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0.75 Discussion

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Re: 0.75 Discussion

Postby LimitedWiKi » Thu Mar 15, 2012 10:05 am

kinda the same with u tGM when i go to shot some on they teleport away some where else and u ofen die from it. but i like when u die u kan see people
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Re: 0.75 Discussion

Postby GreaseMonkey » Thu Mar 15, 2012 10:45 am

Stupid crash bug (note, I use Wine, so your mileage may vary, but this doesn't look like a Wine bug).

Code: Select all
[12:47:30] <@GreaseMonkey> ok, going to spill this crap here, ben might need to look at it
[12:47:38] <@GreaseMonkey> there's a couple of crashes that happen
[12:47:52] <@GreaseMonkey> this one is the one which happens when you're spectating and switching through players
[12:48:07] <@GreaseMonkey> as opposed to that really really weird shit that was happening on minit US
[12:48:38] <@GreaseMonkey> 0x424454 (note, assuming regular module base is 0x400000, as it is in XP and under, as well as on Wine)
[12:49:10] <@GreaseMonkey> attempting to read 0x00000001
[12:49:22] <@GreaseMonkey> opcode is movzx ecx, BYTE PTR [eax+0x1]
[12:49:30] <@GreaseMonkey> meaning it's loading a char into an int
[12:49:43] <@GreaseMonkey> the leadup is this
[12:49:54] <@GreaseMonkey> mov eax,ds:0x16b0954
[12:50:01] <@GreaseMonkey> mov eax,DWORD PTR [eax]
[12:50:03] <@GreaseMonkey> and then the movzx
[12:50:46] <@GreaseMonkey> currently this is pointing to 0x00505B04
[12:51:02] <@GreaseMonkey> which, of course, is 0x00000000 (NULL)
[12:52:40] <@GreaseMonkey> i'm going to look into that under normal operation
[12:59:13] <@GreaseMonkey> this pointer appears to have something to do with rendering the level


The bug which was disected in depth can be reproduced by dying on a fairly populated server and switching between players with left click. I recall the game would actually freeze when I was screwing around with one of the pre-releases, and I was the only player on the server on my team or something along the lines of that.

I'll have to look at my IRC logs to recall what the other really weird crash was. But yeah, this can be fixed (albeit hackishly) by checking if a particular pointer is NULL and simply returning gracefully; however, I haven't established the exact use of that pointer yet. It changes when I move around, and that's pretty much all there is to say on the matter.

Crash bugs aside...

Click-drag building is awesome. Just wait until you've seen it used on a babel server, or you've had to make a cahir. It seems to be a tad unreliable on pyspades though :(

Speaking of cahirs, here's how I make them:
1. Build two of the legs.
2. CDB between them at the top of the legs.
3. CDB across the two corner points.
4. Repeat #3 until you have the right dimensions.
5. CDB the remaining 2 legs in.
6. Get on top of the cahir, and build a pillar at a corner.
7. Build across the cahir in a straight line at the top of the pillar to a corner.
8. CDB to complete a box.
9. CDB to fill in as much of the cahir's back as you like.

Not sure how great sprinting is but I tend to get rubberbanded when I use it. This isn't pyspades-specific.

I've noticed some nasty lag spikes... oddly enough, GH2 was MUCH worse than Minit US, resulting in everyone disconnecting.

Unlike not-spectate mode, spectate mode actually allows you to cycle through players properly WITHOUT crashing! YAY!
It's basically all a spectate mode really needs to be, though it is kinda vomit inducing if you're trying to chase someone down with the camera and you have to go up and down through low ceilings and narrow areas. But hey, I'm not complaining.

Now, if only it were possible to have a "fly" flag, THAT would make build servers much more fun :)

Come to think of it, why isn't TDM a vanilla server mode? It shouldn't be hard to implement, especially when you're implementing it as a hack on top of CTF like in pyspades.

Anyhow, an idea for reducing the AoS size: have a common DLL file for stuff common to the client and the server.

It would also be interesting if you were to actually NOT strip the symbols from server.exe... we could see some interesting vanilla server mods :D (plus it should be nicer on the CPU than pyspades, considering that the vanilla server is mostly C and possibly ASM)
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Re: 0.75 Discussion

Postby LASTofS » Thu Mar 15, 2012 3:08 pm

What do you guys thing of using CDB in Babel?

Also, Dany0 and I made a video of what we could possibly build with CDB. Here.
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Re: 0.75 Discussion

Postby GamingFTW » Thu Mar 15, 2012 4:37 pm

My Opinion


The update was meh and good at the same time.


Spectator mode, It maybe useful some times but not a lot.
Sprinting, I don't like it that much, I mean its not quite that fast, But I really don't like it because when your going down a hill you don't pick up that much speed because your just going then stopping because you fall 1 block.
Sneaking, I like it, I feel that It might be useful for a lot of stuff.
Controls! this is what I do not like, Sprinting is shift, So you could accidentally press shift when you want to crouch, and Then the V for sneaking is far away. I know can change it though.

Gun changes, I don't use shotgun or SMG much at all. I use rifle, But I think Ben nerfed the rifle, I am not quite sure, but I think so, I find it harder to get headshots, If this is true I want to changed back. I think the game was completely fine without it!

Id give it a 3/10.
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Re: 0.75 Discussion

Postby IrishElf » Thu Mar 15, 2012 5:30 pm

Okay, now that I've had a day playing it I can leave my opinions;

Sprinting: Overall, I really like this. But, as [I believe it was tGM] mentioned; Rubber-banding. I'll sprint out towards somewhere and wind up where I started and one block lower into the ground. Another thing that confuses me, sprinting downhill is somehow the slowest method I can find for going down one.

Click/Drag building: Absolutely love it. I see a lot more fortifications and thousands of times the massive imposing forts. Though, it is buggy and will randomly eat blocks without actually placing them.

Weapon changes: Ehhh. Didn't change balance all that much from .7. Although, it seems like rifle is having trouble with bodyshot damage. Sometimes it might be 4, others 3. Shotgun has more spread from what I've seen which is awesome. Also, block damage; Rifle at 2/block doesn't bother me but the nerfed smg seems silly with now easily repaired forts...

New sounds: Love them, pewpewpewpew.

Finally, just figured I'd point out I've also seen the reload bug potassium pointed out. Ran out of ammo, went to refill and got stuck with zero in the clip until I died.
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Re: 0.75 Discussion

Postby UNDERCOVER » Thu Mar 15, 2012 7:40 pm

I am LOVING this update, every aspect of the update is epic, however, so many people are hating the spectator mode, the sprinting and click and drag building.

BTW, is anyone else (at this moment) lagging like crazy on servers?
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Re: 0.75 Discussion

Postby HaloWarLord711 » Thu Mar 15, 2012 7:54 pm

i really like this update,excepts for the wave spawning,it ruins everything
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Re: 0.75 Discussion

Postby Galaxy » Thu Mar 15, 2012 7:59 pm

UNDERCOVER wrote:BTW, is anyone else (at this moment) lagging like crazy on servers?


Yeah, most of the people that I've spoken to in game are dealing with the same thing. Even if your ping is low, you'll still have some strange things happening (falling through the ground, enemies randomly teleporting, rubberbanding, bullet hits not registering, etc). I like some of the new stuff, but this seriously feels like a 0.53 rehash to me. It wasn't like this in the RCs (at least not in RC10), I'm not sure what happened between then and now, it's only been like a week lol...
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Re: 0.75 Discussion

Postby UNDERCOVER » Thu Mar 15, 2012 8:03 pm

Galaxy wrote:
UNDERCOVER wrote:BTW, is anyone else (at this moment) lagging like crazy on servers?


Yeah, most of the people that I've spoken to in game are dealing with the same thing. Even if your ping is low, you'll still have some strange things happening (falling through the ground, enemies randomly teleporting, rubberbanding, bullet hits not registering, etc). I like some of the new stuff, but this seriously feels like a 0.53 rehash to me. It wasn't like this in the RCs (at least not in RC10), I'm not sure what happened between then and now, it's only been like a week lol...
In the Beta servers, I never lagged at all, but this is just lag city deluxe, I can barely walk without getting teleported. x]
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Re: 0.75 Discussion

Postby Moltrox » Thu Mar 15, 2012 8:57 pm

I like everything except the new masterserver, the bullet hitting a block sound is somewhat weird, but what was the worst thing IMO was that I wasn't getting as much kills as in 0.70 with the rifle, apparently the mouse sensitivity was increased, so the default is now faster than the default in 0.70, I'll see how can I get the sensitivity from 0.70 and everything will be better. :)
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Re: 0.75 Discussion

Postby TheOperator » Thu Mar 15, 2012 10:28 pm

Ben
Change weapons back
74 for head shot is too much for SMG, 51 was just fine, nobody thought SMG was underpowered
Shotgun spread is too wide now...I don't know why you did this, nobody complained about shotgun being overpowered



I have no clue why you decided to do these things, but shotgun is nor pretty much useless and SMG dominates the game.
Most people I have talked to so far all agree and want .70 weapon damages back (including rifle taking 3 shots to destroy a block)


I also think two hits to destroy a block with the spade is too little, but it hasn't seemed to affect gameplay too much.
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Re: 0.75 Discussion

Postby ChaosTLW » Thu Mar 15, 2012 10:31 pm

TheOperator wrote:Ben
Change weapons back
74 for head shot is too much for SMG, 51 was just fine, nobody thought SMG was underpowered
Shotgun spread is too wide now...I don't know why you did this, nobody complained about shotgun being overpowered



I have no clue why you decided to do these things, but shotgun is nor pretty much useless and SMG dominates the game.
Most people I have talked to so far all agree and want .70 weapon damages back (including rifle taking 3 shots to destroy a block)


I also think two hits to destroy a block with the spade is too little, but it hasn't seemed to affect gameplay too much.


SMG 75 point damage for headshot has been around since the SMG Buff Update
I agree that the spread on the shotgun pretty much turns it into something useless.
I prefer rifle taking 3 shots to break a block,but I can live with 2 shots,as with 2 spade hits to destroy block
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Re: 0.75 Discussion

Postby Yakkers » Fri Mar 16, 2012 12:10 am

TheOperator wrote:nobody complained about shotgun being overpowerered

Please tell me you're joking.
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Re: 0.75 Discussion

Postby Fluttershy » Fri Mar 16, 2012 12:17 am

Yakkers wrote:Please tell me you're joking.


Yeah but noone cares about them because they were probably saying the rifle was overpowered as well.
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Re: 0.75 Discussion

Postby DownloadFailed » Fri Mar 16, 2012 1:03 am

Nice update. But there is a rather annoying bug I've noticed with the SMG. Not sure what causes it, but after lots of crouching/shooting/reloading/sprinting, I occasionally find myself unable to reload my weapon. If I still have at least 1 bullet left, I can take out my shovel, swing it a time or two, and then be able to shoot my gun again. But if I have NO bullets left and this glitch occurs, no matter what I do, I can't get a clip back and I'm stuck with an empty gun. Not sure if this happens with the semi or the shotgun. Also, it's kind of annoying when every time I close the game, a new tab opens up in my browser to the updates section of the website. Don't like that very much.
Otherwise, all in all, I like the update.
Last edited by DownloadFailed on Fri Mar 16, 2012 1:22 am, edited 1 time in total.
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