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Post by rob on Apr 29, 2015 13:56:27 GMT -5
Welcome everyone, to build 140! Changes include:
* Add a test multi-level dungeon * Add key item for access dungeon
Tim spent the week implementing multilevel dungeons. We didn't have time to produce an interesting dungeon, but we do have something that you can test out. You make the key from a couple of minerals. The layered dungeons have time limits; our goal with these is to eliminate the boring fight-retreat-heal loop that the non-time-limited dungeons all have. Also note: the new dungeon's level 2 has two exits, but they don't go to the same place! They go to two different copies of the same dungeon.
Tim's plan is to have an actual (non-test) multilevel dungeon ready for next week's push. I will probably continue to work on the anti-cheat code, which is completely invisible to players unless it's broken. Once I finish, we'll be able to remove the invite codes and move into open alpha.
Thanks for your help in testing Grid12. We appreciate it!
Rob & Tim Jetbolt Games
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Post by Crunch on Apr 29, 2015 19:54:15 GMT -5
Bug: /hq takes players to the speedrun /speedrun also takes players to the speedrun.
I cannot figure out how to access my squad hq, at this time.
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Will
Intrepid Tester
(n/2)(n)(100) is the equation for how much exp your tank has when "n" = tank level.
Posts: 129
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Post by Will on Apr 29, 2015 20:11:05 GMT -5
Open alpha? Wow I'm excited
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Post by rob on Apr 30, 2015 8:29:29 GMT -5
HQ bug is fixed; thanks for reporting it
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Post by amitp on Apr 30, 2015 21:06:44 GMT -5
Open alpha WOO WOO WOO WOO!
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Post by rob on May 1, 2015 11:53:38 GMT -5
GNOOO, don't get excited yet! There is so much work to do before open alpha can start!
The problem is that many calculations are performed on the client, so that things can be fast. Did you shoot a guy? Did he shoot you? Were you caught in that explosion? Where exactly are you at a given point in time? These things need to be super fast, so they can't be done on the server, which is a whole Internet away. They have to be done locally, which means unscrupulous individuals can modify their clients to (for example) not bother to report getting shot by any enemies. Or they could report shooting every enemy (and other player!) in the world for one zillion damage 500 times per second. Or they could....
So the anti-cheat stuff involves predicting every bad thing a cheater could want to do, then checking the reports their clients send in to make sure that all actions are within legal parameters. This means keeping a model of what's going on in each client and updating it for every frame (at 60 fps). This model includes the positions, facings & velocities of every game object, the exact amount of cooldown remaining on each gun, the angular position and velocity of each turret, the elapsed time of every timed buff, the cooldown on every trigger, etc. There are a zillion things to model and getting any detail wrong means either letting cheaters go free or unjustly accusing honest players of cheating.
I'd say I'm about halfway done with it. But there are weeks and weeks more work to do, and that's if I don't do anything else!
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Post by Crunch on May 1, 2015 23:36:14 GMT -5
I just wanted to take a second to reiterate that strikes are still acting weird. A few days ago, an orange region strike spawned directly on Zub and I, killing him pretty much instantly. Today, seven of us were grouped together near the red region in the current sector. A strike spawned within notification range, and proceeded to fly away in the opposite direction. This is occurring consistently. I've stopped taking screen shots because it no longer seems out of the ordinary.
Issues I consistently observe: • Strikes spawn on or next to players. (I actually think this is cool as long as intentional) • Many times, directly after spawning, strikes will fail to launch missiles or fighter drones for several seconds. (cooldown/salvo mechanic?) • Strikes fly wrong direction. • Strikes disappear within moments of making it to player's position. (spawning too far away?) • Strikes do not take player's trajectory into account, meaning that players chasing a convoy, scouting, or quickly lawn-mowing are unaffected by strikes, completely. (unless it spawns on them, ofc)
It's not a pressing issue, but strikes could use a second look, in my opinion.
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Post by tim on May 4, 2015 13:43:13 GMT -5
I just wanted to take a second to reiterate that strikes are still acting weird. A few days ago, an orange region strike spawned directly on Zub and I, killing him pretty much instantly. Today, seven of us were grouped together near the red region in the current sector. A strike spawned within notification range, and proceeded to fly away in the opposite direction. This is occurring consistently. I've stopped taking screen shots because it no longer seems out of the ordinary. Issues I consistently observe: • Strikes spawn on or next to players. (I actually think this is cool as long as intentional) • Many times, directly after spawning, strikes will fail to launch missiles or fighter drones for several seconds. (cooldown/salvo mechanic?) • Strikes fly wrong direction. • Strikes disappear within moments of making it to player's position. (spawning too far away?) • Strikes do not take player's trajectory into account, meaning that players chasing a convoy, scouting, or quickly lawn-mowing are unaffected by strikes, completely. (unless it spawns on them, ofc) It's not a pressing issue, but strikes could use a second look, in my opinion. The issues with the spawning next to players, disappearing when making it to a players position, and flying in wrong direction should be fixed in the next build.
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