GlobalUnreal (a.k.a., NewNet)

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Re: GlobalUnreal (a.k.a., NewNet)

Postby uenz » Tue Oct 22, 2013 8:07 pm

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Re: GlobalUnreal (a.k.a., NewNet)

Postby kud » Tue Oct 22, 2013 8:19 pm

I agree with uenz that it's a pretty big change if his experience on stal is accurate. what servers have the updated spawn algo? I had to dl a diff version of newnet when switching from 1 pug server to the other, so I don't think they're all the same version
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Re: GlobalUnreal (a.k.a., NewNet)

Postby uenz » Tue Oct 22, 2013 9:30 pm

just played a Duku pug.
I was low right D and literally NEVER spawned eiterh low mid or right low in our base when I got shot by a guy in our low right.
And PACO agrees with me on the spawns on stalwart after playing a pug too.
Last edited by uenz on Tue Oct 22, 2013 9:31 pm, edited 1 time in total.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby PACO » Tue Oct 22, 2013 9:31 pm

I just played StalXL and can confirm that the main hallway was a ghost town.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby vitz^ » Tue Oct 22, 2013 9:50 pm

unless its eternalcave2/rainbase/coret i dont think spawns should be changed. If spawns are bad on some maps should just change the map itself instead of everything :D

imo
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Re: GlobalUnreal (a.k.a., NewNet)

Postby TimTim » Tue Oct 22, 2013 11:31 pm

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Re: GlobalUnreal (a.k.a., NewNet)

Postby Sonic|^ » Wed Oct 23, 2013 5:52 am

So that's why I kept spawning in mid every time on Duku. I like it.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby fisk » Wed Oct 23, 2013 6:43 am

had the same problem on duku and sprinta yesterday

as soon as i died on D i spawned around 50% of the times outside the base
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Re: GlobalUnreal (a.k.a., NewNet)

Postby InfamousRaider » Wed Oct 23, 2013 7:24 am

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Re: GlobalUnreal (a.k.a., NewNet)

Postby fisk » Wed Oct 23, 2013 8:27 am

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Re: GlobalUnreal (a.k.a., NewNet)

Postby Morpheus » Wed Oct 23, 2013 9:06 am

do not fucking put it back to the worst way TimTim. This is the best thing ut can have after newnet...DO NOT CHANGE IT BRO
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Re: GlobalUnreal (a.k.a., NewNet)

Postby Sauron » Wed Oct 23, 2013 10:41 am

Hold off on any spawn algorithm changes (ones that could be permanent) until after this season. Changing things like that right before the start to a season is a bad idea. I'm all for some testing after the season though, it could greatly improve the game play - much testing is required though.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby HuMPtY » Wed Oct 23, 2013 1:22 pm

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Re: GlobalUnreal (a.k.a., NewNet)

Postby vitz^ » Wed Oct 23, 2013 1:35 pm

for itdm at least has to change back, itdm is supposed to be hardcore mode, now its like playing golf, just boring, random and lame as fuck :roll:
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Re: GlobalUnreal (a.k.a., NewNet)

Postby Carras » Wed Oct 23, 2013 2:05 pm

The fact that we've had a thread out there for a month and only now, 4 days before matches, we are trying this is horribly embarrassing. Should have put it on a month ago to test.... sigh. Tim boasting about how easy it is and we get to see it 4 days before matches. Right on time for haters to qq...

well played...
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Re: GlobalUnreal (a.k.a., NewNet)

Postby Carras » Wed Oct 23, 2013 2:08 pm

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Re: GlobalUnreal (a.k.a., NewNet)

Postby HuMPtY » Wed Oct 23, 2013 3:44 pm

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Re: GlobalUnreal (a.k.a., NewNet)

Postby Carras » Wed Oct 23, 2013 4:42 pm

That's the whole thing: it's NOT the same way we've been playing for 14 years. It's different somehow... Others have gone on and on about the spawn vicinity/frequency enough already.

2-3 days should pump out plenty of data on pugs. There were ~45 iCTF maps played yesterday. 100+ maps should be enough data, especially with such a meager maplist.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby windigo » Wed Oct 23, 2013 5:28 pm

the problem is the maps
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Re: GlobalUnreal (a.k.a., NewNet)

Postby Sauron » Wed Oct 23, 2013 5:40 pm

Next season's maplist:
CTF-BeefMonkey
CTF-BeefMonkey
CTF-BeefMonkey
CTF-BeefMonkey
CTF-BeefMonkey
CTF-BeefMonkey
CTF-BeefMonkey
CTF-BeefMonkey
CTF-BeefMonkey
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Re: GlobalUnreal (a.k.a., NewNet)

Postby TimTim » Wed Oct 23, 2013 6:04 pm

v0.7x:
- Put the spawn algorithm back to normal
- Fixed the weapon disappearing after feigning death (or at least one cause of it; there could possibly be other causes); it was happening after the map had started and you had not yet fired your weapon after dying and before feigning; if it still happens for some other reason, switching to the shock rifle should pull it out
- Fixed a couple of issues with ComboGib: infinite ammo and shock ball damage
- Hopefully fixed the grappling hook's issues with newnet's movement
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Re: GlobalUnreal (a.k.a., NewNet)

Postby uenz » Wed Oct 23, 2013 7:47 pm

ah TimTim I rarely get a bug on w00t - I basically have to die twice before the jumppads start working again for me. They just keep resetting me onto the ground otherwise.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby Chronox » Thu Oct 24, 2013 2:00 am

Grabbed a few weapons, then got rocket, and whenever I switch to another weapon and then feign death again, Rocket was always switched to whenever I got up after feign death :S

D: I need to keep testing !
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Re: GlobalUnreal (a.k.a., NewNet)

Postby ProAsm » Wed Oct 30, 2013 5:07 pm

Just played on a server with 0.7x, bloody excellent.
Maybe just a small bit of sound delay but otherwise very nice indeed.
Any chance of a public beta soon :)
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Re: GlobalUnreal (a.k.a., NewNet)

Postby TimTim » Wed Oct 30, 2013 5:15 pm

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