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 B15 issues go here plx 
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Post Re: B15 issues go here plx
CamStudio automatically switches to itself when it starts recording.


Mon Jul 30, 2007 5:22 am
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Post Re: B15 issues go here plx
The system for making bunkers... I don't like.


Mon Jul 30, 2007 6:21 am
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Post Re: B15 issues go here plx
Mushrooshi wrote:
The system for making bunkers... I don't like.

That's not an issue, that's a complaint.


Mon Jul 30, 2007 6:21 am
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Post Re: B15 issues go here plx
Oh well. Ill put it in a dif thread.


Mon Jul 30, 2007 6:22 am
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Post Re: B15 issues go here plx
Mushrooshi wrote:
Oh well. Ill put it in a dif thread.

You are just spamming in every thread you can. What the f*ck?


Mon Jul 30, 2007 6:23 am
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Post Re: B15 issues go here plx
HAY GUYZ GUESS WUT I FOUND OUT?
If you hold down the fire button while placing a piece, you can move it in precise increments.


Mon Jul 30, 2007 9:01 am
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Post Re: B15 issues go here plx
if you do that with an actor you can also change the direction he is facing


Mon Jul 30, 2007 9:15 am
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Post Re: B15 issues go here plx
The gun aiming feels... crusty.

Instaed of being agile and smooth, its slow, clunky and you have to move the mouse several times to get a good aim.


Mon Jul 30, 2007 9:15 am
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Post Re: B15 issues go here plx
dont use the mouse
keyboard is always better


Mon Jul 30, 2007 9:16 am
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Post Re: B15 issues go here plx
That's not really a great help, lololn00b.

I've grown used to the mouse aiming and I find that in the original builds (well, 14) it worked very well. I dislike using the keyboard only, and now the mouse aiming feels bad. At some times it's okay, but when it comes to sharp aiming it's terrible.

It seems the game only registers that you're in sharp aim if you drag the sharp aim to the maximum it can go for that weapon. This is especially annoying with snipers, because it takes to bloody long.


Mon Jul 30, 2007 10:21 am
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Post Re: B15 issues go here plx
I've never used the keyboard, it's a complete pain in the ass.


Mon Jul 30, 2007 10:23 am
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Post Re: B15 issues go here plx
The choppy mouse aiming is a bug to be address by the next build, don't worry.

You can also always avoid base building by loading a map with brains already defined on both sides. Then the editor will not start. This will become a UI option in the skirmish menu too.


Mon Jul 30, 2007 10:32 am
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Post Re: B15 issues go here plx
Data wrote:
The choppy mouse aiming is a bug to be address by the next build, don't worry.

You can also always avoid base building by loading a map with brains already defined on both sides. Then the editor will not start. This will become a UI option in the skirmish menu too.

I haven't had any problems with the mouse aiming...maybe it's because I'm using a laptop without a mouse actually but I thought the aiming was fine...


Mon Jul 30, 2007 10:35 am
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Post Re: B15 issues go here plx
There's a small issue involving using the heavy digger - or just 'digging' in general. I often find that my character would dig, in a lawnmower fashion. He would eliminate some dirt from the front, and toss it directly onto where he is standing, and therefore trapping himself in a clump of dirt. The only way to remove himself from this dirt would be to utilize the jetpack on his back, and if it's the case of a skeleton then - tough luck. The digger tool also does not discreetly remove small specks of dirt away that should normally fall from the air, but remain suspended and thus serve as a physical barrier for the character who is attempting to dig. This is highly irritating as mobility and digging effiicency are greatly reduced by the amount of time required to sucessfully dislodge oneself from his or her own pile, and also avoid smacking into gravity-defying spectacles of dirt, and breaking their own neck. I've had a robot lose both of his legs by jetpacking out of a pile of dirt, into a speck of dirt, and then richocheting and bang.

The AI for "Gold Digging" is actually quite good however, and they do not seem to suffer from these problems. Everything I have listed above comes from player interaction with the soil. It would be much nicer if the dirt particle system / gravity / physics was looked into a little bit, so we can be elaborate tunneling systems throughout the levels. I had attempted to tunnel through the entire level, but the game crashed after I had gone about half way through, and reached 2,500 gold in the treasury.

The other issue with build 15, would be the constant unexplainable crashes that occur every so often. That perhaps is not the biggest issue, as I can live with restarting my game every 15 minutes, not really that big of a problem; the biggest problem is that you can't save your game, and accidentally restarting your game is way too easy. You could alt tab, the game would crash, bang - 35 minutes of work gone. You could press escape instead of right clicking to get out of the build menu, BAM. Game closes. You could accidentally smash "R" as so many FPS games have that to reload, and you end up watching the pile of bodies vanish. So the biggest problem with build 15, is simply the instability. The dirt thing could be overlooked, as long as the game is stable first.


Mon Jul 30, 2007 11:24 am
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Post Re: B15 issues go here plx
One of the major things I think everyone is forgetting is that these are alpha builds.

People are expecting every update to be fully functional and bug-free. They are test builds. They will be using experimental code snippets and ideas and they will be buggy.

Support for certain items will be incomplete (ie, removing bunkers, saving bunkers, etc), but just be happy some of the functionality is there :]


Mon Jul 30, 2007 2:12 pm
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