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descentchampions.org • View topic - So what's happened lately?
Page 2 of 2

Re: So what's happened lately?

PostPosted: Wed May 17, 2017 9:08 am
by Entropy

Re: So what's happened lately?

PostPosted: Wed May 17, 2017 5:09 pm
by birdseye

Re: So what's happened lately?

PostPosted: Wed May 17, 2017 5:52 pm
by roncli
Overload tricording works, but it doesn't default to "proper" tricording, you have to go looking for it in the settings. Once you find it, it's great.

Re: So what's happened lately?

PostPosted: Wed May 17, 2017 6:47 pm
by Entropy

Re: So what's happened lately?

PostPosted: Wed May 17, 2017 8:28 pm
by Vainiac
http://descentchampions.org/view_match.php?id=12204

30-28 game with Jedi and I from awhile back. Probably the most intense game I've played since coming back.

Re: So what's happened lately?

PostPosted: Wed May 17, 2017 8:34 pm
by Entropy
Thanks Vainiac, though your dropbox link isn't available anymore. Mind giving me a new link?

Re: So what's happened lately?

PostPosted: Wed May 17, 2017 10:33 pm
by Sirius
It's kind of weird how D:U is the one with the Descent name and yet they're building the least Descent-like game (even counting SolC). There are places you might want to modernize but hitboxes isn't the place I'd have thought you'd put a stake in the ground - especially given that few if any people think D:U combat feels great yet. And you also have the shields excuse for the round collision volumes, so it needn't look all that 90s.

The main thing I have left to feel positive about D:U for is that the community and developers are still gamers and presumably won't settle for something they don't find fun, and if they find it fun there's a pretty decent chance I'll find something about it fun too. There's also classic mode, which could work out, although pretty much no matter how it goes it'd be better with client-side hit detection.

Speaking of which, that's an ingredient Overload would need to live up to the DCL-quality benchmark too. Any chance of bringing that up in your interview roncli? ;) I'm not sure how easily Unity accommodates stuff like that, but Revival would have to be pretty committed to doing even the things that are hard for Overload MP to cross that threshold from merely good to awesome. Obviously it also needs meticulous weapon balance and clamped turn rate (which is also a gamepad/joystick fairness issue, not just game mechanics), but those aren't at any real risk of being thrown in the "too hard" basket.

Re: So what's happened lately?

PostPosted: Fri May 19, 2017 12:01 pm
by Drakona

Re: So what's happened lately?

PostPosted: Fri May 19, 2017 9:45 pm
by Entropy
Swarthy was telling me that an issue has been found with spawn locations and I was wondering if there was any update on the information from this thread: viewtopic.php?f=4&t=940&hilit=spawn

Also didn't we know about the issue with spawns long before January? I know when I was playing in 2015 I brought it up a bunch of times and I worked with AFP to get the spawning code examined in rebirth and then adjusted. Maybe we didn't make it clear for retro or something, I don't remember too well.