Bug; Using the armory sometimes puts your game into the "Ready Room" state
Jamini
Join Date: 2009-12-30 Member: 69830Members
I'm not exactly sure how this happened. However today when I was doing some testing of the NS2 alpha a number of players on both teams ended up in the "Ready Room" after using an armory or respawning (as Kharra).
This appeared to hapen after respawning or using the armory about five minutes into the map. Players who did not die or use the armory were able to play like normal while everyone else was a "ready room" marine.
It was quite humorous. IF I can get it to reproduce I will post more details.
(Also, please focus on hit detection before you add anything! It's so bad right now a skulk can't kill a marine if he's half up the marine's ass)
This appeared to hapen after respawning or using the armory about five minutes into the map. Players who did not die or use the armory were able to play like normal while everyone else was a "ready room" marine.
It was quite humorous. IF I can get it to reproduce I will post more details.
(Also, please focus on hit detection before you add anything! It's so bad right now a skulk can't kill a marine if he's half up the marine's ass)
Comments
Definitely the kind of thing they are looking for people to send info on.
This appeared to hapen after respawning or using the armory about five minutes into the map. Players who did not die or use the armory were able to play like normal while everyone else was a "ready room" marine.
It was quite humorous. IF I can get it to reproduce I will post more details.
(Also, please focus on hit detection before you add anything! It's so bad right now a skulk can't kill a marine if he's half up the marine's ass)<!--QuoteEnd--></div><!--QuoteEEnd-->
Their focus right now isn't to 'tighten up the graphics on level 3' to give you an awesome gaming experience. It's to fix major, show stopping, game crashing bugs.
Hit detection, right now, should be the least of their concerns.
Because the focus at this time isn't around balance.
There is no reason to add hit detection at this time, other than to make the game 'more fun'.
We are testing stability, assets, network issues and if the client will even start up or not.
Hit detection is a late alpha/early beta issue, imo.
Because its 100% <b>not</b> about if you can kill an alien or marine. It's about getting the game working at this point.
Because its 100% <b>not</b> about if you can kill an alien or marine. It's about getting the game working at this point.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hit detection will probably get fixed when they sort out the server lag (remember it worked flawlessly in the engine test).
The lag issue imo is priority, this connect prob is pretty big. But hit boxes should at least be decent enough to actually play to test the game for bugs. IMO, if I can't even kill what I'm shooting/biting at...what's the point of testing if it just gets me frustrated? =P...lol..
Hopefully this will be attributed mostly to the lag, although that one reference I spoke of was in a fluid server...but time will tell.
Like in any other game.
You never mentioned clipping issues, falling through the level or buildings before this post. You only stated 'hit detection' which I took to mean "point gun at target, click, register hit at target."
I still believe 'hit detection' is a low priority in the alpha <i>at this point</i>. Players falling through levels and building placement issues are higher priorities in my opinion.