Vice Underdogs

Archive => Vice War 8: Renegade's Strife => Archived Events => General Discussion => Topic started by: GangstaRas on December 09, 2019, 09:02:25 am

Title: Vice War 8 Public Beta Results
Post by: GangstaRas on December 09, 2019, 09:02:25 am
First of all let me thank all those that came out and participated in the peak moments of Vice War 8 Public Beta. The team has received quite the positive feedback from you, the participants, on the development thus far and the scale of work that have went into this project. It warms me that the community is well appreciative of the effort we've put into this and I personally had a lot of fun with the aerial warfare that went down. Infact, I'm happy that no one has had any complaints of an imbalance of power or felt the game was impossible to make a comeback with. Those who don't have helis have Bomber Planes, those who don't have neither have RPG, sniper, nades and enough trees to hide behind lol. Was a real treat to be fighting in that mix.

We are not done yet, in the coming weeks a lot of finishing touches will be made to unfinished sections of the map and also your suggestions that we will try our best to work on. Expect more updates starting the end of this week, where I will be more available to direct the process.

Let me take this time though to formally address some issues and suggestions made in order of priority:



Issues




Suggestions

We've received quite a number of suggestions during the event, some of which we hope to take on. Some are flat out impossible, but we welcome guidance on how to rectify such if you as an experienced scripter yourself have found a way to pull it off.

One suggestion that was made as an example was to make enemy players appear on the map only when they shoot. Current VC:MP limitations doesn't allow for a player to be on the radar for some and off for others (i.e. consistently on the radar for his teammates yet off the radar for enemies).

Another suggestion was to have a top down view on the Bomber Plane you can toggle when you want to bomb. We plan on looking into this but as the gamemode is set in a fashion where anyone can spawn Bomber Planes and so on at any given point in time, we don't know how much of a load this would put on the server to process everyone, something we will investigate but the concept is very doable.

At the moment checkmarkers aren't on checkpoints, this will most definitely be added....when we figure out the bugs to do so in Java.

And other map additions to make the Ship accessible, it goes without question that those will be added, the beta is just a test of the script to find bugs as well as understand how well the server holds up. Also at the moment a fix must be employed to the autokick system in that even if you remain still after seeing the warning message, you will be kicked. That's not how it should be, so we working on that too.

Keep your suggestions coming, we are listening. Place them in the Suggestions board.



So with all that said, we hope to see you for the final event. The public beta is still open if you want to have a party or just want to check out the map. It's serving in both areas at the moment.

Use /reportbug to report any bugs in the script or map whilst you're ingame, we get the message to our Discord channel where we handle each report. Helps us greatly to track what's wrong rather than informal talk that we as humans can forget about.

Title: Re: Vice War 8 Public Beta Results
Post by: ripmemes on December 09, 2019, 10:34:54 am
Greetings, I noticed that the bomber plane's rotors are immobile, which really doesn't seem to be aesthetically great, it can be fixed with ease at the modeller's end.
Title: Re: Vice War 8 Public Beta Results
Post by: GangstaRas on December 09, 2019, 11:07:37 am
Greetings, I noticed that the bomber plane's rotors are immobile, which really doesn't seem to be aesthetically great, it can be fixed with ease at the modeller's end.

It is a limitation of VC engine itself. So a fix would make one blade alone able to spin. We had planned on moving to a Rustler but it had some collision model issues, couldn't sit on the ground without drifting away no matter what we did or tuned. Will look back at it when free time allows but that's the story regarding that
Title: Re: Vice War 8 Public Beta Results
Post by: klein. on December 09, 2019, 02:02:03 pm
There were two more issues I noticed:

1- Blue players were not able to spawn heli's at their helipad because there was already a heli or the place wasn't clear. But in fact there was no vehicle near the helipad.

2- Map issues: there were some glithces throughout the map. Like the mining site A and some near the bridge or down the mountains.

Suggestions:

1- Mines. If this is possible, adding land mines in this vicewar would make it more strategic and fun. When they're concealed on the ground, upon walking or shooting them will cause them to explode same as grenade.

2- FBI Rancher. The FBI Rancher is more fast in speed and handling and a well made for a group of people. And its suits the gameplay more. I think it should be either replaced with BF Injection or added into the game.

3- Custom skins for blue and red.
Title: Re: Vice War 8 Public Beta Results
Post by: GangstaRas on December 09, 2019, 03:46:42 pm
There were two more issues I noticed:

1- Blue players were not able to spawn heli's at their helipad because there was already a heli or the place wasn't clear. But in fact there was no vehicle near the helipad.

2- Map issues: there were some glithces throughout the map. Like the mining site A and some near the bridge or down the mountains.

Suggestions:

1- Mines. If this is possible, adding land mines in this vicewar would make it more strategic and fun. When they're concealed on the ground, upon walking or shooting them will cause them to explode same as grenade.

2- FBI Rancher. The FBI Rancher is more fast in speed and handling and a well made for a group of people. And its suits the gameplay more. I think it should be either replaced with BF Injection or added into the game.

3- Custom skins for blue and red.

Some glitches are lag based, the map doesn't have holes to fall through as far as I'm aware whilst running around. Other glitches are due to incomplete work on collision files. The mining site buildings are edited versions of GTA SA structures. We reuse the collision file however thats not been edited to match what you see, so you will get things like invisible object type of bugs around that side. Well aware of them and will definitely fix when I get the time.

In regards to the Helipad, by script, both helipad and plane spawnpoints are checked for obstructions to prevent players from spawning a heli/plane that's just gonna blow up due to collision with another object present like a troll spawning a vehicle in the way. Also prevents congestion in the case of the planes especially that need to be driven out of the Hangar. We are a uncertain why it failed in the manner it did at blue's base but we are led to believe its a sync issue of vehicles and afk players.

Land mines were a thought, but we believed its implementation would lead to a very frustrating war. Remember that everyone would have this ability. To drive to a checkpoint only to be blown up 10 times over without much chance to avoid them is tickling too much on the unbalanced side of things. Plus, we believed the remote nades served the purpose fair enough in a balanced way to not stress ourselves over implementing it. You can line up nades, hide in the bush and wait till someone unsuspecting passes by to blow them up, rather than lay a land mine, forget about it then rack kills without much cunning effort on your part.

FBI Rancher is a consideration but let it be known that all the land vehicles currently will be getting a retuning to be able to better handle the landscape. The Bus will be a brand new model designed by me to enable passenger shooting (simple stand/crouch and shoot), also the carrier helicopter will be a gigantic Pavelow type bird you carry teammates in if I can do that one. Whats there right now are placeholders mainly in that regard.

Custom skins, I welcome offers to me via Discord of some options, they jus have to meet the requirements that they're working, of an army type model and dont look bent up and stretchy ingame due to bad bone structure. Message me on Discord about that one, and provide example images and/or vid clips of it in action

Discord: GangstaRas#4180
Title: Re: Vice War 8 Public Beta Results
Post by: ferrari32 on December 09, 2019, 06:56:54 pm
The map itself is too blocky, land combat will be more luck than skill because of random blocky hill hp falloffs. No markers for blue and red base set, and they're identical and both give warnings when airborne. Driving a car or bike doesn't make sense since you can't look uphill, you keep looking straight ahead into the hill, meaning you may as well be driving blind. Hills and edges need to be smoothed out.
Title: Re: Vice War 8 Public Beta Results
Post by: GangstaRas on December 09, 2019, 08:16:30 pm
The map itself is too blocky, land combat will be more luck than skill because of random blocky hill hp falloffs. No markers for blue and red base set, and they're identical and both give warnings when airborne. Driving a car or bike doesn't make sense since you can't look uphill, you keep looking straight ahead into the hill, meaning you may as well be driving blind. Hills and edges need to be smoothed out.

Changes for the next edition