FROM THE BLOG

Quick Fixes for Classic B488

We’ve been taking note of complaints from the community Re: classic gameplay, especially with regards to bomb jumping and shield bashing. I totally agree that some of the raw fun of the game has been lost due to balancing concerns without the option to players to bring them back.

There are now some variables in gamemode.cfg that allow some more nostalgic, fun mechanics to be reintroduced, like double-gliding bombjumps across the map and knight combat without shieldbashing.

These variables are:

  • can_shieldbash – exactly what it says on the tin (defaults to off)
  • can_glide_when_bombjumping – similarly, allows much further bombjumps (defaults to off)
  • bomb_jump_scale – scales the force of a bombjump. (defaults to 1.0)

Shieldbashing off by default is something we’re looking into – we realise that it makes shielding feel very weak but we also don’t want the current “surf to win” mentality that plagues RTDM to be a thing. Understand that with the engine behind classic, this is a very hard issue to solve since players locations cannot be 100% synced due to latency, -> someone colliding with you on your screen might not be on their screen, or on the server.

We’re looking into how we actually want to solve this but it’s not a priority compared to getting the full game complete, sadly. We figure with the option there, server owners can cater to people who do and don’t like bashing.

This release also has a fix to the dreaded “rcon crash” many people have been reporting – because of the nature of the crash it has been very hard to track down exactly what’s going wrong and to provide a fix, but thankfully we’ve been able to. Many thanks to Tom/Shad for his focus on this.

Ryan/FLAB has got some new hardware up and running which will help us manage increased loads now and in the future, a worthy investment.

Michal and I have been working furiously on getting more scripting progress done and have got physics more properly integrated, done some optimisation and started properly defining the entities. Work has been done on actor-actor interaction, forming joints between objects and improving the performance of structures.

We’ll keep you posted, hopefully with some pictures soon 😉

Discuss this here

Max/Geti

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