UPCOMING UPDATE! READ ME! LOVE ME!
- Abbysynth
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- Location: Ottawa, Ontario
UPCOMING UPDATE! READ ME! LOVE ME!
Hi all, there's been some HYPE about the incoming update, which should be in sometime pretty soon. We're on the last debug and balance stages now so the time is getting ripe! This is going to be a HUGE update, though not a lot of it will be super obvious to you, the average player. IT WILL LIKELY BE IN BY EARLY NEXT WEEK.
Here's what's changing:
* Crushers stomp radius very slightly nerfed. It was 4 tiles, it is now 3.
* A lot of old unused vanilla stuff has been removed completely. Wizards, ninjas, sorry. Yautja could beat your ass any day.
* Speaking of which, hopefully fixed endless pred spawn on pred round.
* Aiming for the head of a xeno (or eyes/mouth) now does slightly more damage. If you're asking if I'm trying to encourage lethal friendly fire.. yes. Yes I am.
* Clicking on stuff has become more responsive in general. This was done by lowering a 1-second lag that was being added to every click (to compensate for laggy connections). The lag was reduced to 1/3rd of a second, and lag was added in various other places. If someone is doing something at turbo-speed that they probably shouldn't be, inform a staff member. The upside to this is no more "missing clicks" especially if you have a habit of spamming it, so if you like this feature, don't abuse it.
* An added bonus is that the above change lets us make melee or hand to hand attacks at different click speeds. For instance, the fire axe can attack once per second, while the butterfly knife 3 times per second. Currently this isn't much implemented, but you can expect it will be.
* Speed buff to xenos in general. Should be pretty noticeable for most castes. This will be heavily scrutinized to help tweak balance.
* New weapon attachable category, stocks! Woo stocks! There aren't many of them yet. The sprite offsets are probably way off, too. But they're in, and they work.
* Prison map and gamemode have been temporarily disabled to do some renovations. It's a fun map but it needs more optimization before it's ready for nationals.
* 3 New HUD buttons! Yay!Mouse over them if you spot them and you'll guess what they're for.
* Russian! English! Some of the SS13 vanilla languages have made way for some proper hu-man words. Iron Bears can only speak Russian, but their leader can speak English. So if you want to communicate, you better keep them alive.
* Yautja can now speak Sol Common (which everyone can understand) using :1 instead of having to cheese the voice recorder to speak to humans.
* Melee weapons now have a much much lower of embedding in the target. Like, 3% max now. Embeds are just plain obnoxious. Like, really, are you just spearing them all the way through and you lost your weapon in them completely? Gross.
* The entire projectile system has been rewritten by moi from the ground up - this includes everything related to guns and projectiles, but not thrown items. Our old system was based around vanilla SS13 and was clinging like a moss to our new code mostly because it's an extremely complicated mess of a system. It's basically the same projectile system as Originalstation only with 10 tons of extra code jammed onto it over the years by different people with no grasp of efficiency or optimization. HORRIFYING.
This led to our main problem lately, in that by late game you see massive spikes in lag due to the overabundance of sheer STUFF that's been spawned and deleted into the game. Even if you delete something, a ghost of it stays in memory thanks to Byond's terrible native memory handling code. On other servers it's not as noticeable a) because they use a garbage collector, and b) they don't have to spawn TENS OF THOUSANDS of bullets, bullet casings, and use terrible code to work with them.
Our new projectile system (which I will be calling BRESENHAMS PROJECTILES or BP) does away with all that nonsense and keeps deletions and creations of items to a minimum. It uses a much better bullet pathfinding system (the aforementioned Bresenhams pathfinding) that effectively draws a line between the midpoints of two turfs, and everywhere under the line is added to a turf list. The projectile then follows that turf list, scanning the ahead turf to see if it should stop at any point. When it reaches the end of the path, if there's still empty space to fly, it rebuilds the path like in that game Lemmings where you build a new staircase on the edge of an older one and all your Lemmings avoid falling to their horrible doom.
Anyway, the pathfinding is much slicker, though it's not quite as laser-perfect as Bay or Paradise's pixel projectiles, which use pixel points to calculate the exact trajectory and x/y coordinates of the bullet as it travels. Theirs is a more complex and arguably less efficient way, but probably a lot nicer looking. Oh well.
Included in the update is a huge amount of peripheral stuff to just the pathfinding, though that's what the marines shooting around will notice first, the bullets look MUCH nicer. Every gun has been given a loving custom resprite by the insanely talented spriting team, including magazines, muzzle flashes, bullet "ricochet" animations, the list goes on! Distress teams are all fully outfitted with all this new firepower, including a spread of high-powered Russian black market equipment, mercenary and vintage weapons, and all new elite, insanely overpowered PMC gear.
So what do marines get? Well, not a lot. Requisitions has the most of it -- new attachables, including underslung firearms, are now available, as well as stocks and new sprites for other parts. In addition, RO can now purchase firearm crates using their cargo ordering console, though they're fairly expensive and the dealers aren't very reliable..
Any questions or comments, put them here!
Here's what's changing:
* Crushers stomp radius very slightly nerfed. It was 4 tiles, it is now 3.
* A lot of old unused vanilla stuff has been removed completely. Wizards, ninjas, sorry. Yautja could beat your ass any day.
* Speaking of which, hopefully fixed endless pred spawn on pred round.
* Aiming for the head of a xeno (or eyes/mouth) now does slightly more damage. If you're asking if I'm trying to encourage lethal friendly fire.. yes. Yes I am.
* Clicking on stuff has become more responsive in general. This was done by lowering a 1-second lag that was being added to every click (to compensate for laggy connections). The lag was reduced to 1/3rd of a second, and lag was added in various other places. If someone is doing something at turbo-speed that they probably shouldn't be, inform a staff member. The upside to this is no more "missing clicks" especially if you have a habit of spamming it, so if you like this feature, don't abuse it.
* An added bonus is that the above change lets us make melee or hand to hand attacks at different click speeds. For instance, the fire axe can attack once per second, while the butterfly knife 3 times per second. Currently this isn't much implemented, but you can expect it will be.
* Speed buff to xenos in general. Should be pretty noticeable for most castes. This will be heavily scrutinized to help tweak balance.
* New weapon attachable category, stocks! Woo stocks! There aren't many of them yet. The sprite offsets are probably way off, too. But they're in, and they work.
* Prison map and gamemode have been temporarily disabled to do some renovations. It's a fun map but it needs more optimization before it's ready for nationals.
* 3 New HUD buttons! Yay!Mouse over them if you spot them and you'll guess what they're for.
* Russian! English! Some of the SS13 vanilla languages have made way for some proper hu-man words. Iron Bears can only speak Russian, but their leader can speak English. So if you want to communicate, you better keep them alive.
* Yautja can now speak Sol Common (which everyone can understand) using :1 instead of having to cheese the voice recorder to speak to humans.
* Melee weapons now have a much much lower of embedding in the target. Like, 3% max now. Embeds are just plain obnoxious. Like, really, are you just spearing them all the way through and you lost your weapon in them completely? Gross.
* The entire projectile system has been rewritten by moi from the ground up - this includes everything related to guns and projectiles, but not thrown items. Our old system was based around vanilla SS13 and was clinging like a moss to our new code mostly because it's an extremely complicated mess of a system. It's basically the same projectile system as Originalstation only with 10 tons of extra code jammed onto it over the years by different people with no grasp of efficiency or optimization. HORRIFYING.
This led to our main problem lately, in that by late game you see massive spikes in lag due to the overabundance of sheer STUFF that's been spawned and deleted into the game. Even if you delete something, a ghost of it stays in memory thanks to Byond's terrible native memory handling code. On other servers it's not as noticeable a) because they use a garbage collector, and b) they don't have to spawn TENS OF THOUSANDS of bullets, bullet casings, and use terrible code to work with them.
Our new projectile system (which I will be calling BRESENHAMS PROJECTILES or BP) does away with all that nonsense and keeps deletions and creations of items to a minimum. It uses a much better bullet pathfinding system (the aforementioned Bresenhams pathfinding) that effectively draws a line between the midpoints of two turfs, and everywhere under the line is added to a turf list. The projectile then follows that turf list, scanning the ahead turf to see if it should stop at any point. When it reaches the end of the path, if there's still empty space to fly, it rebuilds the path like in that game Lemmings where you build a new staircase on the edge of an older one and all your Lemmings avoid falling to their horrible doom.
Anyway, the pathfinding is much slicker, though it's not quite as laser-perfect as Bay or Paradise's pixel projectiles, which use pixel points to calculate the exact trajectory and x/y coordinates of the bullet as it travels. Theirs is a more complex and arguably less efficient way, but probably a lot nicer looking. Oh well.
Included in the update is a huge amount of peripheral stuff to just the pathfinding, though that's what the marines shooting around will notice first, the bullets look MUCH nicer. Every gun has been given a loving custom resprite by the insanely talented spriting team, including magazines, muzzle flashes, bullet "ricochet" animations, the list goes on! Distress teams are all fully outfitted with all this new firepower, including a spread of high-powered Russian black market equipment, mercenary and vintage weapons, and all new elite, insanely overpowered PMC gear.
So what do marines get? Well, not a lot. Requisitions has the most of it -- new attachables, including underslung firearms, are now available, as well as stocks and new sprites for other parts. In addition, RO can now purchase firearm crates using their cargo ordering console, though they're fairly expensive and the dealers aren't very reliable..
Any questions or comments, put them here!
- Kavlo
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Re: UPCOMING UPDATE! READ ME! LOVE ME!
Hype Hype Hype
Lochlann Healy the Marine Here's my good ol' dossier!
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- NoShamNoWow
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Re: UPCOMING UPDATE! READ ME! LOVE ME!
ALL ABOARD DA HYPE TRAIN. CHOO CHOO
Elijah Makus [Sulaco (CO)] says, "Some crazy son of a bitch killed the queen with his bare hands"
Reenus Turner asks, "Do you got a bipod I can put on my knife?"
Reenus Turner asks, "Do you got a bipod I can put on my knife?"
- spheretech
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Re: UPCOMING UPDATE! READ ME! LOVE ME!
Love it all except the xeno speed increase
- Abbysynth
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Re: UPCOMING UPDATE! READ ME! LOVE ME!
Bullets are much faster now.spheretech wrote:Love it all except the xeno speed increase
- forwardslashN
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Re: UPCOMING UPDATE! READ ME! LOVE ME!
This is the best feature. But why can preds speak galactic common? Aren't they unfamiliar with humans?Abbysynth wrote:muzzle flashes
Last edited by forwardslashN on 15 Apr 2016, 13:20, edited 1 time in total.
The ambivalent giant white baldie in a jungle near you.
- spheretech
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Re: UPCOMING UPDATE! READ ME! LOVE ME!
Sounds great then HYPEAbbysynth wrote: Bullets are much faster now.
- Darkcypher
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Re: UPCOMING UPDATE! READ ME! LOVE ME!
Toot toot!
Really bad BO that managed to keep Sulaco running by himself... Still failed...
Aliens killed: 53
Marines caught/killed: 23
Slayer is a rhusty
Aliens killed: 53
Marines caught/killed: 23
Slayer is a rhusty
- Boltersam
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Re: UPCOMING UPDATE! READ ME! LOVE ME!
WOO! MOST XENOS WILL BE AS FAST/FASTER THAN HUMANS LIKE THEY SHOULD BE! WOOO!
- spheretech
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Re: UPCOMING UPDATE! READ ME! LOVE ME!
Since we are gonna be aiming for the head now I expect beheadings often
-
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Re: UPCOMING UPDATE! READ ME! LOVE ME!
is that a shotgun attachement I see on the m41a.
- Ms.Degrasse
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Re: UPCOMING UPDATE! READ ME! LOVE ME!
The bit about headshots adds realism (aliens are weaker here). And aliens ARE faster than humans usually.
I loved the thing about melee too, since weapons sticking too much was a bizarre thing.
Excellent news! +1
I loved the thing about melee too, since weapons sticking too much was a bizarre thing.
Excellent news! +1
- Abbysynth
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Re: UPCOMING UPDATE! READ ME! LOVE ME!
Yes it is.Egorkor wrote:is that a shotgun attachement I see on the m41a.
Although that is not accurately speaking an M41A, it is an M41A/M.
- Feweh
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Re: UPCOMING UPDATE! READ ME! LOVE ME!
The new black gun could use a better sprite... doesnt really hold too well compared to our other weapons.
Looks a bit basic and just black.
Looks a bit basic and just black.
- coroneljones
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Re: UPCOMING UPDATE! READ ME! LOVE ME!
TAKE MAH BABIES!
On a serious note
I love it
On a serious note
I love it
I am Crornel Jrones, grorious admin of Coronial Mahreens. U ar arr nast Trorr and will be ding dong bannu. U critizize Xenos? Ding dong Bannu. U no rike grorious adminnu? Ding dong Bannu. U comrpain about Marine nerfs? Dingdong bannu. U comprain about grorrious adminnu? O yoo betta bereev dat's a bannu. It has come to my Grorrious attention dat nasty trorr has been imidatingu me on serveru, dis is a shamfrul dispray and unacceptaboo so dey ding dong bannu. End of Rine -----------------Rine ends here.'
-Credit goes to SovietCyanide
-Credit goes to SovietCyanide
- Mitchs98
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Re: UPCOMING UPDATE! READ ME! LOVE ME!
My post was deleted because...?
- Abbysynth
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Re: UPCOMING UPDATE! READ ME! LOVE ME!
Thread was moved, it probably was moved in mid-write.Mitchs98 wrote:My post was deleted because...?
- Mitchs98
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Re: UPCOMING UPDATE! READ ME! LOVE ME!
I was positive I posted it..oh well.Abbysynth wrote: Thread was moved, it probably was moved in mid-write.
At any rate, looking forward to bullets moving faster. Hopefully xenos can't outrun bullets as easily anymore, especially sniper rounds. I mean they ARE bullets after all.
- username123
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Re: UPCOMING UPDATE! READ ME! LOVE ME!
Is not better if we reduce the movement speed of marines and xenos on the same proportion and we keep the same bullet speed? runners already move very fast (which is ok) but they abuse this movement speed by dropping huggers near marines which is very cheap. With the movement speed increase we won't even have time to react.Abbysynth wrote: Bullets are much faster now.
- spheretech
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Re: UPCOMING UPDATE! READ ME! LOVE ME!
Yeah, the bullets will be faster but so will the aliens and it may not scale accurately. It may be crazy hard to hit the faster castes now. We'll see I guess
- apophis775
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Re: UPCOMING UPDATE! READ ME! LOVE ME!
Great job.
The only thing I have a tiny issue with, is making it SUPER-easy to communicate with humans for Preds. I've had a LOT of fun RPing with humans using motions (such as tossing a dagger to the feet of a human, and miming out that we are going to fight).
Maybe in the end, we can work a system where they get Sol Common after a specific amount of in-game time, or maybe if they record/observe the humans for a bit.
The only thing I have a tiny issue with, is making it SUPER-easy to communicate with humans for Preds. I've had a LOT of fun RPing with humans using motions (such as tossing a dagger to the feet of a human, and miming out that we are going to fight).
Maybe in the end, we can work a system where they get Sol Common after a specific amount of in-game time, or maybe if they record/observe the humans for a bit.
- Disco Dalek
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Re: UPCOMING UPDATE! READ ME! LOVE ME!
Sheesh, that's a hefty update. This might even make me end my work related hiatus from CM...
Aka Dennis Hunt the (usually) overworked medic/doctor.
Currently AWOL due to my computer dying.
Currently AWOL due to my computer dying.
-
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Re: UPCOMING UPDATE! READ ME! LOVE ME!
what about the new HUD buttons, are they in for both sides or some of them are unique to each?
and yeah, bloody good job here.
and yeah, bloody good job here.
-
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Re: UPCOMING UPDATE! READ ME! LOVE ME!
Any chance we're gonna be seeing a underslung flamethrower?
http://imgur.com/a/UG7dT
Ryan " Maple " Shephard; Space Canadian.
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My Magnum Opus ^
Ryan " Maple " Shephard; Space Canadian.
http://pastebin.com/Ha5ZSKNw
My Magnum Opus ^
- SecretStamos (Joshuu)
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Re: UPCOMING UPDATE! READ ME! LOVE ME!
haha yeah right, like we'd ever consider implementing something as crazy as thatThatOneEngie wrote:Any chance we're gonna be seeing a underslung flamethrower?
http://alexanderlozada.com/iasip/?IlRoZ ... 93ZXJzIg==
Last edited by SecretStamos (Joshuu) on 15 Apr 2016, 17:20, edited 1 time in total.