look exactly the same, there's nothing unique about them. Except one of them has a messed up skybox. Overall, I think you should really consider removing some of the newer maps seeing as most of the playerbase don't like them.


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 Post subject: Re: GVHv3b2 Beta
PostPosted: Sun Jun 26, 2011 3:51 am 
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Joined: Fri Aug 21, 2009 10:31 pm
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Location: The Netherlands (AKA Holland)
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MM8BDM Extender (1) GVH Engineer (1)
Hmm... Yes couldnt think of much about Sjas without crippling him in the process. Though someone suggested a longer cooldown on his scream attack after use, kinda what i did on the Hunter's Lightning bow. Hm... Who knows, he needs all his qualities yet they can be too much.

As for the maps, meh, no idea about removing any, doesnt seem too needed. Though the skybox thing was probaly her doing long time ago, in a half-decent server there should be mapvotes possibily (unless of course they think people are going to abuse it).
I've never seen GVH40 be that much of a problematic map regarding Creepers, its just hard to navigate sometimes. Im not even sure if its entirely my business to remove maps other people voluntairly made for GVH, speaking of, i'll definetly need to fix the new White Out map with its crazy spawns.

Perhaps i should improve my older maps that she added someday, but currently im way too busy with these changes and whenever i find the time, to fix some new said to be tricky content.


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