Pointing out some issues, but I'm really enjoying this game as is.
I've been playing the 0.2 and 0.3mod and I'm having a blast :clap. But I'm here just post some issues. PLOX TAEK DEM IN CUNSIDERATIAN PLZ!!!11!!1 :redface:
0.3mod:It has the framerate kind of unstable, the framerate begin to skip for no reason whatsoever, other than that, the AI ships keeps clustering through the track.
I have yet to test the ship and track importer.
0.2: Survival has the Pit lanes and Dual Airbrakes working, you need to disable this, it should'nt happen
"Corkscrewed" parts of the track make the autopilot and the AI ships suffer when going through the track, they hit the ground and and keep rebounding back for eternity.
Ishtar citadel has a...bad placed invisble wall, that part where the ship is supossed to run through that "wall" part of the track. It really annoys me that you can't shortcut that wall.
The tolerancy of the wall riding made the game much easier to handle, altough it's not there yet. When the game registers that you hit the wall, your ship still stops, but the good thing is that the accel of the ships is good, so its not a issue when you hit the wall sideways. You can go back to the track 1 sec after. The problem is that at certains speeds I think it should still reduce the speed, and rebound the ship a bit more, so you don't hit the same place again and again. There are times that when you think you can scrape the wall, you hit it and get stuck, because there's not enough rebound, so you keep hitting that little piece of the wall corner in succession.
This one here is not a issue, but a track design opinion: Pit lanes should be easy to go in and out, since it's something like a safe zone, when you're in despair. It's really annoying having to do a tight manuever to go into the pit. That's something that I complain about WipEout XL and Wip3out. I mean 0x002 has an atrocious pit lane, I lite"rally" have to slide through the track, or brake to turn 90 degrees to go into the pit, manuever the ship again, while accelerating, to go through the pit, turn, and do the same 90 degree turn to go back on the track. I have more chances of dying doing that than recharging my shields...albeit losing too much time.
I know this is made to behave like the classic WipEout's, but I really wanted to have the sideshift, its a usefull move, it could open up some possibilities.
Also, cockpit view. The first person one is good, but I like to see the cockpit to have a reference. It also feels cool 8)
Sorry for the long, post I just hope those problems and this opinion can be taken in consideration in later releases.
Yar har fiddle didi, you do what you want cuz a pirate is free! YOU ARE A PIRATE!
Yeah, you should put in the configuration menu in the next build Snake. I want to hit people with X, not with B button.
Click me! :--
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I can't help myself with the piracy joke. also is there a way to resize the image when posting?
EDIT:more bugs
_You should be able to take items while using shield
_AI ships gain an insane boost of speed when doing jumps(seen in Ackinovae).
_AI ships will relenteslly keep hitting anything in front of it, without thought of trying to go around( I've passed through a Scorpio been hit by another ship mutliple times. It felt that scorpio was a nail in a plank...)
_Tampering with the frame rate make ships...faster than it should be. I went with a framerate of 30 to simulate the fps of the ps1 and the ships just got insanely fast. they all of them were keeping up with th Tenrai ship I was using, I had no chance to overtake the others. Once i've hit a wall it was basically over for me, I couldn't catch up. So yeah... the lower, the worse the auto-pilot and AI will be.
_Missiles and Rockets don't disappear upon impact. They can go through walls and hit multiple targets.
_Season 1, 4th track you can't finish first, and upon finishing the track the game gives you quit and restart options. Clicking restart takes you to the next track(that's why I though I've finished the season)
_Ship is invisible upon finishing in 1st person view(plz keep it that way, it's good and surprisingly not nauseating. Hooray the camera is not on the ground)Just plz change the shield effect while in first person...it's distracting
Really, work on the AI. This makes the game frustating.
Okay, here are my thoughts on the hotfix
Quote:
Originally Posted by
bigsnake
It's mostly done, in fixing the problem related to the AI becoming harder at lower framerates I needed to redo all of the settings for the AI which ended up with my adding a few new behaviors and sorting out the overtaking. Going to have a hotfix up soon, just working on a few minors things first.
And done,
download here or on the release thread.
Downloading. Will edit after playing.
EDIT:
So first I've played on Harpstone to do a warm up. first thing I notice is that the AI gave me problems when I was racing. I thought "Well, this seems an improvement...normally I would just blaze through them" and when I say problems, is that they offered a little resistance. It's okay so far.
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NOTE: I did everything with 60FPS Frame Cap, Max Render Distance with Camdmg, FXAA and Tonemap enabled. If anything here changes something and I don't know, be aware I used those settings! Continuing.
So I went ahead and played that dreaded track: Utah Project (insert suspense music here)
First: G-Tek run on Halberd - Took me 2 tries(to first place). The AI wasn't clustering as much in the first lap, in the second lap they seemed more apart. Times they tried to overtake me.
Second: Tenrai run on Halberd - Took me 3 tries(to first place) First run I didn't get satisfied and restarted, second I died, with the third I made it. I had my share of being cheap shotted.
So far, so good. BUT Spectre began showing the face of bullsh**. Prepare. FOR. THE. RANT!!!!
Third: G-Tek run on Spectre - Took me 4 tries(to first place). Here the AI began to show it's arrogance on me: First lap = a impenetrable wall ahead of you. Normally I try to get ahead of the pack so I don't get problems later, but they catch up faster than you can go in a corner(It doesn't help that I'm using a slow ship, but wait until Tenrai). Also they like to be little pricks throw in rockets when they hit your back, mines when you're closing in, and if you're close enough of another ship when doing a tight corner, they'll ram you like a madman, and get away with. This is bullsh**. This really made me mad. by luck on the 4th try I did not die and get first.
Fourth: Tenrai run on Spectre....ugh - Wooping +12(I stopped counting) tries to FINISH the race(once I did I came out first by seconds of quick reaction). ON the first tries, I tried to go ahead of the pack, but as I said, they go faster than I can do a corner, so this means I'm losing time and speed, meanwhile they still go full speed. So for the first tries it was basically an insta reset, because I couldn't focus on getting my racing line right. The AI just didn't let me.I've hit a rocket in a ship in the first lap, and it just bounced. It gave zero craps about it and kept going. On the next tries I've let the AI go ahead. 1 lap seeing nobody, just a tail fin in the horizon. I've restarted a bunch of times, because of the poor shield of Tenrai, and the AI without further notice attacking me did not help it. on the run that I got it right I notice the ships getting far away from each other, also getting slower. "OMG. He tweaked it. HE TWEAKED IT!!!1!!!1111!" I've just found the first racer in the final lap, which is not very nice. Anyways I could get through him and it a wall, and 2 ships came along. 2. What's this, teleporters have been invented? In a matter of seconds of despair I could overtake the 2, BECAUSE THEY WERE TRAILBLAZING. And then FINALLY got to the finish line with a glorious, but suffered 1st place. No pits. Because that pit lane is horibly designed. The track itself punishes you for not knowing how to use the airbrakes, but it's not all that atrocious, but that pit lane doesn't help getting my shields back. And it's easier to lose one or 2 positions entering in that pit. Strangely enough no one was eliminated in that session.
End of the rant.
At least I could go through Utah in Spectre. Still, it's better than before, it's playable, but it's too hardcore, most of the time by cheapness. I'm missing a warning message before getting myself bombed, so i could at least know I was warned that something was coming. I mean, 40% shields, hit in the backside and rocketed. 25% shields."WHADAFU-" Ded. Not big surprise.
Still my major gripe with this game is the AI(my minor is still the collisions...I can get used to it... I guess). But that was at least a major improvement, because intestead of losing all your work up to to the top, you'll lose AT LEAST 1 or 2 positions if you make a big mistake. Keep up the good work.
To the programming errors shall we?
_Menus glitch up if you press the Back button(or B button) rapidly(It repeats the "Go Back" animation) same goes after selecting an option.
_Ship selection menu get overlapped if you select the WipEout ships menu and go back to a previous menu. Once you go back to ship selection letters are overlapped.
_Ships tend still somehow cluster when you overtake them(the case of Spectre. I've over took one, 10 seconds later I've overtaken the other, made a mistake and 2 ships were ahead of me).
The Plasma bolt sound glitch is fixed couldn't test it. I didn't sniff out more stuff because I'm tired right now, so I'll look further on this stuff later.
Cheers :dizzy