Beta 2 feedback topic

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Emilieng
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Joined: 17 Dec 2012, 13:13
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Re: Beta 2 feedback topic

Post by Emilieng »

niarfman wrote: My server crashed suddenly with :

Code: Select all

Runtime error: [Libs/Nadeo/TabsServer.Script.txt : 33, 45][Called from : 242, 50] The procedure UILayerCreate failed to complete : Too many layers created. Restarting the match....
...
Thanks for the report.
We are working on it. This should be fixed with the next release.
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spaii
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Re: Beta 2 feedback topic

Post by spaii »

If you have the time to look that too... ;)

http://forum.maniaplanet.com/viewtopic. ... 26&t=15490
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niarfman
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Joined: 07 Dec 2012, 10:46

Re: Beta 2 feedback topic

Post by niarfman »

Emilieng wrote:Thanks for the report.
We are working on it. This should be fixed with the next release.
Thanks :)
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Ľѷҳ Choupa Oups! ツ
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luftisbollentm2
Translator
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Joined: 25 Aug 2011, 23:01

Re: Beta 2 feedback topic

Post by luftisbollentm2 »

I have an idea for online. (feedback)

What if the server start loading map in backround when its 30 sec left of the map, so there is no waiting time
or let us chat while the next map loading in the background and one more thing when we vote for a map to replay and the vote is succesful so here is the enoying part, why is the server load the map again :shock: we just played it so it should only restart it, not loading it again. LOL

or way have a waiting time at all, when we start on a new map why not start loading the next map instantly if its possible then we have a buffert all the time with new tracks and no one is comming later becouse of the loading times it take to load a map, i have wait 2 minits sometimes and its only 3 minutes left of the map and that is sad becouse we need the 5 minutes to learn the track and do a good time. :pil

Btw: I think you tok 1200 planets this month to instead of giveing me again (1 jan) "I can be wrong" I forgot it again :cry: I don´t keep track of my planets, or maybe you tok 1200 planets and changed it to points ? so maybe i can cash out 2400. ? btw add reseit to the planets so we can keep track from where it comse from etc, like a bank roll :thx:

maybe something wrong with the balance system or what it called... !!!

____my first notice___below___________________________________________________
Postby luftisbollentm2 » 01 Dec 2012, 15:50
I should have got the monthly payment today and it say i got 1200 planets but i lost 1200 planets instead ? :shock:
or is it taxes system,, hehe

any problem on the EP system or what happend ?
PC: Amd x2 2500mhz 6gb ddr2 ati 5850 1024mb
best valley clip http://instagram.com/p/bTvCURtPCo/#
really show what valley is about <3
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TMarc
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Re: Beta 2 feedback topic

Post by TMarc »

The idea with the map loading is interesting.
However I don't think the servers are really the problem there, it is more each individual client which has to load the map, calculate shadows/lightmaps, calculate map objects, load all the necessary data into the system memory and the video card memory, etc.
What the server could do (and some server scripts already show it at least) would be to inform of the next map,
so the clients could prepare in the background.
But given the actual issues with network and the players hypersensual to any disturbance of the fluidity of the game,
I fear this feature will not be there this soon.
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weerwolf
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Re: Beta 2 feedback topic

Post by weerwolf »

on map 14/15 with maniaplanet.exe /computeallshadows /LmQuality=High
i got this screen:
http://www.lynx.tmfserver.com/gallery.p ... &picID=364

Weerwolf
sjaakpronk2
Posts: 6
Joined: 10 Dec 2012, 02:26

Big Problem after ast optional update.

Post by sjaakpronk2 »

Monday 07-01-2012 17:30.

After I installed the optional update my ping & framerate are ruined.

Ping around 100.
Framrate around 10.

On Canyon & Storm servers.
MuNgLo
Posts: 314
Joined: 12 Jul 2012, 03:37

Re: Beta 2 feedback topic

Post by MuNgLo »

About checkpoints in Elite mode.

Checkpoint system needs to to be reworked. As it stands today it isn't flexible enough.

How it works now.
Any map with a cp ignore the standard goalcapturetime. Instead it has a capturetime of 1s per checkpoint on the map. So to avoid instant captures you need to place cp on unreachable locations. Problem with that is that it limits how you can build maps in a big way because you can only have 3 cp's in a map.
So at maximum you can build a map with 2 checkpoints + 1 unreachable to avoid any chance of instant capture.
Also you cannot get a map like the one I made with 3 cp's to work properly.

Sure it's unlikely that all 3 cp's get captured on some maps but that's when people know the map and know how to play. It will still be a kick in the teeth for any new players to get on, hear an attacker swoosh around, take all cp's and then get an instant capture. That might very well be a gamebreaking experience for many players.

Even if you could place more cp's in the editor you would still have problems. First of is the hudmarker. It's a really sloppy way of solving the problem. Also you would still only have a resolution of 1s to control the capturetime.
With the option to (on all cp's captured) have a best goalcapturetime of 0s or 1s to reward the player with a better capture time then the 1.5 that is standard it all breaks down in the logical achivement versus reward formula.(imo)

I would like to see values of say 0.75s as best possible capturetime and then maybe use x2 for each cp.
There is a bunch of possibilities on how you can solve it by automated calculation but I fear its a to new and unplayed mode to really know whats best.
A perfect solution would be to let the community start testing different values with 2 new gamemode options. One for goalcaptime specific for maps with cp's and one value to add on that for each cp.
Then after people actually being able to play around and find what works you can maybe lock it down harder.

But the main point of all this is that it isn't flexible enough as it is today. The possibilities are there for some fun maps and gameplay but when you have a maximum of 2cp or having an instant capture you can't do it all.
The map I have is a fastpaced fluid map, where both attacker and defenders will constantly be in motion to try to cut of, claim map, deny cp access and so on before meeting up around the goal in the end. The map has 3 cp's and is build from start with an idea and concept revolving those 3. Taking one out is not an option and neither is playing it with a possibility of an instant capture since that is the lamest way you can loose and noone think thats fun at all.

Sure I might come of like an egomaniac ( and I am :P ) but I still think the point is valid. Checkpoint system today is to restrictive and unprecise to have any shot of becoming anything but a fringe feature, unused and dismissed.



On a sidenote. Any game you play basically have the situation where the spectators on the attacking team can tell the attacker where the enemys are or went due to nametags/markers in the hud being shown through trees and such. Even when attacker actually has a clear line of sight (but not spots) the defender the spectators can see the tag for a while.
In certain situations this is really affecting the game. You might see the defender drop down to rotate around and so on. While the attacking player has no idea where the defender went his teammates will tell him.
And yes this happens often enough to be an issue.
One solution would be to just not show the markers at all on the spectators on the attacking team.
Hylis
Nadeo
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Re: Beta 2 feedback topic

Post by Hylis »

If you do maps and try to find good options for the game, of course we would be happy to see how to adapt the CP timings.
I would suggest to hardcore it on first update, and if it does not suit you, we would see how to open it.

would you be happy with
0.5 seconds if all CP taken
1.5 seconds if all but one
2.5 seconds if all but two
3.5 seconds if all but three

With 3 poles, it would require the attacker to take two CP to be back to normal, and a third to become really dangerous.

For your side note, we are thinking on how to adapt the ping+nametags possibilities. We feel it is too powerful at the moment and wish to balance it more in order to diminish the occurrence of situations where it can be used. It is not specific about your feedback, but just to say.
sadzealot
Posts: 337
Joined: 04 Aug 2012, 03:38

Re: Beta 2 feedback topic

Post by sadzealot »

Hylis wrote:If you do maps and try to find good options for the game, of course we would be happy to see how to adapt the CP timings.
I would suggest to hardcore it on first update, and if it does not suit you, we would see how to open it.

would you be happy with
0.5 seconds if all CP taken
1.5 seconds if all but one
2.5 seconds if all but two
3.5 seconds if all but three

With 3 poles, it would require the attacker to take two CP to be back to normal, and a third to become really dangerous.
As I've been talking a lot with Munglo and helping him test his map lately, I would like to add that something like this can work, but I still think the best thing would be to allow mapmakers to set custom times. So you can designate what the capture-time for pole is without any checkpoints taken and then how much each checkpoint taken reduces that time by.

An even better way (although more complicated) of doing it might be to allow mapmakers to set different times for each CP on the map. That way you can create CP on the map that is hard for attacker to get to, or getting to without losing a shield or two, but the reward is greater than going for the other CP that are harder for defenders to hold.

Because the way it works now, if you add 3 CP on a decent sized map, it's pretty much impossible for an attacker to get all 3 CP within 45 seconds unless all CP are close together and nearly impossible for defenders to hold in one way or another. You have to remember, that despite there being CP an attacker also have to worry about where defenders are hiding and rocketspam coming everywhere.

Anyway, the point remains that the current system simply needs tweaking. Hoping for a change in the next update :yes:
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