FFA League Pack Bug Reports & Dev Thread

c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊
Posts: 736
Joined: 17 Nov 2012, 11:40
Contact:

FFA League Pack Bug Reports & Dev Thread

Postby c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ » 15 Apr 2013, 12:43

We are now crowdsourcing the design of the new FFA League Pack to you, the Myth Community!

Looking forward to this coming Autumn's ffa league I am trying to compile bug reports, proposed trades (or reversions to the original trade), and possibly better flag positioning for all ffa league maps.

Ideally I'd like each mesh to have a classic light & dark mesh and one shadow mesh open to a little more (but not too much) experimentation. I'd also like optimal flag placement for kotm.

When posting trade suggestions, please limit your response to
(a) the mesh,
(b) the old trade
(c) your proposed trade.

If you'd like include your rationale/critique afterwards. Same format goes for flag placement (mesh, old placement, new placement).

When posting bug reports, include the mesh(es), the nature of the bug, and if possible a film of the bug.

We already know about wiggleballs, they were unintentional and will be removed.

c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊
Posts: 736
Joined: 17 Nov 2012, 11:40
Contact:

Re: FFA League Pack 2013

Postby c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ » 15 Apr 2013, 12:46

Keibatsu Kosatsu (dark), koth

NE start's thrall elite were respawning as if deathmatch were on for them.

Renwood
Posts: 493
Joined: 13 Jan 2013, 10:16
Contact:

Re: FFA League Pack 2013

Postby Renwood » 15 Apr 2013, 13:18

Just dont let Zak ruin GREAT maps with lame trades anymore...and you cant fail!

I think the KILLER APP, is having to DL just ONE plugin and you get a fucktonn of maps. Just keep them the way their CREATORS intended!

c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊
Posts: 736
Joined: 17 Nov 2012, 11:40
Contact:

Re: FFA League Pack 2013

Postby c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ » 15 Apr 2013, 13:26

Ren this is not a constructive comment. Please post in the format requested i.e. with a specific mesh & a specific trade.

Renwood
Posts: 493
Joined: 13 Jan 2013, 10:16
Contact:

Re: FFA League Pack 2013

Postby Renwood » 17 Apr 2013, 15:25

O its very constructive! DO not ruin the maps with oddball trades and you will be filled with WIN!

I like your idea of light, dark, and a mixed trade for each map.

Do not worry about the plugin size! Its 2013 afteral!

punkUser
Posts: 1382
Joined: 16 Nov 2012, 23:13
Contact:

Re: FFA League Pack 2013

Postby punkUser » 17 Apr 2013, 15:55

Renwood wrote:I think the KILLER APP, is having to DL just ONE plugin and you get a fucktonn of maps.

TBH a zip file fulfills this just as well and avoids the silliness of not being able to play if you have the stand-alone plugin with people that have the "combined" one. IMHO map packs are only interesting if you're modifying *something* about the map (trade or modes or otherwise).

User avatar
Zak
Posts: 984
Joined: 06 Feb 2013, 01:26
Contact:

Re: FFA League Pack 2013

Postby Zak » 17 Apr 2013, 20:32

punkUser wrote:
Renwood wrote:I think the KILLER APP, is having to DL just ONE plugin and you get a fucktonn of maps.

TBH a zip file full-fills this just as well and avoids the silliness of not being able to play if you have the stand-alone plugin with people that have the "combined" one. IMHO it's only interesting if you're modifying *something* about the map (trade or modes or otherwise).


Hah! Finally someone agrees with me

c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊
Posts: 736
Joined: 17 Nov 2012, 11:40
Contact:

Re: FFA League Pack 2013

Postby c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ » 18 Apr 2013, 00:15

punkUser wrote:
Renwood wrote:I think the KILLER APP, is having to DL just ONE plugin and you get a fucktonn of maps.

TBH a zip file fulfills this just as well and avoids the silliness of not being able to play if you have the stand-alone plugin with people that have the "combined" one. IMHO map packs are only interesting if you're modifying *something* about the map (trade or modes or otherwise).


For most of the maps in the pack it is a moot point as they are taken from conversions like TSG and Bushido. What I would like is 2 classic style trades per map + more innovative "shadow" mesh. The reason to keep some OG trades is so that we can have many, many ffa maps + new trades and old trades without having to switch plugins and lose players.

In any case I really wanted this thread to be bug reports and concrete trade suggestions, if people could please focus, this is not a philosophy of plugin making class damnit.

c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊
Posts: 736
Joined: 17 Nov 2012, 11:40
Contact:

Re: FFA League Pack 2013

Postby c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ » 18 Apr 2013, 00:23

Ari Na Senshi (Killing Grounds)

Cannonballs are overpowered, please remove or substitute for regular mortballs at least for koth.


Whirlwind (Dwarf Riot)

Dwarven Knaves are bugged and can stab from a distance. In general I would prefer to remove the "dwarf riot" meshes, they aren't very fun and nobody ever wants to play them.


A Place to Stand (all meshes)

The weird Jinn ball on stb doesn't change color when different players possess or contest it.

c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊
Posts: 736
Joined: 17 Nov 2012, 11:40
Contact:

Re: FFA League Pack 2013

Postby c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ » 18 Apr 2013, 16:39

Blacken My Eye (Light)

People were reporting still having % and thus not being eliminated even after losing all their units.

Also, the trade is fun but I think this trade should become the "shadow" mesh, with a more classic light set substituted.

c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊
Posts: 736
Joined: 17 Nov 2012, 11:40
Contact:

Re: FFA League Pack 2013

Postby c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ » 18 Apr 2013, 20:35

Snowfight (Light)
Dwarven ghosts dont change color for team/player & their animation when they cross deep water is bugged. We understood that the ghosts are to balance the minions, but is it really necessary to include both dwarven ghosts and regular dwarves? Just ghosts would be find provided the above problems are fixed.

Raisin Barn (Light)
Change the current light UT to "shadow," restore the original light trade

Wasteland
Elevation problem: camera too close

The Sun's Anvil
Elevation problem: camera too close

The Ritual Site
High pitched sound over volcanoes

Leagues from Nowhere (Light)
Change to original UT, move current light UT to shadow.

Vantobia
Posts: 155
Joined: 07 Dec 2012, 00:13
Contact:

Re: FFA League Pack 2013

Postby Vantobia » 18 Apr 2013, 23:28

Hey Milk good stuff. I would like to contribute but my ffa map knowledge is fairly limited. If you see me online and not afk I would be keen to test run a few possibilities with you or something. I would really like to get into some ffa tourney action this year - every other year I seem to struggle to get invlolved due to aussie timezone issues.

c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊
Posts: 736
Joined: 17 Nov 2012, 11:40
Contact:

Re: FFA League Pack 2013

Postby c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ » 15 May 2013, 22:30

Behind the Library

STB ball got stuck in one of the models

c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊
Posts: 736
Joined: 17 Nov 2012, 11:40
Contact:

Re: FFA League Pack 2013

Postby c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ » 22 May 2013, 22:55

Belly of the Beast

Map too dark, hard to see black units / spears etc, lighten colormap a bit.

Also, you can sink spids in lava, lava should do dmg like fire.

c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊
Posts: 736
Joined: 17 Nov 2012, 11:40
Contact:

Re: FFA League Pack 2013

Postby c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ » 24 May 2013, 12:56

Green Acres

Change both light and dark to original trades, make a shadow UT with a trow, skels, and fetch and shit

c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊
Posts: 736
Joined: 17 Nov 2012, 11:40
Contact:

Re: FFA League Pack 2013

Postby c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ » 24 May 2013, 12:57

Sleepy Hollow

Substitute the proposed shadow mesh with the original "Heavy Arms" trade.

c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊
Posts: 736
Joined: 17 Nov 2012, 11:40
Contact:

Re: FFA League Pack 2013

Postby c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ » 29 May 2013, 12:23

King's Garden

Strange/Annoying Ambient Noise

Tokkun Doju

When you gesture click the arrows seem to float above units

c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊
Posts: 736
Joined: 17 Nov 2012, 11:40
Contact:

Re: FFA League Pack 2013

Postby c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ » 29 May 2013, 13:31

River of Life

Instead of adding a "shadow" mesh, add River of Gold with the following dark UT (basically a modified spiderweb):

Dwarves 2/3
Mauls 3/6
Skels 8/16
Fetch 1/1
Soulless 4/6
Wasps 2/6
+ 2 free wights

River of Gold Light trade TBA

User avatar
Zak
Posts: 984
Joined: 06 Feb 2013, 01:26
Contact:

Re: FFA League Pack 2013

Postby Zak » 11 Jun 2013, 09:15

Note to self:

Look into lich fire circles not doing damage to thrall/souls

Also see if a monster flag is the reason icicles disappear when they hit liches

User avatar
Zak
Posts: 984
Joined: 06 Feb 2013, 01:26
Contact:

Re: FFA League Pack Bug Reports

Postby Zak » 28 Aug 2013, 16:57

http://hl.udogs.net/files/Uploads/%20Us ... packv2.zip

Made the changes, let me know if it looks finished.

User avatar
Zak
Posts: 984
Joined: 06 Feb 2013, 01:26
Contact:

Re: FFA League Pack Bug Reports

Postby Zak » 28 Aug 2013, 21:57

Looks like the fir bolg are broken, so avoid playing maps with them on it for now. Tag ID conflict makes it so their arrows create explosions.

c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊
Posts: 736
Joined: 17 Nov 2012, 11:40
Contact:

Re: FFA League Pack Bug Reports

Postby c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ » 29 Aug 2013, 01:41

I'll probably be on at random times this weekend testing this with whoever is willing... and there will be a pre-season ffa league this coming wednesday to test the pack that I will announce shortly.

c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊
Posts: 736
Joined: 17 Nov 2012, 11:40
Contact:

Re: FFA League Pack Bug Reports

Postby c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ » 02 Sep 2013, 18:57

Wasteland (basilik)
Basilik can use stoning breath twice not once, as advertised in the flavor

Leagues from Nowhere
I like the trades but could you also make a Leagues from Nowhere (OG) option?

Titus Groan
The light mesh is missing for some reason (I actually like your version with fire instead of fever arrows better by the way)

Sleepy Hollow (OG)
The pregame graphic is missing

c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊
Posts: 736
Joined: 17 Nov 2012, 11:40
Contact:

Re: FFA League Pack Bug Reports

Postby c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ » 02 Sep 2013, 19:03

Also thanks for restoring the OG UTs on some of the maps... but I really did mean for you to leave your more successful experiments as additional 'shadow' meshes.

Did you mean to change all archers into firbolg? I think you might have gotten a bit carried away in this respect.

c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊
Posts: 736
Joined: 17 Nov 2012, 11:40
Contact:

Re: FFA League Pack Bug Reports

Postby c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ » 03 Sep 2013, 13:47

On some maps a horse is randomly standing amongst my units and on others I hear a horse neighing when units die... wtf lol

User avatar
Zak
Posts: 984
Joined: 06 Feb 2013, 01:26
Contact:

Re: FFA League Pack Bug Reports

Postby Zak » 03 Sep 2013, 18:33

I'll take a look at these things and make some changes.

User avatar
Zak
Posts: 984
Joined: 06 Feb 2013, 01:26
Contact:

Re: FFA League Pack Bug Reports

Postby Zak » 04 Sep 2013, 04:46

Titus Groan has 3 meshes, 2 of them had the same name so neither was visible. In the next version there will be a light, dark, and OG version.

What units make the horse noises? I'm trying to pinpoint the exact problem.

I don't feel like there are too many fir'bolg on maps, the game will play pretty similar once they've been fixed.

User avatar
Zak
Posts: 984
Joined: 06 Feb 2013, 01:26
Contact:

Re: FFA League Pack Bug Reports

Postby Zak » 04 Sep 2013, 05:07

What maps have the horse standing randomly amongst your units? The snowy version of raid?

c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊
Posts: 736
Joined: 17 Nov 2012, 11:40
Contact:

Re: FFA League Pack Bug Reports & Dev Thread

Postby c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ » 04 Sep 2013, 21:08

I think it was the snowy version of raid yes. I'd like to see normal arcs reverted-to on Tokkun.

c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊
Posts: 736
Joined: 17 Nov 2012, 11:40
Contact:

Re: FFA League Pack Bug Reports & Dev Thread

Postby c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ » 04 Sep 2013, 22:07

Snows on the Wester Plain

Spid queens freeze (should be immune to freeze) and go neutral (blue) when red damaged.


User avatar
Zak
Posts: 984
Joined: 06 Feb 2013, 01:26
Contact:

Re: FFA League Pack Bug Reports & Dev Thread

Postby Zak » 05 Sep 2013, 06:57

c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ wrote:The horse noises play when warlocks die as far as I can tell...


Thanks, fixed it.

User avatar
Zak
Posts: 984
Joined: 06 Feb 2013, 01:26
Contact:

Re: FFA League Pack Bug Reports & Dev Thread

Postby Zak » 05 Sep 2013, 06:59

c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ wrote:Snows on the Wester Plain

Spid queens freeze (should be immune to freeze) and go neutral (blue) when red damaged.


Fixed the freeze. Does the unit go berserk, or does it just stand still and not attack anything when it goes blue?

User avatar
Zak
Posts: 984
Joined: 06 Feb 2013, 01:26
Contact:

Re: FFA League Pack Bug Reports & Dev Thread

Postby Zak » 05 Sep 2013, 06:59

c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ wrote:I think it was the snowy version of raid yes. I'd like to see normal arcs reverted-to on Tokkun.


Why? Normal arcs are far less useful on that map than firbolg

c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊
Posts: 736
Joined: 17 Nov 2012, 11:40
Contact:

Re: FFA League Pack Bug Reports & Dev Thread

Postby c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ » 05 Sep 2013, 12:45

Zak wrote:
c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ wrote:I think it was the snowy version of raid yes. I'd like to see normal arcs reverted-to on Tokkun.


Why? Normal arcs are far less useful on that map than firbolg


Aren't they less accurate though?

User avatar
Zak
Posts: 984
Joined: 06 Feb 2013, 01:26
Contact:

Re: FFA League Pack Bug Reports & Dev Thread

Postby Zak » 05 Sep 2013, 16:38

c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ wrote:
Zak wrote:
c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ wrote:I think it was the snowy version of raid yes. I'd like to see normal arcs reverted-to on Tokkun.


Why? Normal arcs are far less useful on that map than firbolg


Aren't they less accurate though?


Nope.

c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊
Posts: 736
Joined: 17 Nov 2012, 11:40
Contact:

Re: FFA League Pack Bug Reports & Dev Thread

Postby c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ » 05 Sep 2013, 17:54

Oh well whatevs then.

FFA League starts next Wednesday so I hope you can get this done in time!

User avatar
Zak
Posts: 984
Joined: 06 Feb 2013, 01:26
Contact:

Re: FFA League Pack Bug Reports & Dev Thread

Postby Zak » 05 Sep 2013, 18:21

c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ wrote:Oh well whatevs then.

FFA League starts next Wednesday so I hope you can get this done in time!


Once I've corrected the bugs listed in this thread, should I just upload it?

c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊
Posts: 736
Joined: 17 Nov 2012, 11:40
Contact:

Re: FFA League Pack Bug Reports & Dev Thread

Postby c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ » 06 Sep 2013, 01:00

Might as well, i don't think there's anything else glaringly wrong.... in any case if there is we'll find out soon enough.

User avatar
Zak
Posts: 984
Joined: 06 Feb 2013, 01:26
Contact:

Re: FFA League Pack Bug Reports & Dev Thread

Postby Zak » 06 Sep 2013, 02:08

http://hl.udogs.net/files/Uploads/%20Us ... packv3.zip

I"ll upload it to the tain too, but who knows how long it will take to get approved


User avatar
Zak
Posts: 984
Joined: 06 Feb 2013, 01:26
Contact:

Re: FFA League Pack Bug Reports & Dev Thread

Postby Zak » 12 Sep 2013, 18:23

Looked into Adrenaline's complaint about a bug with the basilisk on pirates (dark). I watched the films and he successfully freezes a fetch on his first charge, then 2 dwarves on his second charge. Then, without any ammo remaining in his basilisk he charges 2 dwarves and dies. No bug there.

adrenaline
Posts: 1657
Joined: 15 Nov 2012, 15:38
Contact:

Re: FFA League Pack Bug Reports & Dev Thread

Postby adrenaline » 12 Sep 2013, 19:10

So you are saying you can only use the special twice? why the fuck does it have a mana bar then?? Would have been good to know before we played 2 maps in a row with that unit. I charged the 2 dorfs because i was trying to freeze them... every time it didnt work I just assumed mana hadn't quite recharged enough yet.

c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊
Posts: 736
Joined: 17 Nov 2012, 11:40
Contact:

Re: FFA League Pack Bug Reports & Dev Thread

Postby c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ » 12 Sep 2013, 19:48

Dude the two charges are listed... the special is also dependent on mana which is why there is a mana bar... and the instructions on the unit are even in the flavor text...

c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊
Posts: 736
Joined: 17 Nov 2012, 11:40
Contact:

Re: FFA League Pack Bug Reports & Dev Thread

Postby c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ » 12 Sep 2013, 19:51

There was a bug on Ari PG however: I was eliminated but f7 still said I had 30%

adrenaline
Posts: 1657
Joined: 15 Nov 2012, 15:38
Contact:

Re: FFA League Pack Bug Reports & Dev Thread

Postby adrenaline » 12 Sep 2013, 19:55

c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ wrote:Dude the two charges are listed... the special is also dependent on mana which is why there is a mana bar... and the instructions on the unit are even in the flavor text...


Who the fuck reads that stuff? I play with the status bar off always.

c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊
Posts: 736
Joined: 17 Nov 2012, 11:40
Contact:

Re: FFA League Pack Bug Reports & Dev Thread

Postby c⁄J⁄Iılk c⁄J⁄Iån ◊§t◊ » 13 Sep 2013, 01:47

WELL NOW YOU KNOW GDI

Besides you fucking tore shit up with that basilisk, got a 2.0 dmg ratio, dunno why you're sadballing.

adrenaline
Posts: 1657
Joined: 15 Nov 2012, 15:38
Contact:

Re: FFA League Pack Bug Reports & Dev Thread

Postby adrenaline » 13 Sep 2013, 03:37

Because it should have been a 3:1 dmg ratio! I wouldnt have rushed into those dorfs had i known i couldnt freeze them lol

Asmodian
Posts: 1493
Joined: 22 Feb 2013, 07:28
Contact:

Re: FFA League Pack Bug Reports & Dev Thread

Postby Asmodian » 13 Sep 2013, 07:39

only two chargers? That is retarded. Basislik irl have unlimited amounts of freezes. GO BIG OR GO HOME!

User avatar
Zak
Posts: 984
Joined: 06 Feb 2013, 01:26
Contact:

Re: FFA League Pack Bug Reports & Dev Thread

Postby Zak » 13 Sep 2013, 15:25

A unit that can spam stoning breath over and over would be terrible.


Return to “• ₣₣∆ ⱢЄ∆₲ṲЄ •”