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Post by Slingshot on Apr 15, 2022 19:43:27 GMT -5
Not sure if anyone really cares as we have like 7 members and I think one is a bot, but I have been working hard behind the scenes. I ovehauled the bots and they seem to work much better. I have made a couple new missions that are really fun. I'm sorta just working on stuff I want to see. I will release the stuff I have very soon.
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Ribby
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Post by Ribby on Apr 17, 2022 22:13:44 GMT -5
Is the board bot an issue for investigation?
As for the MAVs/mechs/bots in the game, I am glad that the AI has improved. It would not a easy task considering various factors like getting stuck. Will wait patiently for the new missions. New AI behavior for new missions is a new variable.
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Post by aqualung on May 4, 2022 19:18:27 GMT -5
I'll get the new version once available!
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Ribby
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Post by Ribby on May 30, 2022 17:00:02 GMT -5
Can the next release/update/fix allow more bots for a gaming session? It would be a different and harrowing experience.
I am currently trying out the spawn limit for vanilla and skunkworks build. So far, I wasn't able to contain and enforce a spawn limit. When I mention a limited number of spawns, I meant a limited number of lives per map or gaming session. Maybe the next skunkworks version will finally fix this misconfiguration?
Speaking of respawning, I really think that there should be more starting/default spawn spots to match the maximum number of allowed players/bots, perhaps even more. Something must be done in order for the spawn spots to detect if any players/bots are getting stuck interfering with the spawning process. First, all spawn spots must check for player/bot radius of occupancy or vacancy and transmit period message to an spawn spot index determining the list of occupied (does see a interfering player/bot within its spawning radius) and vacant (does not see a interfering player/bot within its spawning radius) spawn spots. Respawning players/bots will send its spawning process identity to the index. Index will randomly determine choice of spot for the id. If that vacant spawn spot sees a interfering player/bot within its spawning radius, it will transmit message to index as a occupied spot. It will retransfer the spawning process identity to an index of free spawn spots. It will will wait until the next time interval to check for player/bot radius of occupancy or vacancy and transmit period message to index. If vacant spawn spot successfully spawns the player/bot, it will transmit message to index as a occupied spot. It will wait until the next time interval to check for player/bot radius of occupancy or vacancy and transmit period message to index.
I was wondering if there could be optional/mandatory local teleportation spots as a means of easier transportation and change to strategic planning? Access to optional/mandatory/random local teleportation spots might be determined by default or choice by controlling local teleportation-based/secondary/sub objective(s). Access to optional/mandatory/random spawn spots (imagined by parachuting/jetpacking from a dropship [or just regional teleportation]) can be activated by controlling spawn-based/secondary/sub objective(s). Suggestion seems to work well for all game modes.
New tank classes might be overpowered. Perhaps it can equalize its rank by slight steady energy consumption by maneuvering. Increased steady rate of energy consumption by jumping. Highest steady rate of energy consumption by jetpacking. Tank bots with depleted energy will have to wait for at least a recharged bar to move depending on the immediate/current situation. Maybe have the tanks be more sensitive to (heavy and rocket) damage due to its speed. With these changes, the tanks will serve more as a artillery than infantry role. I don't know if tanks will have more management restraints, but at least gameplay might be more balanced between MAV types from either factions. | Then again, maybe tanks don't have a place in the fictional world of Lore's MAVs. Omitting the tanks from the class roster will allow one free slot to add in another walking robot. What type of walking MAV will come of this? Who knows, but there are plenty of roles to fill!
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Post by Slingshot on Oct 11, 2022 10:44:26 GMT -5
It's been awhile since I released anything. I kept trying to get everything I wanted into one final release, but kept coming up with new changes. I've reached the conclusion that I will never actually finish tinkering with the game, so without further ado, here is the link to the latest Ultimate Edition of the game. Please give it a try and let me know what you think, and if you run into any bugs. skunks11-19-22
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Ribby
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Post by Ribby on Oct 11, 2022 20:22:57 GMT -5
Alright! The new scout classes definitely sport some respectable ground speed, jump, and arsenal! Jetpack ability might be surpassed by the original scout classes. Still, the special weapon, grenade launcher, is a fast lobbing machine! Is this a sign that the new classes will eventually replace the old classes for skunkworks version? Of course, I'm sure that the new weapons will be added to the updated Lore version.
The new hover tank classes have a new special weapon. It's the body chassis cannon, reliant on stationary position, its plasma ball is like a anti-MAV warhead.
I can't say for the flamethrower class and flak cannon. I think the flamethrower class ought to have a EMP wave emitter. It would emit fast/slow electric wave/jolt projectiles/radius around its body. The wave/jolts projectiles/radius would harm any MAV within their vicinities. Maybe with ripper properties until they hit a sector or reached maximum range. And that's without any need to aim. I think it's a pretty good suggestion for a heavy flamethrower/melee class. The flak cannon is supposed to deal with aerial targets? Maybe. I don't have any ideas of change just yet. I know it works as a slow short ranged shotgun. I also know that cycling slow weapons is not enough to bring a (short ranged) storm. How to make it better? Maybe a wider spread? I say to have a faster rate of fire plus increased ammunition capacity. That way, the flak cannon (or referred as the shotgun) can take down multiple targets in short range and maybe a better chance to shoot down aerial targets (although the pulse rifle, vulcan, shipunov, and rotary cannon usually do most of the anti-aircraft work because of high ammunition capacity if not high velocity against aerial targets).
I like the design paint job of the new classes. It might not be the original's sci-fi design (where you do have to watch for the legs to determine friend or foe), but this is skunkworks project anyways. Color indication could be a good thing!
The No Escape map is now a Arena mode map, fair enough.
I see that the Team DeathMatch mode map, Los Nuevos, is a new one. It's almost like the Battle of Normandy, where the battlefield of Czech hedgehogs is the central focus, not cliffs, but Coastal Flood Plains does that very well.
I think the Spirit class from Federated States faction, bugged up. Actually, it was the start of the error. During the Los Nuevos TDM session, it started to automatically jump for some reason. I did stress jetpacking and maybe a few jumps in mid-air before the error. If I hold onto the jump button, it stops jump. Maybe the Alt keyboard button isn't a great jumping button? Maybe it's the new classes? Anyways, I just restarted the game to see if the same error occurs again.
The Impasse as Team DeathMatch mode map, is more of a map that acts like a chessman's stalemate game. It's like Devils Crossing. Interesting. Maybe if the bots are standing around, they could fly up a bit to snipe/bomb a target at times. The idle behavior (one cause be can be stuck player/bot spawn point) happens on Devils Crossing like the bots have the AI to stall its insufferable end.
I see Shadows and Dust as Assault mode map. Good use of obstacles laid about.
In a rare ocurrence, the game crashes, but I think there were errors that crashed before the mod anyways. Is Devils Crossing map being missed out or map additions are just getting there due to testing?
~~~
Well, pretty much sums about this version, it has some serious firepower to deal with!
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Post by Slingshot on Oct 12, 2022 21:25:39 GMT -5
Thanks for your observations and suggestions Ribby. Yes the FS Spirit and EC Cricket are very fast and can jet longer than the scouts. Their light armour and weaker firepower makes it sort of a necessity. The grenade launcher should be very effective at raining hellfire from above. To answer your question, I have no plan to have them replace the scout class MAv's at this time. You mentioned that your jump jets got stuck on in one instance. Yes I have seen this rarely during the course of testing, however this also occurs occasionally in the original version. I believe it's something in the source code which is something I cannot edit and the console logs give no indication that anything is wrong. The bug can happen to any MAV, so it's not something related to just the Spirit MAV. The only way to reset it is to totally close the game and restart. Fortunately it doesn't seem to be a chronic problem. I have played hundreds of games and have only had it happen maybe 4 or 5 times. i like your observation of the PPC which is the special weapon on the Hover Tank (fast attack class). Yes it is better to be stationary and fire to increase your chance of a hit and it does indeed pack a whollop! The flamethrower is the same Special weapon for Assault Class found in the original game. I will investigate your idea for improvement. The Flak cannon which is the Special on Heavy Assault class MAV's Can be very effective on arial targets after you practice with it a bit. It also is very powerfull at close range. 3 or 4 hit's is usually fatal to most classes. This is why I limited the available ammo to 15 shots. I don't want it to become a dominant force in the game. I'm glad to hear you like the look of the new MAV's. I spent allot of time learning how to design, make, and animate them. They aren't as polished as the originals, but they do have their own look and feel. Hopefully players will have fun with them. You mentioned Devils Crossing-TDM. It's abscent because it getting a rework. The abandoned town will be replaced by an abandoned steel mill on the EC side and the FS side will be getting different buildings and layout. It will be awhile to finish because I have to design and create allot of new game models to do that.
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Ribby
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Post by Ribby on Oct 12, 2022 21:42:37 GMT -5
You can keep the flamethrower, just edit some of its properties for a more unique experience. You can make flames rip through targets. Add additive damage and timer (like poison, but burning damage) if you want to add a twist to the flames. Maybe make the flames more damaging (e.g. damage times 1.5/2.0) when target uses movement that activates any of its thrusters. Target would be forced to backpedal in a vulnerable coordinate.
Anyways, will wait for others to provide feedback. There's probably online testing too.
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Post by Slingshot on Oct 17, 2022 23:31:53 GMT -5
Seems we will be waiting a long time for anyone else to comment Ribby. It apears it's just you and me.I for one am done. This will be my last release.
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Ribby
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Post by Ribby on Oct 18, 2022 23:06:00 GMT -5
The input could be a difficult task. No doubt that 3d modeling is not something one can easily make and within a short amount of time.
Sometimes, I wonder how modders fare for 3d games. Should there be a case study of 3d game modders in order to get the Lore modding community going? Maybe, in another topic, we can find out about the history of the Lore gaming/modding community.
Hopefully, your announcement of last release will get the ball rolling on focusing on relatively settled gaming schedules.
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Maybe you can try a forced no jump and jetpack version? That way, it is a strict tank/artillery mode than MAV/robots mode. I suppose that I could pick up the pieces since the source code release, but I could imagine what modding, no rewriting the entire game be like!
I just figured out that Lore itself is pretty much the game, and not much about modding! We're talking about real programming here.
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Post by aqualung on Oct 30, 2022 14:34:36 GMT -5
Played a few times - no bugs found. Looks like a lot of fun, balance seems very good for such a major overhaul.
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Post by Slingshot on Oct 31, 2022 13:21:26 GMT -5
Thanks for the input Aqua. I did just find a bug with Assault in multiplayer. It ends the game as soon as an objective is captured. I have already found and fixed the problem. I'm going to poke around a bit more before releasing the update with the fix. I knew there would be something in all those changes.
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Post by aqualung on Nov 13, 2022 23:52:35 GMT -5
Good catch, appreciate the work! Would be fun to get in game again, hopefully we can get a group together sometime.
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Post by Slingshot on Nov 29, 2022 16:29:04 GMT -5
Ok, I finally got around to going through the game again and fixing a few things along with the bug for assault maps. Here is the link to the fixed version. skunks11-19-22
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Ribby
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Post by Ribby on Dec 28, 2022 0:10:39 GMT -5
I just noticed that the Infantry class from Eastern Confederation faction, the "Mantis", has dual gatling guns. That's two times the bullets, it's a pretty insane fire rate! Is that a recent change or that change happened a couple versions ago? The No-Escape Arena map serves plenty of instant action! I will test the spawn problem, but quite frankly, it's up to the spawned player/bot to move out of the way. Of course, the original spawn point could just spawn a mobile spawn point, in which it floats/moves to another coordinate, check for interfering points/players/bots, then spawn the next player/bot. --- This is just a rant in general for most 3d fps games. It seems to stay on 16 ~ 32 players/bots max. I know there's a lag limit, but quite frankly, if the flashy stuff goes away like in those Gundam themes, I'm sure there's a chance for increasing the player/bot max count. An (rare?) example could be ET: Legacy, boasting a total of 64 players/bots, potentially making a 32 versus 32 match (although that's a bit more of a mission [beware, frustration can be result if played too seriously {coordination is best required, hey, sometimes players just want to be arcade/action players, not strategy/tactics/chess players}] oriented shooter game [it has a few/moderate last team standing type maps though]). I would like to face off a possible trench or ambush of bots, with limited number of lives, make that one (against a handful)! Ah, I dream too much.
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