Title: Apothacary Alpha Patch Post by: ChromeAngel on July 07, 2012, 06:11:26 PM The most fun kind of testing is the ones with completely new code, the ones where you have no idea if anything will work right. The tests where testers end up undead, rocket jumping or turning inside out. This week's alpha test is going to be one of those.
Just about everything in this patch is marine oriented, so expect it to be biased in their favour. That shouldn't matter because we're not looking at balance this week, were looking for things that are broken. Download 6.27 (56,085 KB) 40ksource.com (http://40ksource.com/files/ex_alpha_patch_6.27.zip) chromeangel.co.uk (http://www.chromeangel.co.uk/Exterminatus/Downloads/ex_alpha_patch_6.27.zip) Download 6.27B (5,639KB) 40ksource.com (http://40ksource.com/files/ex_alpha_patch_6.27b.zip) Installation instructions If you already have a copy of the EX alpha, delete it. If you don't already have Beta 6.25 download and install it as normal. Copy the sourcemods/ex folder containing beta 6.25 to sourcemods/ex_alpha (so you can still play the beta version too). Extract the 6.27 and 6.27b to your sourcemods folder ( they should overwrite files in the ex_alpha folder ). Restart Steam. You should now see both the Exterminatus Beta 6.25 and Exterminatus Alpha listed in your library. Features
Tweaks
Balance
Bug Fixes
How it's supposed to work... So you know what to expect when we get around to testing. The apothecary is a 2nd tier class, with the same speed boost as the Veteran class. Apothecaries are equipped with a Narcatiuhm with 200 "meds" of "ammo", a Boltpistol, with 2 spare clips and a Chainsword these are bound to keys 3,2 and 1 by default. The Narcathium can heal in 3 ways when equipped (this is all very temporary and may change drastically later): 1) Primary "attack", uses 25 meds of ammo and heals 25 points of damage over the course of a few seconds. It's range is very short, about the same as the marine knife, so you'll have to get close. Apothecary's get rewards for healing this way 2) Secondary "attack", uses 50 meds of ammo and heals 50 points of damage instantly, but has a long recovery period. It's range is short like the primary. Apothecary's also get rewards for healing this way. 3) Idling, if the player hasn't used his Narcathium recently it will try and heal nearby marines every few seconds. If it cannot find a wounded nearby marine it generates more meds. The radius on this is about 2 1/2 man heights and does not check for obstructions. The first wounded marine found will be healed 5 points of damage, the apothecary does not gain any rewards from this. The Heavy marine's heavy bolter has temporarily been swapped out for a new Missile Launcher. Primary attack launches a missile. Secondary attack swaps between Frag and Krak ammo (this code is particularly flaky). Frag has a similar effect to the standard EX grenades, Krak has a much smaller area of effect, but is strong enough to kill a stealer with a direct hit. The plan is to add a "wargear" menu after the class menu in a later build, so you can choose how to splatter the xenos. Future Plans Thanks to Stahlhagel we have some new Tyranid assets in the pipeline to balance out these new marine features. Many of these features will probably need more work to make sure they are suitable for the long term. The new weapons require new graphics for the HUD, new sounds and so fourth. I'm till looking for an artist to create better 2D graphics for EX. Such an artist would of course be receiving a "Hero Banner" when their work goes into the mod ;) [edit] Edit @14:22 Early, un-scheduled testing has found some easily fixed problems with 6.27. Please extract 6.27b to to your sourcemods folder to correct them. [/edit] [edit] Alpha Patch 6.28 This week I have mostly been fixing bugs in the new features I added in alpha 6.27. We should now be able to test the missile launcher and medic in real gameplay now. Stahlhagel continues to produce lots of new models for EX ( I now have a large backlog of texturing and animation work ). The missile type switching was a bit of failure in 6.27, so i've simplified it for 6.28. You get 15 missiles now, firing them with the primary attack fires a Frag missile (large area, low damage), secondary attack launches a Krak missile (small area, high damage). Download 6.28 (12,296 KB) 40ksource.com (http://40ksource.com/files/ex_alpha_patch_6.28.zip) chromeangel.co.uk (http://www.chromeangel.co.uk/Exterminatus/Downloads/ex_alpha_patch_6.28.zip) This patch includes the changes in 6.26 and 6.27B in case you missed them. Installation instructions If you don't already have Alpha 6.27 Follow the instructions above. Extract the 6.28 patch to your sourcemods folder ( they should overwrite files in the ex_alpha folder ). Restart Steam. You should now see both the Exterminatus Beta 6.25 and Exterminatus Alpha listed in your library. Features
Tweaks
Bug Fixes
[/edit] [edit] Alpha Patch 6.29 This week I have mostly been fixing bugs we found in last weeks alpha test, but managed to find the time to add a new war gear menu that should allow classes to have a choice of war gear (eg the heavy can have a heavy bolter or a missile launcher). Stahlhagel continues to produce yet more new models and has started authoring particle systems that I hope to be able to integrate into EX for the next Beta. Dark Marine has been spending time polishing up city conflict once again, so we have a new version of that this week. Download 6.29 (26,725 KB) 40ksource.com (http://40ksource.com/files/ex_alpha_patch_6.29.zip) chromeangel.co.uk (http://www.chromeangel.co.uk/Exterminatus/Downloads/ex_alpha_patch_6.29.zip) Installation instructions If you don't already have Alpha 6.28 Follow the instructions above. Extract the 6.29 patch to your sourcemods folder ( they should overwrite files in the ex_alpha folder ). Restart Steam. You should now see both the Exterminatus Beta 6.25 and Exterminatus Alpha listed in your library. Features
Tweaks
Bug Fixes
[edit] Alpha Patch 6.30 This week I have mostly been coding in new particle effects created By The VMan and Stahlhagel, with some time spent fixing the bugs we found in last weeks alpha test. These new particle systems are a first draft from the artists and will be tweaked now they can be experienced in-game. Download 6.30 (12,266 KB) 40ksource.com (http://40ksource.com/files/ex_alpha_patch_6.30.zip) chromeangel.co.uk (http://www.chromeangel.co.uk/Exterminatus/Downloads/ex_alpha_patch_6.30.zip) Installation instructions If you don't already have Alpha 6.29 Follow the instructions above. Extract the 6.30 patch to your sourcemods folder ( they should overwrite files in the ex_alpha folder ). Restart Steam. You should now see both the Exterminatus Beta 6.25 and Exterminatus Alpha listed in your library. Features
Tweaks
Bug Fixes
[edit] Alpha Patch 6.31 This week I have mostly been working on a new tyranid class and coding in yet more new particle effects created By The VMan, with some time spent fixing the bugs we found in last weeks alpha test. Download 6.31 (12,500 KB) 40ksource.com (http://40ksource.com/files/ex_alpha_patch_6.31.zip) chromeangel.co.uk (http://www.chromeangel.co.uk/Exterminatus/Downloads/ex_alpha_patch_6.31.zip) Installation instructions If you don't already have Alpha 6.30 Follow the instructions above. Extract the 6.31 patch to your sourcemods folder ( they should overwrite files in the ex_alpha folder ). Restart Steam. You should now see both the Exterminatus Beta 6.25 and Exterminatus Alpha listed in your library. Features
Tweaks
Bug Fixes
TL:DR Get Medic Download 6.27 (http://40ksource.com/files/ex_alpha_patch_6.27.zip) Download 6.28 (http://40ksource.com/files/ex_alpha_patch_6.28.zip) Download 6.29 (http://40ksource.com/files/ex_alpha_patch_6.29.zip) Download 6.30 (http://40ksource.com/files/ex_alpha_patch_6.30.zip) Download 6.31 (http://40ksource.com/files/ex_alpha_patch_6.31.zip) Title: Re: Apothacary Alpha Patch Post by: Wiese on July 08, 2012, 02:43:13 PM am looking forward to the next battle
Title: Re: Apothacary Alpha Patch Post by: ChromeAngel on July 08, 2012, 03:29:15 PM Bug reports from Stahlhagel
Stuck out items should be fixed in the 6.27b patch Stuck out green items should be fixed in the 6.28 patch Title: Re: Apothacary Alpha Patch Post by: Stahlhagel on July 08, 2012, 04:25:38 PM stealer view model arms need the gaps filled which you can see on the arms
plasma generator needs to be included in the patch apoth ammo not draining when weapon in use Title: Re: Apothacary Alpha Patch Post by: ChromeAngel on July 08, 2012, 08:51:36 PM Using the medic class on any map except the tech lab crashes the server.... whoops!
Title: Re: Apothacary Alpha Patch Post by: Dr.Salamander on July 08, 2012, 11:45:20 PM Everytime I try to launch the Alpha it crashes D:
Woops Im an idiot Title: Re: Apothacary Alpha Patch Post by: Stahlhagel on July 09, 2012, 08:21:15 AM csword sound needs a fix, only hit sound playing right now
banners need fix but you already know that devastator marine needs his head gap where the sensor is stuffed grenade animation is bugged, you seem to see the upper part of the arm which you shouldnt see veteran view arm with pp is bugged, you see the end of the upper arm where the model ends Title: Re: Apothacary Alpha Patch Post by: ChromeAngel on July 15, 2012, 09:20:47 PM 6.28 After Action Report
All the bug fixes and tweaks in 6.28 seem to work bugs
Title: Re: Apothacary Alpha Patch Post by: Stahlhagel on July 15, 2012, 09:27:10 PM devastator model has holes on its target device located on the head, and you can actually see the eye behind it which you shouldn't
Title: Re: Apothacary Alpha Patch Post by: ChromeAngel on July 15, 2012, 09:33:02 PM devastator model has wholes on its target device located on the head, and you can actually see the eye behind it which you shouldn't No need to repeat yourself, you reported that last week :P Title: Re: Apothacary Alpha Patch Post by: Wiese on July 22, 2012, 09:10:19 PM Particle system looks pretty good
Title: Re: Apothacary Alpha Patch Post by: ChromeAngel on July 22, 2012, 09:33:13 PM 6.29 After Action Report
All the features, bug fixes and tweaks in 6.29 seem to work :D Playtesters were very complementary about city conflicts new skybox buildings. Bugs
Suggestions
Title: Re: Apothacary Alpha Patch Post by: Typheron on July 24, 2012, 12:06:36 AM Quote Bad CRC for GameInfo.txt Bad CRC for bin\Client.dll Server is enforcing consistency for this file: bin\Client.dll Host_Error: Server is enforcing file consistency for bin\Client.dll Title: Re: Apothacary Alpha Patch Post by: Stahlhagel on July 24, 2012, 04:31:55 PM the ml is even more underpowered than i thought, yesterdays game has shown that. ml needs a serious RoF buff, as well as damage, and missile speed buff. currently its near impossible to hit even fexes at all but the closest ranges thanks to the slow speed, and anything else cqnt be even scatched. in nearly any case you get 1 missile off before you die, and thats if youre lucky. weapons with high enough pen should be able to do full damage to the fex, anything else would be ridiculous anyway and defeqt the purpuose of that weapon. further it should actually be able to 1 shot kill a warrior, because if you miss, youre dead anyway. ammo should go up to 20. we should see how it works with those buffs...
Title: Re: Apothacary Alpha Patch Post by: ChromeAngel on July 25, 2012, 08:13:25 AM Quote Bad CRC for GameInfo.txt Bad CRC for bin\Client.dll Server is enforcing consistency for this file: bin\Client.dll Host_Error: Server is enforcing file consistency for bin\Client.dll That all adds up to you running a different version of EX to the server. Title: Re: Apothacary Alpha Patch Post by: Dark Marine on July 25, 2012, 07:42:47 PM Whats the point to give the veteran class a inferno pistol? If I want this type of weapon then I take the special weapon marine. Specially the special weapon marine will get more ammo. For the veteran I see a bad future.
Now he have to assert with two other tier 2 classes. The aphotacary is a more usefull class for the team and has a chainssword too. The special weapon marine is good against all Tyranid classes. The veteran is a close combat class and have the same problem like the terminator before. Give him a close combat damage reduction like the terminator. The chainsword is otherwise useless. But the only one reason I pick some times the veteran is because of his fast movement speed to reach a objectives so fast I can. For the battle the other classes have proven themselve better. Title: Re: Apothacary Alpha Patch Post by: Stahlhagel on July 25, 2012, 10:41:30 PM veteran is useless atm, but have patience. im working at sergeant weapons atm, including stuff like combat shields, power weapons and such. at a point ill remake the marine models anyway, and then there will be stuff lie stern and vanguards to choose from, theyll have much more useful options than a weaker melta and a unplayable plasma pistol ;)
Title: Re: Apothacary Alpha Patch Post by: Stahlhagel on July 27, 2012, 08:25:05 AM new models need bump maps, (height maps ? ); specular, especially lenses lack a reflective layer
Title: Re: Apothacary Alpha Patch Post by: Wiese on July 29, 2012, 06:11:22 PM the new particle effects look simply great
Title: Re: Apothacary Alpha Patch Post by: Valvatorez Jr.Commissar on July 29, 2012, 09:12:27 PM Pictures of the melta particle bugs that linger when you change class, I'm also pretty sure it's the cause of most crashes.
http://cloud-2.steampowered.com/ugc/1154297601698320423/DAE8F10F57C65B60E3FE0CB97603F56135E5106D/ http://cloud.steampowered.com/ugc/1154297601698322694/4061D4B608CC4DC69430052E876C49E22F2FC500/ http://cloud.steampowered.com/ugc/1154297601698325114/4C51E869B177AA4CD5177787A75CCC1C9FE84984/ Title: Re: Apothacary Alpha Patch Post by: ChromeAngel on July 29, 2012, 09:43:37 PM Mainly mucking about with the effects weapons during this test. Pity Stahl and the VMan couldn't be there to hear the compliments. Bugs
The Carnifex plasma scream looks particularly poor compared to the new plasma pistol effect. I hope VMan will have time to make a new effect for the fex. Title: Re: Apothacary Alpha Patch Post by: ChromeAngel on August 05, 2012, 08:08:33 PM 6.31 After Action Report
We had an unscheduled pre-test resulting in the following: Bugs
Requests
Title: Re: Apothacary Alpha Patch Post by: Dark Marine on August 06, 2012, 05:59:40 PM Iam very impressed by the new particle effects. Great work.
The biovore class is fun to play. Its looks funny if a whole floor is full of spore mines. But the Space Marines should be able to kill them. I notice that the biovore has a problem on city conflict to shoot his mines high in the sky from the Tyranid fire prosition at the generator. This is so, because I builded an invisible brush in the sky to limit the joyous leaps stealers. I have to fix this and therfore you will see an unpated version 3 on sunday. Title: Re: Apothacary Alpha Patch Post by: Stahlhagel on August 07, 2012, 11:21:26 AM there are spore mine props and i made a forcefield pylon which needs to be textured, i think it will look good on the map
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