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 The Semi-Unofficial "What's changed in B24?" Thread! 
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Joined: Sun Jun 13, 2010 5:40 am
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Location: I chose my fate, do not pity me.
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Post Re: The Semi-Unofficial "What's changed in B24?" Thread!
I was delving into the new base.rte files and came across scripts for rain and snow.
I haven't encountered them in game yet, but even if they're just there to utilize, that's awesome :grin:


Wed Dec 15, 2010 7:40 am
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DRL Developer
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Post Re: The Semi-Unofficial "What's changed in B24?" Thread!
They all have one weapon and a digger. It's likely that they're either losing their weapons or deciding to use the diggers for some reason.


Wed Dec 15, 2010 8:18 am
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Post Re: The Semi-Unofficial "What's changed in B24?" Thread!
Just ran into another little thing that now probably has a differant name: Grasslands.
That will be all for now.
Coa revolvercannon also missing.


Wed Dec 15, 2010 8:27 am
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Data Realms Elite
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Post Re: The Semi-Unofficial "What's changed in B24?" Thread!
I think I am hallucinating, but when I crashed my rocket directly next to my brain bot, sending it into the air spinning, the legs actually rotated with the body.
[I later tested this in massacre, and the FBM Computer]

I am pretty much at ease with the world now that the legs work more properly.
[Oh and if you play on the 'One Man Army' scenario, grab onto a wall, jetpack a little higher, repeat, it works]


Wed Dec 15, 2010 9:24 am
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Post Re: The Semi-Unofficial "What's changed in B24?" Thread!
What's changed in B24?
Way too little. When was B23 released? Around 2 years ago? I bet Data's been having fun drinking Mai Tais and Piña coladas in Hawaii for the past years. :razz:


Wed Dec 15, 2010 10:49 am
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Post Re: The Semi-Unofficial "What's changed in B24?" Thread!
Does this mean we don't get the Campaign until b25? So around next summer i'm guessing? I predict mods will start featuring light actors and items for the jetpacks to become useful again.


Wed Dec 15, 2010 11:01 am
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Post Re: The Semi-Unofficial "What's changed in B24?" Thread!
GA7 wrote:
Where is the default jetpack file?

I think he actually meant BurstSize in Pyro.ini

Also to get Maginot Mission back (the only one i still find fun to play) in Mission Activities.ini add
Code:
AddActivity = GAScripted
   PresetName = Maginot Defence
   SceneName = Maginot Mission
   ScriptFile = Missions.rte/Scenes/Scripts/Maginot.lua
   InCampaignStage = 1
   LuaClassName = MaginotMission
   CPUTeam = 1
   Team1Name = Players
   Team2Name = Zombies

Feels more like a B23.1...


Wed Dec 15, 2010 11:10 am
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Post Re: The Semi-Unofficial "What's changed in B24?" Thread!
It seems to crash a lot :P
I love the new maps, and i almost soiled my pants when i saw forest1 but no, trees are still nonexistent on this planet


Wed Dec 15, 2010 11:13 am
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Post Re: The Semi-Unofficial "What's changed in B24?" Thread!
All in all, I've liked most of the changes.
I miss the Manigot Mission and the proper Dummy Assualt, but I'm lovin' the new maps!
The jetpacks don't seem to be that different, apart from the lack of tapping for super-boost, and I think it makes things a little nicer. No longer can one go into battle as a Brown-Coat Heavy wielding a nailer cannon, a rocket launcher, a sniper rifle, a heavy digger and three impulse grenades!
Materials being harder makes things a good deal better, as at least now you can get a little purchase on sand, and even heavy diggers have some trouble with the hardest substances now.
The Activities are a good idea, and should make for me fun multi-playering. However, I've spotted a slight discrepancy with the difficulty settings: the Nuts! setting(not Nuts, Nuts!) in scenarios like one-man-army and survival doesn't set the time to ten minutes as stated, but a mere 100 seconds!
Also, yeah the AI needs building up a little, as it gets a bit boring shooting their heads off while they stand around treading on one anothers toes...


Wed Dec 15, 2010 1:26 pm
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Post Re: The Semi-Unofficial "What's changed in B24?" Thread!
I notice one difference with the physics.
When an Ahuman gets knocked back far by say... a non lethal craft hit that doesn't lose any limbs, the legs will stay in the same position as it did when rotating, and the legs rotate with it too, rather than just the torso rotating.


Wed Dec 15, 2010 1:44 pm
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Post Re: The Semi-Unofficial "What's changed in B24?" Thread!
clOWN wrote:
Does this mean we don't get the Campaign until b25? So around next summer i'm guessing? I predict mods will start featuring light actors and items for the jetpacks to become useful again.


Aren't we optimistic. I'd say another couple years, if at all.


Wed Dec 15, 2010 2:28 pm
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Post Re: The Semi-Unofficial "What's changed in B24?" Thread!
1.) Select Scenario Battle
2.) Select Skirmish Defence
3.) Begin!
4.) ????
5.) Profit!

(methinks this game type is borked, Data)


ALSO:

1.) Select Kepeie-Uppie
2.) Begin mission
3.) Before ordering rocket, attempt to open pie menu.
4.) ????
5.) Profit!


All in all, I do like the update though.


Wed Dec 15, 2010 4:03 pm
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Post Re: The Semi-Unofficial "What's changed in B24?" Thread!
The Count Variable is broken now...

For Gibs that is. It could be for more things too, Not sure.


Wed Dec 15, 2010 4:10 pm
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Post Re: The Semi-Unofficial "What's changed in B24?" Thread!
Roy-G-Biv wrote:
I notice one difference with the physics.
When an Ahuman gets knocked back far by say... a non lethal craft hit that doesn't lose any limbs, the legs will stay in the same position as it did when rotating, and the legs rotate with it too, rather than just the torso rotating.

Can someone verify that there have been engine changes?


Wed Dec 15, 2010 4:57 pm
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Post Re: The Semi-Unofficial "What's changed in B24?" Thread!
Coops made a gif in the Epic Moments thread which shows it pretty clearly.
I'm not sure if it'll affect much apart from diving off cliffs, though.


Wed Dec 15, 2010 4:59 pm
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