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[GAME ON] Insurgency

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Posts

  • SudsSuds Registered User regular
    edited July 2007
    What are all the others things you guys want to see fixed? I'm just curious because aside from some additions and general improvements I don't really know what I'd change about the game.

    Suds on
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  • KarnKarn Registered User regular
    edited July 2007
    I only played on a 32 player server for my first game. Every game since has been about 20 or less. Usually less. I could imagine this game being awesome fun in a more private game setting, but most games are so I am not sure if that counts.

    I think just the basic fixes, and additions most of us have asked for would be enough to make this game solid. To push it to glory, we'd need game types that actually use the secondary classes though. I have to wonder if the UT3 engine wouldn't be better suited for what they might be trying to accomplish. Can Source even handle vehicles and big sized maps? I've not seen a single CSS vehicle map.

    Karn on
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  • GooeyGooey (\/)┌¶─¶┐(\/) pinch pinchRegistered User regular
    edited July 2007
    Some kind of indicator over people's heads so I know who is talking.

    This game would definitely be more fun if you played regularly with an organized group of people. They would just mop the floor with Pubbers.

    Gooey on
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  • PancakePancake Registered User regular
    edited July 2007
    Karn wrote: »
    Can Source even handle vehicles and big sized maps? I've not seen a single CSS vehicle map.

    No, it can't handle anything of the sort. Half-Life 2 was actually built using UE2.5. Don't tell anyone.

    Pancake on
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  • KarnKarn Registered User regular
    edited July 2007
    Pancake wrote: »
    Karn wrote: »
    Can Source even handle vehicles and big sized maps? I've not seen a single CSS vehicle map.

    No, it can't handle anything of the sort. Half-Life 2 was actually built using UE2.5. Don't tell anyone.

    I meant online. I've played HL-2 single player, but I've not seen that sort of thing online.

    Karn on
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  • ZarcathZarcath Registered User regular
    edited July 2007
    I wouldn't want to see player driven vehicles unless it was part of a map objective. RPGs should be used for destructable buildings and opening up new paths.

    They should probably turn RPGs into a ground spawn like DoD did. Just grab one at spawn for objective purposes. If you want to use it as a primary weapon you can.

    Zarcath on
  • PeewiPeewi Registered User regular
    edited July 2007
    Karn wrote: »
    Pancake wrote: »
    Karn wrote: »
    Can Source even handle vehicles and big sized maps? I've not seen a single CSS vehicle map.

    No, it can't handle anything of the sort. Half-Life 2 was actually built using UE2.5. Don't tell anyone.

    I meant online. I've played HL-2 single player, but I've not seen that sort of thing online.

    I've seen HL2: DM maps with vehicles in them, so it is possible.

    Peewi on
  • PancakePancake Registered User regular
    edited July 2007
    Karn wrote: »
    Pancake wrote: »
    Karn wrote: »
    Can Source even handle vehicles and big sized maps? I've not seen a single CSS vehicle map.

    No, it can't handle anything of the sort. Half-Life 2 was actually built using UE2.5. Don't tell anyone.

    I meant online. I've played HL-2 single player, but I've not seen that sort of thing online.

    Who knows? I don't think anyone is actually trying. I don't see why it wouldn't be possible, though. I've never actually seen any mods that would lend themselves to it.

    Also, the INS devs have said they don't want player driven vehicles as they want to focus on infantry combat, since they feel it's what they'd do best and would be the most fun.

    EDIT:
    I've seen HL2: DM maps with vehicles in them, so it is possible.

    There you go.

    Pancake on
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  • ZarcathZarcath Registered User regular
    edited July 2007
    Pretty sure there was a HL2 racing mod out before but the netcode was horrid? In any case, Garry's Mod should be a good indication of what can be done with a little imagination, a couch and some barrels.

    Zarcath on
  • PejPej Registered User regular
    edited July 2007
    Did you guys see that massive thread on their official forums about how your perspective isn't properly lined up with your model? Ouch.

    Pej on
    This cave leads to the inhospitable surface of the planet. There is nothing for you to see there.
  • SudsSuds Registered User regular
    edited July 2007
    I saw that but I wasn't quite sure what the person meant. A lot of times when you hit below what you're aiming is due to the bullet coming from the gun's nozzle, not the iron-sights.

    Suds on
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  • AlejandroDaJAlejandroDaJ Registered User regular
    edited July 2007
    Empires Mod has vehicles, but alot of the code apparently had to be rewritten.

    The default vehicle code is really not mp-friendly. Almost all the vehicle calculations are physics-based, since the vehicle sits on four physical wheels and has torque and horsepower and everything. And physics calcs are expensive and dense, not something you want to have the server constantly compute AND standardize on every single machine connected to the server.

    We took it for granted that HL2 had vehicle code when we were working on my mod. When it came time to finally coding our changes into the vehicles, we suddenly did a double-take and went "Wait. Shit!"

    AlejandroDaJ on
  • übergeekübergeek Sector 2814Registered User regular
    edited July 2007
    Suds wrote: »
    I saw that but I wasn't quite sure what the person meant. A lot of times when you hit below what you're aiming is due to the bullet coming from the gun's nozzle, not the iron-sights.

    What he means is, basically you can go prone behind a wall, and all of you is behind the wall so from your view, you -should- be staring at wall, instead it's like a periscope and you can shoot just fine. It does it from all 3 stances, and is suspected of being the real reason why the ironsights aren't lined up correctly.

    übergeek on
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  • GoombaGoomba __BANNED USERS regular
    edited July 2007
    Suds wrote: »
    I saw that but I wasn't quite sure what the person meant. A lot of times when you hit below what you're aiming is due to the bullet coming from the gun's nozzle, not the iron-sights.

    What he means is, basically you can go prone behind a wall, and all of you is behind the wall so from your view, you -should- be staring at wall, instead it's like a periscope and you can shoot just fine. It does it from all 3 stances, and is suspected of being the real reason why the ironsights aren't lined up correctly.
    Actually, it looks like you're mostly behind a wall, but actually only your feet at. And it looks like you can see out of the sandbags, but really your head is barely sticking out above it so you're shooting the bags.

    Goomba on
    [SIGPIC][/SIGPIC]
  • ZarcathZarcath Registered User regular
    edited July 2007
    Suds wrote: »
    I saw that but I wasn't quite sure what the person meant. A lot of times when you hit below what you're aiming is due to the bullet coming from the gun's nozzle, not the iron-sights.

    What he means is, basically you can go prone behind a wall, and all of you is behind the wall so from your view, you -should- be staring at wall, instead it's like a periscope and you can shoot just fine. It does it from all 3 stances, and is suspected of being the real reason why the ironsights aren't lined up correctly.

    Ah, I think i've noticed people doing this or have done this. Someone mentioned to me once that I was completely behind a wall but I was still able to take shots.

    Sometimes when I'm set up with the bipod and I think I have a clear shot but the bullets are going into the wall i'm set up on, which shouldn't happen. So if a guy gets close enough under you, you can't fire at him. Ends up being much shorter? plane of fire then it should be as they get close. 'Naw mean dogs?

    Zarcath on
  • PancakePancake Registered User regular
    edited July 2007
    Zarcath wrote: »
    So if a guy gets close enough under you, you can't fire at him. Ends up being much shorter? plane of fire then it should be as they get close. 'Naw mean dogs?

    Not really, no.

    Pancake on
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  • InsiderInsider Registered User regular
    edited July 2007
    The view height problem is a huge one and needs to be fixed ASAP.

    Insider on
    Steam
    Sneaky..
  • The_LightbringerThe_Lightbringer Registered User regular
    edited July 2007
    On vehicles:

    There was a cool DoD map where axis had to escort an armoured car through the narrow allyway on flash. Along the way are sandbags that axis troops have to blow up with satchel packs. Until the car reaches a barricade and then blows it up. Axis then have to capture the flag on the other side. The allies obviously must stop them.

    Replace flash with a beat up, urban environment with lots of alleyways and roof tops, armoured car with a humvee and allow the humvee machine gun be mannable and I think that would be pretty cool concept!

    I've also heard of a concept for a desolate, backwater american firebase that is being raided by insurgents with a few technicals. Which is also pretty spiffy.

    The_Lightbringer on
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  • GoombaGoomba __BANNED USERS regular
    edited July 2007
    Pancake wrote: »
    Zarcath wrote: »
    So if a guy gets close enough under you, you can't fire at him. Ends up being much shorter? plane of fire then it should be as they get close. 'Naw mean dogs?

    Not really, no.
    I think he means that he doesn't know what he's talking about and then gibberish.

    Goomba on
    [SIGPIC][/SIGPIC]
  • PejPej Registered User regular
    edited July 2007
    Insider wrote: »
    The view height problem is a huge one and needs to be fixed ASAP.
    For a game of this nature I totally agree. That same thread also made mention of possible horizontal alignment problems too which have the effect of making it seem as if you're completely behind cover only to have one of your sides hanging out. Not sure how bad that one actually is though.

    Pej on
    This cave leads to the inhospitable surface of the planet. There is nothing for you to see there.
  • darksteeldarksteel Registered User regular
    edited July 2007
    Pej wrote: »
    Insider wrote: »
    The view height problem is a huge one and needs to be fixed ASAP.
    For a game of this nature I totally agree. That same thread also made mention of possible horizontal alignment problems too which have the effect of making it seem as if you're completely behind cover only to have one of your sides hanging out. Not sure how bad that one actually is though.

    Oh, it's bad enough. When rounding a corner, I noticed my friend with a machine gun in prone with deployed bipod...firing into the wall. So naturally, I ask why he's firing at the wall. He responds by saying that he does not know what I'm talking about and that he's firing at the enemy. I explain that his model is fully behind the wall, so the machine gun looks like its firing at the wall. Sure enough, he said that in his view, he's sticking out his gun barrel and half his profile out the wall. So yeah, inconsistency verified.

    I still think this is a good game, and when they iron out the bugs, could probably be one of the best Source mods to come in a long time. I've found some really great servers that actually use teamwork, communication, and tactics to go through a level and its some of the best FPS fun I've had in a long time.

    darksteel on
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  • SudsSuds Registered User regular
    edited July 2007
    Official bugs to be addressed: http://forums.insmod.net/index.php?showtopic=5462
    Bugs

    Coding

    * Scoreboard counting still wrong!

    VGUI

    Gameplay

    * You have to press the walk key before you can run, if you press the run key before your walk key your character doesn't sprint.
    * When you are runing with a RPG and use the iron sight you move a bit slower. However if you use the iron sight first and then try to walk, you'll move a lot slower.
    * When your dead and you change spectator mode ie. first person to third person. It outputs the following onto the screen, "Your name will be changed after you redeploy".
    * Players can see muzzle flashes through walls.
    * When (accidentally, mind you) TK'ing and it says "you will miss one reinforcement" this doesn't happen the next round, but rather it lets you respawn once and then the next time you die you miss the reinforcement!
    * Player viewheight issues
    * Lean left/right randomly doesn't work
    * Spawning inside other players
    * Creating a waypoint can cause crashing
    * Grenadier class gives negative points for killing Insurgents
    * Grenades don't produce sounds when they collide with objects. (i.e. a wall, or the ground)
    * When playing as the marine marksman, if you stop and bring up your scope and then start moving again, you move very slowly, however if you bring up your scope while moving, your speed doesn't change.
    * Player does not always spawn as selected class
    * Not all clients will see the message "Reinforcements depleted" - people have to ask via voice comms/mm2.
    * Player models don't always aim their weapons in the direction they're firing. I've been killed quite a few times because I thought I'd have an extra half-second to aim well because an enemy wasn't aiming directly at me, when in fact he was.
    * Crawling makes the same sound as walking

    Animation

    * 'Gliding' players remain an issue
    * There is still an issue with re-loading animations being cut off when you bring up iron sights etc. you should'nt be able to do anything when re-loading.

    Weapons

    * M203 only fires two of its grenades and then you have to switch to "normal" fire mode and back to grenades to launch the last grenade.
    * Grenades can't be selected with numbers even though the number keys are added to the options menu. Every other gun and the knife can, though.
    * Support weapons when depolyed and not iron sighted are shooting above where the site is.
    * Weapon selection using "next" and "previous" weapon commands don't work correctly
    * RPK animation in reloading seems off

    Sound

    Mapping

    * Ins_Hillah- At objective Charlier, there`s a sign with a woman on it. Now, for some reason, you can see people (models) through the right half of the sign, the left is normal.
    So, if a friendly or an enemy is in an area behind the right half of the sign, you can see him. Looks exactly like wallhacking.

    Suds on
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  • Waka LakaWaka Laka Riding the stuffed Unicorn If ya know what I mean.Registered User regular
    edited July 2007
    darksteel wrote: »
    Waka Laka wrote: »
    Gun reload Explaination

    Ah, so that's the reason I get 31 bullets (and not 30) on my MP5 on Rainbow Six whenever I reload without emptying the magazine!

    Yeah, the clip that is pulled from the gun will not take the bullet in the chamber with it, so it you have say...

    27 rounds in your gun
    26 are in the magazine, one is loaded.
    Take the magazine out (-26)
    Insert new one (+30)
    30 rounds in clip plus chambered round makes 31, and no need to pull the bolt back.


    Gun fun for all

    Waka Laka on
  • GoombaGoomba __BANNED USERS regular
    edited July 2007
    Suds wrote: »
    Official bugs to be addressed: http://forums.insmod.net/index.php?showtopic=5462
    * Grenades can't be selected with numbers even though the number keys are added to the options menu. Every other gun and the knife can, though.
    I think that's the actual important part.

    Goomba on
    [SIGPIC][/SIGPIC]
  • RaslinRaslin Registered User regular
    edited July 2007
    Waka Laka wrote: »
    darksteel wrote: »
    Waka Laka wrote: »
    Gun reload Explaination

    Ah, so that's the reason I get 31 bullets (and not 30) on my MP5 on Rainbow Six whenever I reload without emptying the magazine!

    Yeah, the clip that is pulled from the gun will not take the bullet in the chamber with it, so it you have say...

    27 rounds in your gun
    26 are in the magazine, one is loaded.
    Take the magazine out (-26)
    Insert new one (+30)
    30 rounds in clip plus chambered round makes 31, and no need to pull the bolt back.


    Gun fun for all

    If you're pulling clips out of the gun, you have bigger things to worry about than whether there's an extra bullet in the chamber :P

    Raslin on
    I cant url good so add me on steam anyways steamcommunity.com/id/Raslin

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  • PancakePancake Registered User regular
    edited July 2007
    Raslin wrote: »
    If you're pulling clips out of the gun, you have bigger things to worry about than whether there's an extra bullet in the chamber :P

    You're a terrible human being.

    Pancake on
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  • Waka LakaWaka Laka Riding the stuffed Unicorn If ya know what I mean.Registered User regular
    edited July 2007
    MAGAZINE!!! MAGAAZIIIINE!!!


    Sorry I'm not thinking today... :P

    Waka Laka on
  • wakkawawakkawa Registered User regular
    edited July 2007
    yeah being killed when you think you are completely behind cover is bullshit. Also, shooting someone thats sticking out from behind a sandbag when they actually aren't is frustrating.

    wakkawa on
  • GoombaGoomba __BANNED USERS regular
    edited July 2007
    See, I always just assumed that I got flanked.

    Goomba on
    [SIGPIC][/SIGPIC]
  • yourclothesyourclothes __BANNED USERS regular
    edited July 2007
    woo this game is pretty fun

    (fyi)

    also: curiously large amount of southern accents?

    yourclothes on
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  • PancakePancake Registered User regular
    edited July 2007
    also: curiously large amount of southern accents?

    I've noticed this a lot with a lot of military or counter-terrorism themed games (that aren't CS clones). I guess it's not all that surprising given the subject matter and the region, not that I'm trying to be mean to the south.

    Pancake on
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  • PejPej Registered User regular
    edited July 2007
    I find it pretty hilarious that the list of bugs to be fixed includes a few different ones a guy reported on another thread on their forums only to be berated by 95% of those who replied including some of the devs. My favorite was the excuse for having to hold a movement key while engaging sprint (while the opposite doesn't work) - "You've got to walk before you can run!". Wow.

    Pej on
    This cave leads to the inhospitable surface of the planet. There is nothing for you to see there.
  • SudsSuds Registered User regular
    edited July 2007
    Goomba wrote: »
    See, I always just assumed that I got flanked.

    Me too. What really frustrates me is when I'm staring down a corridor, looking for someone, I hear my teammates behind me and then I die. I was looking for someone dammit! Hell, I'll keep looking down that same corridor and never see anyone but still get shot. Either I'm really bad at spotting people, or their model is hidden but they can still fire.

    Or my teammate shoots me.

    I used to just think it was a TK, but now I'm going to blame it on the model behind totally hidden from sight but still being able to shoot me.

    Suds on
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  • The_LightbringerThe_Lightbringer Registered User regular
    edited July 2007
    I've noticed that having active commanders turns the tide of battle completely around, whenever I or someone else heads to that slot and actually assign orders, maps go by much quicker.

    The_Lightbringer on
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  • ZarcathZarcath Registered User regular
    edited July 2007
    since 1.1 seems like my accuracy went to shit.

    Zarcath on
  • GoombaGoomba __BANNED USERS regular
    edited July 2007
    Either people have gotten shit at hitting vital parts or they made it harder to kill/die.

    Goomba on
    [SIGPIC][/SIGPIC]
  • SudsSuds Registered User regular
    edited July 2007
    I played for about an hour and a half last night. It was super intense. On the 16-player server I frequent they had loaded up ins_sinjar.

    In case you haven't played this map yet it starts out with the USMC at the bottom of a big hill. They've got to move up a road with the Insurgents firing down on them from above. Alpha Capture is at the top of this hill. This one is actually pretty easy to capture, the best way to do it is to have one or two people put as much suppression fire (the SAW is great for this) onto the hill as possible while everyone else sprints up to Alpha.

    After that the Insurgents have their best chance of actually winning the map. Bravo is down a road underneath a bridge. There are a bunch of dead cars on the way that provide cover. Problem is, to the right is a hill, on top of that hill is a low wall. The insurgents can stay behind that wall and pick off people as they move among the cars. Worse still, others can stay on top of the bridge and snipe us as we've moving forward. This part takes the most teamwork and co-ordination to move through. Usually a combination of people providing cover for the bridge, climbing the hill and trying to clear the area behind the wall and others moving among the cars can get one or two people to Bravo.

    After that you finally move into a small village. Charlie is just within this village at a gas station being overlooked by several balconies. If everyone moves quickly from Bravo to Charlie it can be capped right away. And then at the other side of the village is Delta which is also a fairly easy capture.

    It was such an intense game yesterday, trying to get to that Bravo objective. We'd get nearly there and then our team would be wiped out.

    Unfortunately when I joined the USMC the only weapon available was the shotgun, so I wasn't any use at all until one of my teammates died and I could take their gun. At one point, an 8th person joined our team and I grabbed the Commander role on the Specialist's squad.

    Suds on
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  • EmbraceThePingEmbraceThePing ひきこもり Where the Crabbits and the Iz roam and the Jungle Queen rules the plainsRegistered User regular
    edited July 2007
    The patch seems to have fixed up a lot of the bugs, though some doozies still remain.
    Only one week before a patch came out. That has to be a new record. GG Devs.

    Considering this is still only a beta I think it holds lots of promise.

    EmbraceThePing on
  • SudsSuds Registered User regular
    edited July 2007
    The "Source Mod Todd" video review is available again.

    http://youtube.com/watch?v=n2D6r7mNBAY

    I downloaded a copy in case it vanishes again.

    Suds on
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  • kitchkitch Registered User regular
    edited July 2007
    Suds wrote: »
    The "Source Mod Todd" video review is available again.

    http://youtube.com/watch?v=n2D6r7mNBAY

    I downloaded a copy in case it vanishes again.

    I started cracking up when he said "What? These people have cable television? I don't even have cable."

    kitch on
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