2.5.2 beta builds. Official test thread.

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Postby MC SE7EN » Tue Sep 08, 2009 5:57 pm

Ixion wrote:
MC SE7EN wrote:the settings for amount of Gibs and disabling Gore seem to have disappeared..where did they move to?

Player setup


ah ok..i thought id seen them somewhere, but i couldnt find them when i looked there..

*slaps himself and goes to look again*

thanks
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Postby jaykay » Fri Sep 18, 2009 7:37 pm

what is blocking this from releasing?



btw a small bug, i don't know whether its already reported or not, and i'm not 100% sure whether it's really happening: you can se the "trails" of the bullets of the machine gun, even when this bullet already stopped at a wall before. a small picture:
Code: Select all
   |
xxx|  <- P
O  |
   |

You are O. P shoots with a machine gun at the direction of the arrow. | is a wall.then you can see the trails of the bullets at xxx, but you can't get damage from them.

i noticed it when i saw many trails around me and shooted in the direction of the one with the machine gun, but there was only a wall. but maybe i'm just plain wrong :)
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Postby Lee_Stricklin » Sat Sep 19, 2009 4:14 am

jaykay wrote:what is blocking this from releasing?


My guess is they're busy trying to make videos to show it off or they're just trying to (further) embarrass Epic games (seriously, UT3 SUCKED).
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Postby Mizu Kitsune » Sat Sep 19, 2009 5:14 am

actually this is due to the new projectile coding, bullets travel through walls/objects based on velocity, speed, and force now so you can make the uzi into a chaingun and blast through the turets on the 1st spider bot test map without moving after spawning. and shoot straight through the super thick walls on that level.
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Postby Lee_Stricklin » Mon Sep 21, 2009 11:46 am

Mizu Kitsune wrote:actually this is due to the new projectile coding, bullets travel through walls/objects based on velocity, speed, and force now so you can make the uzi into a chaingun and blast through the turets on the 1st spider bot test map without moving after spawning. and shoot straight through the super thick walls on that level.


Call of Duty 4 style penetration in the most chaotic arena combat game to date... Sounds interesting, I'm curious as to how this would work out.
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Postby Mr. Bougo » Mon Sep 21, 2009 4:50 pm

Mizu Kitsune wrote:actually this is due to the new projectile coding, bullets travel through walls/objects based on velocity, speed, and force now so you can make the uzi into a chaingun and blast through the turets on the 1st spider bot test map without moving after spawning. and shoot straight through the super thick walls on that level.


wut.
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Postby kanonmat » Sun Sep 27, 2009 2:02 am

Why no release yet? nag nag nag.
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Postby Lee_Stricklin » Mon Sep 28, 2009 12:47 am

kanonmat wrote:Why no release yet? nag nag nag.


It's been canned, the next release will be 2.5.5. From what I'm hearing they're going completely over-the-top with it.
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Postby Flying Steel » Mon Sep 28, 2009 2:08 am

Whoa, what?! Where did you hear that?

Maybe you mean 2.5.3, that was canned in favor of making a bigger 2.5.5 release further out. But 2.5.2 is basically ready to be released, I thought they were just waiting for a site update or something.
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Postby Lee_Stricklin » Mon Sep 28, 2009 7:21 am

Flying Steel wrote:Whoa, what?! Where did you hear that?

Maybe you mean 2.5.3, that was canned in favor of making a bigger 2.5.5 release further out. But 2.5.2 is basically ready to be released, I thought they were just waiting for a site update or something.


Heard it on Facebook and it disappeared from the Nexuiz roadmap. I was confused all to hell when I heard about it. If this information is inaccurate, then please somebody say so.

Screen Shot (image aint working for some reason so I just put a link on here)
http://i234.photobucket.com/albums/ee82 ... 1254122966

Roadmap Page
http://dev.alientrap.org/projects/roadmap/nexuiz
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