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Jai Nollan On-Line Testing (v0.94)

Posted: Fri Apr 22, 2005 3:36 pm
by eddie
I will be hosting GT-1: Jai Nollan for some online testing all night tonight.

Server is GT1:JaiNollan0.94
No pass

New is 0.94:

- some new stuff
- street signes so you will not get lost
- bug fixes (all barels now explode)
- server is on 1.3 patch

Download 0.94 at:
http://www.gametoast.com/modules.php?op ... tit&lid=98

Image

Re: Jai Nollan On-Line Testing (v0.94)

Posted: Fri Apr 22, 2005 3:49 pm
by Rends
eddie wrote:I will be hosting GT-1: Jai Nollan for some online testing all night tonight.
...
- server is on 1.3 patch

...
sad i was just going to play it online...but no way to install beta1.3 patch because of my german version.

Posted: Fri Apr 22, 2005 4:40 pm
by eddie
oooh, sry rends, good I got uk version which works fine for now with 1.3

Posted: Fri Apr 22, 2005 5:28 pm
by Saturn_V
Rends, did you see someone posted that it worked with the Italian version ?

Posted: Fri Apr 22, 2005 5:54 pm
by Rends
I don´t know what the italian guy did to make it working but at least it won´t work with the german version.

Posted: Fri Apr 22, 2005 6:00 pm
by [SFI]Arthenik
I saw the guy playing with me he said he managed to make it work... I think he changed his lang version in a text file or something. Too bad he went offline 2 minutes ago.

Posted: Fri Apr 22, 2005 6:41 pm
by guru
its not big deal , not everyone will have servers running this until its non beta anyways so the result really is, TEST the beta if you can and want to BUT wait for 2 weeks and EVERYONE will be updating to the RETAIL patch 1.3 , its not an anti russia, german, italy thing, it was easier in the Beta to get everyone in a game and drawup feedback when we all were on at the same times/ related time zones, this structure was kept and moved into the public beta. :) Pandemic loves you all , hhehe.

Posted: Fri Apr 22, 2005 7:28 pm
by EraOfDesann2005
Hm...The bots in this version weren't very smart. They'd often get stuck in spots. Also, it was a little glitchy. Stuff would disappear and then reappear, which got annoying. I liked the new units. However, the Heavy Imperial Trooper seemed a little overpowered but I still loved him. The animation for the Clone Gunner's EMP launcher was messed up but still did damage. It's a good replacement for a jet trooper. All I can say is perhaps move the new units to the beta version of the map cause for some reason this one was really wierd. Good job, nevertheless.

Posted: Fri Apr 22, 2005 7:38 pm
by dipstick555
every time i try to downlode this file it saves as a internet explorer file. any one know my prob.?

Re: Jai Nollan On-Line Testing (v0.94)

Posted: Fri Apr 22, 2005 10:21 pm
by BlackHawk549
LOL u dont kno how helpful those this way signs are, NOT = P

RE: Re: Jai Nollan On-Line Testing (v0.94)

Posted: Sat Apr 23, 2005 5:15 am
by eddie
dipstick555: I do not konw why it happens, this version is rar archive, maybe cos you do not have WinRar?!?
BlackHawk549: They helped the decide which way to go, lol
EraOfDesann: yeah, AI get stuck sometimes cos it is lilltle bit hard to do planning on multiple levels of the gound, but will work more on it
the glitches you mention might be caused by 1.3. I did notice the difference from 1.2 too, but I do not know if we can influence this until we have full 1.3. The wierd
thing is that all of our barrels now explode in MP while they would not in 1.2 version. We did not change anything. But fps in 1.3 is great and that was the reason we did this test on 1.3. There where some comments during our gameplay last night which we will take into considiration.

Thanx for playing and your comments.

RE: Re: Jai Nollan On-Line Testing (v0.94)

Posted: Sat Apr 23, 2005 5:26 am
by Saturn_V
Re: Emp Rifle display/animation, I noticed the animation messes up sometimes, but this happens with rockets too, and this a graphics card or game engine issue, because this has happened to me in the shipped maps in earler patches of the game too... Geonosis seems vulnerable to this.

(The Clone Gunner uses the shipped JetTrooper weapons)

The Heavy Stormtrooper will be having some tweaks, I'm just deciding what to do to balance him out (and I didn't want to hold up releasing the 1.3 test while I messed with the odf's): current thinking is to slow him down, like the ShockTrooper; and maybe play with the amount of ammo he has. Any thoughts ?

Thanks to everyone for your comments, keep 'em coming.

Posted: Sat Apr 23, 2005 6:29 am
by [SFI]Arthenik
I'd personally either slow him down, cut his ammo or his armor... Or all of them. The weapon is overpowered.

Posted: Sat Apr 23, 2005 9:37 am
by yellowblood
I've just playd the map (single player) and something was wrong: I captured all of the CPs with the rebles except 1, but I lost !

I mean, when the Imp had only 1 CP their reinforcment didn't discreas!

Posted: Sat Apr 23, 2005 9:40 am
by OOM-9
lol I played this map earlier and held the temple/tower against hordes of droids and won even though they had the entire city...

casualty count my friend...

casualty count...

Posted: Sat Apr 23, 2005 9:59 am
by Saturn_V
In 480BC, 300 Spartan soldiers were able to delay the advance of the Persian army, that outnumbered them a hundred thousand to one, by engaging them at a narrow mountain pass. Choose your ground well, and the odds count for little.


Anyway, it looks like the lua created by BFBuilderPro is missing the AddBleedThreshold calls that reduce the enemy reinforcement count, this has now been corrected.
Many thanks for spotting it.

Posted: Sat Apr 23, 2005 10:33 am
by EraOfDesann2005
For the heavy troopers, I think slowing them down is the right idea like you said Saturn. I suggest making them even a little slower than shocktroopers. Another thing you could do is increase the reload time by a lot.

Posted: Sat Apr 23, 2005 10:57 am
by BlackHawk549
eddie i lol when u do those little replys to everybody