Looks like other character flash lights still don't illuminate for you. Which is kind of annoying but I understand it might be an engine limitation?
Yeah, pretty sure it would cause the Source engine to explode.
Isn't Killing Floor on Source?
'Cause while not perfect, other player flashlights show up for me in that.
Which isn't to say that L4D might not be modified in such a way that it's unfeasible with everything else going on, and thus, the likely far vaster number of things to illuminate, but I'm just saying it seems that it can be done.
Forar on
First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
Placeholder models and shitty people playing with NPC's whose AI is not made by a dude who worked on the SWAT games are not indicative of final product.
Looks like other character flash lights still don't illuminate for you. Which is kind of annoying but I understand it might be an engine limitation?
Yeah, pretty sure it would cause the Source engine to explode.
Isn't Killing Floor on Source?
'Cause while not perfect, other player flashlights show up for me in that.
Which isn't to say that L4D might not be modified in such a way that it's unfeasible with everything else going on, and thus, the likely far vaster number of things to illuminate, but I'm just saying it seems that it can be done.
Cinematics at the start of each campaign as well? Have fun with that in a pub. Their commentary said something about not having cinematics because after the first time they got old and everyone would just want to skip them and get to the action anyway. And everyone will probably have to hit skip for everyone to move on faster, leading to someone that wont skip leaving everyone to watch the whole thing. Happened in Outbreak.
As for escorts, I can't wait to hear someone rage about someone else FF killing the escort.
And also, I'm just not seeing this marketing reps "this much content is looking more like a sequel!" amount of content.
You mean out of the like...maybe 2 or 3 levels of a SINGLE campaign that we've seen? Hell, we haven't even seen 10 of the supposed 20 weapons. There's 2 new infected we haven't seen. We don't know what the other 4 campaigns look like. We barely know jackshit about the characters and what they're like.
I mean, there's just not an overwhelming wealth of visual information out on this game.
But if the original Left 4 Dead was worth it, what we've seen and what else is supposed to be there will be worth it as well. I mean, I don't get how a game that has more physical content could be an update, even if you consider the new characters and guns as mere reskins.
TwistedFate on
thIs fOrUm dEsErvEs A bEttEr clAss Of OttEr, And I'm gOnnA gIvE It tO 'Em. yOU'll sEE, I'll shOw yA
There's a couple of problems my friends and I run into and I suspect they may be server based. The first problem is the server refuses to accept any players who try to do a quick match or anything of the like - the only way to join the server is through one's friends list or the server browser. The second problem is the server seems to crash while changing maps with alarming frequency(but not necessarily regularity). If one changes their disconnect timeout to 60 seconds instead of 30 the game will reconnect, but from my experience it's rather rare to encounter people who've done that.
The first problem happens in what I'd estimate 90% of games, sometimes it happens on the very first level and refuses to accept new players right from the get-go. Very few games I play with my friends, which are admittedly pubstomps most of the time, make it past the third map or very early into the fourth.
The second problem ends what I'd estimate as 20-25% of our games. Has anyone else run into these problems? Or have any solutions?
Lasersights like that were doable in HL1, AHL had them. Flashlights just don't work because Source can't handle real time dynamic lighting, especially from multiple sources.
I like how Killing Floor doesn't have flashlights on every weapon and how your flashlights have limited power in the first place. Then again, a lot of the KF levels are VERY dark, so....
TwistedFate on
thIs fOrUm dEsErvEs A bEttEr clAss Of OttEr, And I'm gOnnA gIvE It tO 'Em. yOU'll sEE, I'll shOw yA
I have had the exact same problems since launch, ebotastic.
This game really has DOTA syndrome. In DOTA, as soon as their character died or they thought their team was going to lose... Randomguy32 has left the game.
In L4D this isn't even just when my friends and I are pubstomping, this is every single game. No one wants to join a quick match once it is past the first round. Nor do they want to join in on a losing round.
It really made me sad to think I have only had one or two good random public games.
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NappuccinoSurveyor of Things and StuffRegistered Userregular
edited June 2009
I wouldn't mind the option to choose between lazer sights and a flashlight every so often through the camps.
I wouldn't mind the option to choose between lazer sights and a flashlight every so often through the camps.
I wouldn't mind this being applied to weapons. Some get flashlights, some get lazer sights. Then again, if everything is during the daytime and the interiors aren't TOO dark, your choice is obvious...
TwistedFate on
thIs fOrUm dEsErvEs A bEttEr clAss Of OttEr, And I'm gOnnA gIvE It tO 'Em. yOU'll sEE, I'll shOw yA
There's a couple of problems my friends and I run into and I suspect they may be server based. The first problem is the server refuses to accept any players who try to do a quick match or anything of the like - the only way to join the server is through one's friends list or the server browser. The second problem is the server seems to crash while changing maps with alarming frequency(but not necessarily regularity). If one changes their disconnect timeout to 60 seconds instead of 30 the game will reconnect, but from my experience it's rather rare to encounter people who've done that.
The first problem happens in what I'd estimate 90% of games, sometimes it happens on the very first level and refuses to accept new players right from the get-go. Very few games I play with my friends, which are admittedly pubstomps most of the time, make it past the third map or very early into the fourth.
The second problem ends what I'd estimate as 20-25% of our games. Has anyone else run into these problems? Or have any solutions?
For the changing maps + crashing deal, I've never had that happen. However every time I've done "rcon changelevel blahblahblah" it goes to a black screen while it loads, rather than the loading screen. But it still loads. For the pubs not able to join after a certain point... yes. All the god damn time.
The best solution we've come up with is to throw a round or two. If they get a win, they'll usually stay longer. Just yesterday we threw pretty much every round as survivor. We wouldn't lose at the begining, but we'd split up and go do our own thing, which eventually ended in death. I think two of them stayed the whole time like that.
Looks like other character flash lights still don't illuminate for you. Which is kind of annoying but I understand it might be an engine limitation?
Yeah, pretty sure it would cause the Source engine to explode.
Isn't Killing Floor on Source?
'Cause while not perfect, other player flashlights show up for me in that.
Which isn't to say that L4D might not be modified in such a way that it's unfeasible with everything else going on, and thus, the likely far vaster number of things to illuminate, but I'm just saying it seems that it can be done.
I think the issue isn't rendering the lights, it is networking. Each flashlight for each player is something that has to be constantly updated and predicated. Then again I could be completely wrong.
I am worried that all these new additions to the game are going to degrade the core experience. If you think about Team Fortress Classic versus TF2, they stripped down the game in way that I think really paid off. L4D2 sounds like the opposite.
Looks like other character flash lights still don't illuminate for you. Which is kind of annoying but I understand it might be an engine limitation?
Yeah, pretty sure it would cause the Source engine to explode.
Isn't Killing Floor on Source?
'Cause while not perfect, other player flashlights show up for me in that.
Which isn't to say that L4D might not be modified in such a way that it's unfeasible with everything else going on, and thus, the likely far vaster number of things to illuminate, but I'm just saying it seems that it can be done.
I think the issue isn't rendering the lights, it is networking. Each flashlight for each player is something that has to be constantly updated and predicated. Then again I could be completely wrong.
I am worried that all these new additions to the game are going to degrade the core experience. If you think about Team Fortress Classic versus TF2, they stripped down the game in way that I think really paid off. L4D2 sounds like the opposite.
Degrade it how? And what are you defining as the "core experience"?
TwistedFate on
thIs fOrUm dEsErvEs A bEttEr clAss Of OttEr, And I'm gOnnA gIvE It tO 'Em. yOU'll sEE, I'll shOw yA
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NappuccinoSurveyor of Things and StuffRegistered Userregular
edited June 2009
Incendiary rounds for one, seems to ruin the core of the game.
I am a skeptic but from what I hear these sound like improvements and fixes to what made L4D1 flawed. The shiva tactics and static paths and predictable enemies and the limited attack choices. Some of these more than others, but I like what I'm hearing.
I know! You can make the tank capable of healing himself and making him invisible so's he can spring around and backsmash folks!
Oh wait
Having some NPC stuff that isn't shitty escort missions would actually be pretty neat so long as it isn't more Church Guy stuff. Like you could be walking along in a level and up ahead there's a door that looks like that of a saferoom, but then as you approach it flies open and like two or three people sprint out followed by a TON of Infected ala Survival Crisis Z, or maybe instead of a traditional crescendo event you find a whole buncha' survivors who've holed up in the same area and you have to fight off a sea of Infected that's homing in on them like the Battle of Yonkers.
Maybe you could find additional NPC survivors who'll tag along, but while they could help you with stuff any time they're attacked by an infected the game rolls to see if they get the bug and what kind of infected they turn into, and after a little while if they don't get killed they'll start to turn and you've got like five or ten seconds to kill them when they start to manifest the infection before they sprint away and turn into something out-of-sight.
I think the issue isn't rendering the lights, it is networking. Each flashlight for each player is something that has to be constantly updated and predicated. Then again I could be completely wrong.
Server: "Bill is looking in this direction. Here's a vector."
Client: "OK, rendering light in this direction."
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NappuccinoSurveyor of Things and StuffRegistered Userregular
I think the issue isn't rendering the lights, it is networking. Each flashlight for each player is something that has to be constantly updated and predicated. Then again I could be completely wrong.
Server: "Bill is looking in this direction. Here's a vector."
Client: "OK, rendering light in this direction."
Even if the lights only approximate where they are looking, it'd be better than what we have now.
There's a couple of problems my friends and I run into and I suspect they may be server based. The first problem is the server refuses to accept any players who try to do a quick match or anything of the like - the only way to join the server is through one's friends list or the server browser. The second problem is the server seems to crash while changing maps with alarming frequency(but not necessarily regularity). If one changes their disconnect timeout to 60 seconds instead of 30 the game will reconnect, but from my experience it's rather rare to encounter people who've done that.
The first problem happens in what I'd estimate 90% of games, sometimes it happens on the very first level and refuses to accept new players right from the get-go. Very few games I play with my friends, which are admittedly pubstomps most of the time, make it past the third map or very early into the fourth.
The second problem ends what I'd estimate as 20-25% of our games. Has anyone else run into these problems? Or have any solutions?
For the changing maps + crashing deal, I've never had that happen. However every time I've done "rcon changelevel blahblahblah" it goes to a black screen while it loads, rather than the loading screen. But it still loads. For the pubs not able to join after a certain point... yes. All the god damn time.
The best solution we've come up with is to throw a round or two. If they get a win, they'll usually stay longer. Just yesterday we threw pretty much every round as survivor. We wouldn't lose at the begining, but we'd split up and go do our own thing, which eventually ended in death. I think two of them stayed the whole time like that.
The time-outs between maps that I'm talking about aren't the ones where the screen goes black, pressing escape usually fixes that for me. I'm talking about when the music after the score for the map changes and then the red countdown in the upper right-hand corner starts. Sometimes it stops right before 0, for those with the default countdown of 30, but the vast majority of the time it keeps going past 30 seconds and the people who upped the default, usually me and a sole other person, are the only ones in the server when it decides to right itself.
As far as throwing a couple of rounds, I think pubbers have wised up to the point where they have a good idea when they're being hustled.
I can't even finish a versus on 360 anymore, with all the pubbies quitting before if they start to lose by more than 100 points.
Yeah. I don't know how many times, even on the first map, when things are going pretty well for the pub team, all things considered, and the score is pretty even and...ragequits.
I have had the exact same problems since launch, ebotastic.
This game really has DOTA syndrome. In DOTA, as soon as their character died or they thought their team was going to lose... Randomguy32 has left the game.
In L4D this isn't even just when my friends and I are pubstomping, this is every single game. No one wants to join a quick match once it is past the first round. Nor do they want to join in on a losing round.
It really made me sad to think I have only had one or two good random public games.
The last two games I've played have been against "friends" of friends. The first game of those two ended up with the other team playing Race4Dead right from the first map. And the second game had the other team quit in the second half of the finale, citing the "game was over". I was quick to remind them that, no, my team still had our turn to go as infected, but apparently the lead in score my team had being insurmountable even since the start of the second half of the fourth map escaped their notice until just then. :rotate:
So I haven't played L4D in 2-3 weeks because it's so insanely frustrating sometimes, even when I try to have the variables controlled.
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I'm sure Francis hates gloves, but we know he doesn't hate vest.
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Isn't Killing Floor on Source?
'Cause while not perfect, other player flashlights show up for me in that.
Which isn't to say that L4D might not be modified in such a way that it's unfeasible with everything else going on, and thus, the likely far vaster number of things to illuminate, but I'm just saying it seems that it can be done.
It's on Unreal 2.5
You mean out of the like...maybe 2 or 3 levels of a SINGLE campaign that we've seen? Hell, we haven't even seen 10 of the supposed 20 weapons. There's 2 new infected we haven't seen. We don't know what the other 4 campaigns look like. We barely know jackshit about the characters and what they're like.
I mean, there's just not an overwhelming wealth of visual information out on this game.
But if the original Left 4 Dead was worth it, what we've seen and what else is supposed to be there will be worth it as well. I mean, I don't get how a game that has more physical content could be an update, even if you consider the new characters and guns as mere reskins.
Unreal 2.5.
And the flashlight style that looks like ASS. Just a sphere of light that appears at what you're aiming at, nothing between you and that sphere.
I do stand corrected.
And I never said it did behaved well or realistically, just that I was impressed that it happened at all in a multiplayer game.
There's a couple of problems my friends and I run into and I suspect they may be server based. The first problem is the server refuses to accept any players who try to do a quick match or anything of the like - the only way to join the server is through one's friends list or the server browser. The second problem is the server seems to crash while changing maps with alarming frequency(but not necessarily regularity). If one changes their disconnect timeout to 60 seconds instead of 30 the game will reconnect, but from my experience it's rather rare to encounter people who've done that.
The first problem happens in what I'd estimate 90% of games, sometimes it happens on the very first level and refuses to accept new players right from the get-go. Very few games I play with my friends, which are admittedly pubstomps most of the time, make it past the third map or very early into the fourth.
The second problem ends what I'd estimate as 20-25% of our games. Has anyone else run into these problems? Or have any solutions?
This game really has DOTA syndrome. In DOTA, as soon as their character died or they thought their team was going to lose... Randomguy32 has left the game.
In L4D this isn't even just when my friends and I are pubstomping, this is every single game. No one wants to join a quick match once it is past the first round. Nor do they want to join in on a losing round.
It really made me sad to think I have only had one or two good random public games.
The only reason I think of this was when Bill wiped his hand of on Francis's shirt in the opening.
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Almost.
Imagine all the fun in L4D2!
I wouldn't mind this being applied to weapons. Some get flashlights, some get lazer sights. Then again, if everything is during the daytime and the interiors aren't TOO dark, your choice is obvious...
I pride myself on the fact that, hey, it could be worse.
For the changing maps + crashing deal, I've never had that happen. However every time I've done "rcon changelevel blahblahblah" it goes to a black screen while it loads, rather than the loading screen. But it still loads. For the pubs not able to join after a certain point... yes. All the god damn time.
The best solution we've come up with is to throw a round or two. If they get a win, they'll usually stay longer. Just yesterday we threw pretty much every round as survivor. We wouldn't lose at the begining, but we'd split up and go do our own thing, which eventually ended in death. I think two of them stayed the whole time like that.
Everyone's naked. There. Done.
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Quick Time Events
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Me on Twitch!
wouldn't that be awesome?
edit: and footwear depredation.
so you... would run blindly into gunfire?
Brilliant!
mmm
Streaming 8PST on weeknights
I think the issue isn't rendering the lights, it is networking. Each flashlight for each player is something that has to be constantly updated and predicated. Then again I could be completely wrong.
I am worried that all these new additions to the game are going to degrade the core experience. If you think about Team Fortress Classic versus TF2, they stripped down the game in way that I think really paid off. L4D2 sounds like the opposite.
Degrade it how? And what are you defining as the "core experience"?
Oh wait
Having some NPC stuff that isn't shitty escort missions would actually be pretty neat so long as it isn't more Church Guy stuff. Like you could be walking along in a level and up ahead there's a door that looks like that of a saferoom, but then as you approach it flies open and like two or three people sprint out followed by a TON of Infected ala Survival Crisis Z, or maybe instead of a traditional crescendo event you find a whole buncha' survivors who've holed up in the same area and you have to fight off a sea of Infected that's homing in on them like the Battle of Yonkers.
Maybe you could find additional NPC survivors who'll tag along, but while they could help you with stuff any time they're attacked by an infected the game rolls to see if they get the bug and what kind of infected they turn into, and after a little while if they don't get killed they'll start to turn and you've got like five or ten seconds to kill them when they start to manifest the infection before they sprint away and turn into something out-of-sight.
Server: "Bill is looking in this direction. Here's a vector."
Client: "OK, rendering light in this direction."
Even if the lights only approximate where they are looking, it'd be better than what we have now.
The time-outs between maps that I'm talking about aren't the ones where the screen goes black, pressing escape usually fixes that for me. I'm talking about when the music after the score for the map changes and then the red countdown in the upper right-hand corner starts. Sometimes it stops right before 0, for those with the default countdown of 30, but the vast majority of the time it keeps going past 30 seconds and the people who upped the default, usually me and a sole other person, are the only ones in the server when it decides to right itself.
As far as throwing a couple of rounds, I think pubbers have wised up to the point where they have a good idea when they're being hustled.
Yeah. I don't know how many times, even on the first map, when things are going pretty well for the pub team, all things considered, and the score is pretty even and...ragequits.
The last two games I've played have been against "friends" of friends. The first game of those two ended up with the other team playing Race4Dead right from the first map. And the second game had the other team quit in the second half of the finale, citing the "game was over". I was quick to remind them that, no, my team still had our turn to go as infected, but apparently the lead in score my team had being insurmountable even since the start of the second half of the fourth map escaped their notice until just then. :rotate:
So I haven't played L4D in 2-3 weeks because it's so insanely frustrating sometimes, even when I try to have the variables controlled.