Alpha Changelog 8 - Bugsplat Edition

Generic, on-topic discussion about Colonial Marines.
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Abbysynth
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Alpha Changelog 8 - Bugsplat Edition

Post by Abbysynth » 28 Jul 2015, 14:27

Plenty of bugs squashed this round of fixes, not a lot of big changes, a lot of balance tweaks.

Bugs:
Players are getting spawned on top of the "Colonial Marines" splash screen
As a Ghost/Observer, Ghost > View Crew Manifest is empty.
Emitter wouldn't start until i started up the nitrogen flow and such
Can't load a shotgun under any circumstances
Aliens leaping using shift pounce sometimes BONK when they hit just plain old surface
The evac shuttles are cut in half when they take off
The shuttle console can be destroyed on the colony LZ.
The icon after you chestburst isn't showing up
Brig cells are bugged
The disposals under delta's door seem to be broke
With overwatch, unless the SL joined at round start or through the auto-assign system, the system wouldn't accept them as the SL
Attempted to contact Weyland Yutani via four separate attempts to send a fax
Resin nests can be placed on pre-existing structures
There's a issue with the MP uniform
Holes in the chests of bursted humans don't appear.
You can't still melee with a bayonet'd weapon any kind of mob
Grenades and explosives don't seem to damage resin walls/doors at all
Marines can wear the Predator headsets
Use Ladder verb for Exosuits does not detect ladders
Squad Engineers have access to Requisitions Cargo Bay
The tiles under the geothermal generators can be breached to space if you orbital strike 'em

Other non-submitted bugs fixed:
Science labs on the ground has a non-bolted door, so larvae who spawn in there can escape
Intercom in the Liason's room no longer spawns inside the safe (lel)
Safe locks fixed and simplified
AoE heavy acid spit fixed (hopefully)
Shoes and gloves now grant the benefits of their armor values for the parts they cover (before it was only helmets, masks, uniforms, and oversuits)
Balance changes:

Supply shuttle arrives 20 seconds faster, generates points faster, new crates to order
Sniper fire delay decreased (6 seconds between shots instead of 8), armor pierce normalized, accuracy due to range normalized
HE rocket AoE increased
Grenade AoE decreased
# of starting xenos tweaked: Original was 1/5 starting players, max of 8, then changed to 1/4 starting players, max of 15 for last test, now tweaked to 1/4 starting players, max of 12.
Overwatch consoles now have a button to link an SL to a squad, if none was found previously
Crew monitor consoles, crew manifest stuff, employee record consoles, etc. should all now work properly
Bridge now has shuttle consoles for both the dropship and drop pod
Cargo BayRequisitions has its own radio channel, Command headsets get access to it as well
Non-Preds cannot talk on Predator headsets
BIG map changes on the ground -- Caves greatly simplified but enlarged, side tunnels mostly removed, phoron walls replaced with cult walls, new setpieces scattered around the map -- particularly, a large pre-setup, devastated FoB north of the river with power cell-powered floodlights (not powered colony floodlights).

Two big optimization changes are going in next time as well --

Hear_say, which scans for people to hear messages from, was a huge culprit in lag, and we're not entirely sure why. We've removed the check that looks for air/vacuum in the room to change the sound volume; it barely did anything but constantly had to be scanning for room air, which was not worth the huge CPU cycles it was eating up. Nobody will even notice this.

Second, the other culprit for unnecessary lag was in turf/Entered, which is a check that happens on every turf when someone walks into it. When you have upwards of 120 people running around, it has to be very heavily scrutinized for efficiency, and we cut out some stuff that -may- have been lagging things. Notably this was in a process called HasProximity, in which the game was scanning every adjacent terrain, and every object in those turfs, and then triggering a blank proximity check. It was sliced out and instead put in a different area, but what this means for you is that huggers and eggs will only trigger ONCE when you enter a turf. Ie. if you are surrounded on all sides by eggs or huggers, only ONE of them will proc the egg-burst or facehug. The side effect of this is that "hugger stacking" will be a thing of the past and not something we will be punishing for anymore.

For the moment we've disabled every other thing that uses HasProximity, which unfortunately includes proximity sensors, which aren't really used at all right now anyway.


Comments or questions, post here!

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Lostmixup
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Re: Alpha Changelog 8 - Bugsplat Edition

Post by Lostmixup » 28 Jul 2015, 14:35

Could you make it so command staff, like say the CO or XO have that in their name when they talk over the radio? Same with the SL's and such too.
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Jeser
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Re: Alpha Changelog 8 - Bugsplat Edition

Post by Jeser » 28 Jul 2015, 16:05

Lostmixup right. Everyone always forget who is SL of which squad, who is XO, who BO and CO. CMO, CE and XO are unknown too. It's very uncomfortable to ask everytime, who are you?

UPD: Now RO doesn't have command channel... And that's VERY bad. Now SLs can't order supplies directly and that's will increase time of getting supplies GREATLY. Please, fix that.
Last edited by Jeser on 28 Jul 2015, 16:11, edited 1 time in total.

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Re: Alpha Changelog 8 - Bugsplat Edition

Post by coroneljones » 28 Jul 2015, 16:06

Hugger stacks are gone?
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Re: Alpha Changelog 8 - Bugsplat Edition

Post by Surrealistik » 28 Jul 2015, 16:21

Most of this is great, but disabling proximity sensors is all kinds of bad; overall they're the best trigger mechanism in the game and I use them all the time for explosives.
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UnknownMurder
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Re: Alpha Changelog 8 - Bugsplat Edition

Post by UnknownMurder » 28 Jul 2015, 18:59

Jeser wrote:Lostmixup right. Everyone always forget who is SL of which squad, who is XO, who BO and CO. CMO, CE and XO are unknown too. It's very uncomfortable to ask everytime, who are you?

UPD: Now RO doesn't have command channel... And that's VERY bad. Now SLs can't order supplies directly and that's will increase time of getting supplies GREATLY. Please, fix that.
XO, who BO, and Co. CMO, CE, and XO are unknown

are unknown

unknown

I'm everything.
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Jeser
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Re: Alpha Changelog 8 - Bugsplat Edition

Post by Jeser » 29 Jul 2015, 03:16

UnknownMurder wrote: XO, who BO, and Co. CMO, CE, and XO are unknown

are unknown

unknown

I'm everything.

DAMN, I KNEW IT! THAT'S WAS YOU ALL THE TIME!

But seriously, return command headsets to CMO, RO and CE and make please job signs in radio channels.

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Re: Alpha Changelog 8 - Bugsplat Edition

Post by Clayton_Kelly » 01 Aug 2015, 04:17

The prefixes would be great. Just don't make it hugely enormous text like in the original. Just prefixes or suffixes, and bold text.

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