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PostPosted: Tue Nov 13, 2007 9:29 am 
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What the hell is this? -

Image

Image

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PostPosted: Tue Nov 13, 2007 9:49 am 
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Also, I still feel that weapons are too powerful. Is it only me, who notice this? Marine, for example, currently can kill a bot by 2 shotgun shots.


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PostPosted: Tue Nov 13, 2007 11:03 am 
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Crimson Wizard wrote:
What the hell is this?

Those are the new incomplete menus implementations, I'm about to fix those, it's a relative easy thing to change :).

As for weapons, I think they are very balanced already, but that's my opinion.

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PostPosted: Sat Nov 24, 2007 2:32 am 
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Wait a second ppl, about balance of weapons, you're making the same mistake most developers made all this years: since you guys can play it nicely you automatically assume everybody else does it too.

never trust a seasoned player as a beta tester, the game will always be too easy to get, too easy to finish, too easy to whatever...too easy to kill with two shots!

I believe it is ok, did you guys ever released a public beta?

My son's puter PSU died last week, I got a new 500W one and fried the motherboard, so I'm changing mobo's right now and we're unable to test KA on LAN.

The single player seems to work just fine, aside from the teleporter error on CW's map.

no more bot errors :D


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PostPosted: Sat Nov 24, 2007 7:14 am 
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Ouch! Good luck with your new mobo ;), I remember I fried a mobo myself too, the second time I opened my computer's case :(, I connected something wrongly and it just burned out :lol: .

Anyway, it's cool to hear that you enjoy the single player mode :), I've been working on KA for a good time this week, I'll have a new internal build ready during the next week, so stay tuned for it, it'll have some interesting stuff added, I promise 8) .

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PostPosted: Sat Nov 24, 2007 9:57 am 
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Yep it's important that the single player experience (i.e. vs bots) is good, since in the vast majority of cases that's the only one people can play with KA.


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PostPosted: Tue Dec 04, 2007 1:19 am 
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RambOrc wrote:
Yep it's important that the single player experience (i.e. vs bots) is good, since in the vast majority of cases that's the only one people can play with KA.


That's a tough one, beside getting stuck facing walls, I don't find any other problem with bots.

My LAN is working again, the mobo was not fried, only the PSU needed a replacement, thank the gods! I still have occasional lock ups and freezes, but I'm not certain its a KA issue.

I think its time to release a beta :)


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PostPosted: Tue Dec 04, 2007 1:41 am 
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Col.J.P. wrote:
beside getting stuck facing walls, I don't find any other problem with bots.


No I will finally look into what's going on there. This behavior is quite disturbing and, frankly, I cannot imagine how algorythm could be written that allows that :(.

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- Our necromancers' team have already prepared everything for the Rebirth Ritual. Soon Holy Lenin will be back with us!
- Perfect. I shall report to Magistre Stalin immediately.


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PostPosted: Mon Dec 10, 2007 5:37 am 
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OK, i've been coding a simple state and action system, so bots now have both a state (offense, defense, return to base) and action (going for flag, defending flag, go scoring) for CTF (and any other team based gameplay mode), this will prioritize tasks the bot should do, so they won't chase things in the same conventional way, so there are things that the bot will completely ignore or give less priority, I'm still testing this out, it's still very basic, but I hope things will change soon.

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 Post subject: Re: Latest KA Internal build
PostPosted: Tue Jul 22, 2008 2:33 am 
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Regarding internal 2008-06-18 - I cannot make it run, at all. Vavoom crashes with following:
Code:
ERROR: Script error, "animdefs" line 11: Name is too long



BTW, Bot Generator is good. BUT. What is the purpose of putting it in game release while its usage require full progs recompilation? How common users are supposed to use it?

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- Our necromancers' team have already prepared everything for the Rebirth Ritual. Soon Holy Lenin will be back with us!
- Perfect. I shall report to Magistre Stalin immediately.


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 Post subject: Re: Latest KA Internal build
PostPosted: Tue Jul 22, 2008 8:20 am 
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If you have any zip utils, open the data.pk3 and fix the animdefs in it, I've fixed this error myself in my local copy, but I can't upload anything at the moment :(.

I'm still working on KA bots for CTF, but progress has been slow :).

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