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AssaultCube NewShotgun Testing

Nov 5th, 2011
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  1. == DOWNLOADS: ==
  2. ----------- : ---- : -----------------------------------------------------
  3. game-home : 44MB : http://www.mediafire.com/download.php?lu0muy1bc229bhz
  4. ----------- : ---- : -----------------------------------------------------
  5. win32 :Ärkef.: http://test.bcfh.eu/shotty_win.zip
  6. Mac OS X : R.R.: http://pbclan.tk/sekret_files/SST_assaultcube.dmg
  7. linux64-bin : flow: http://www.mediafire.com/download.php?2k0rqi6ktah3q63
  8. ----------- : ---- : -----------------------------------------------------
  9. sourcediffs : 6KB: http://www.mediafire.com/download.php?7gda642opko5tdt
  10. full-source : 300KB: http://www.mediafire.com/download.php?0xaa3kfh9hzxphm
  11. ----------- : ---- : -----------------------------------------------------
  12.  
  13. == HowTo: ==
  14. This is basically thought of as a client-only testing scenario; you /can/ use it online, but it requires that the server is of the same "type" - that means, someone must start a server with these binaries .. sadly we neglected to change the protocol version .. so it messes with the sanity of the serverbrowser - please be sure to use a "WiP SHOTGUN TESTING"-title (or such) for your server and if you can manage it with your buddies simply do NOT register it as public; simply pass the IP around. Thank You!
  15.  
  16. If you are on mac, skip until you see "For Mac:". Everybody needs 'game-home' (media); unpack
  17. contained ACshotgun folder to e.g. Desktop.
  18. - Create a new link to game-launcher (assaultcube (.BAT)) and
  19. - pass it the additional argument "--home=/PATH/TO/DESKTOP/ACshotgun",
  20. with PATH/TO/DESKTOP being your real path to where you unpacked the GameHome.
  21. - use this launcher to test-play
  22.  
  23. - sgpat.cfg gives LCTRL & RCTRL (left/right control keys) new meaning
  24. left displays the last shot-pattern, right brings up the config-menu.
  25.  
  26. For Mac:
  27. - Open the .dmg you downloaded, and play the game.
  28.  
  29. - sgpat.cfg (already included and executed) gives LCTRL & RCTRL (left/right control
  30. keys) new meaning left displays the last shot-pattern, right brings up the config-menu.
  31. If you are on a macbook pro and dont have RCTRL, P is bound to it by default.
  32.  
  33. == Caveats: ==
  34.  
  35. Windows: the client is still called ac_client.exe - rename to ac_shotgun.exe and
  36. adapt a _copy_ of the BAT-file-launcher to match that new name.
  37.  
  38. Linux: you can copy the binaries to the bin_unix of your 1104 installation,
  39. the gamehome replaces all the media so it matches the SVN-file-layout.
  40.  
  41. MAPS: you might have trouble spawning on maps, if so remove the "official" and "servermaps"
  42. subdirectories of the packages/maps-folder in your unpacked-gamehome data!
  43.  
  44. == Technical background: ==
  45. The shotgun uses 3 rings: center, middle and outer
  46. Each ring gets 21 pellets distributed evenly (!) inside it's area.
  47. The pellets (in their sum) can do a given percentage of the total-damage /if/ they actually hit.
  48. All of these attributes can be configured.
  49. The circles can be made to overlap each other, or leave segments free even -
  50. whether this is a sensible setting though is highly questionable.
  51. The default settings were picked to most closely approximate the behaviour so far.
  52.  
  53. It is recommended that you first get a feel for the changes in settings,
  54. try to generate such free segments as mentioned above ..
  55. just keep shooting and pressing LCTRL.
  56. Once you've got a feel for that you can
  57. start fiddeling together something you think would behave in some fashion,
  58. start a BOT DEATHMATCH and set "/idlebots 1" .. have a go at shooting the bots
  59. from different angles and distances.
  60.  
  61. == Usage: ==
  62. There are the variables to be changed; there are also 3 new commands: shotty_state, shotty_query (which takes a clientnum to remotely get a state) and shotty_force - the last two of which, naturally, only work in the proper client/server enviroment mentioned right at the top of this document. They both need to be running binaries from this testing-suite!
  63. To help you understand the values you need to see a triplet for each ring section (see "Technical background"):
  64. For center, middle and outer (C,M and O) there are corresponding damage (dmg), base and range. The dmg-VAR is for the percentage of overall total damage this section can make (if all pellets hit) - so if all three rings have values of 333 they add up to 99.9% - 333/10 = 33.3 .. 3 * 33.3 = 99.9 ... okay so far?
  65. Then each ring has a "base", if you mess around too much the C/M/O categories won't mean much .. but they're the underlying paradigm nonetheless. The whole circle of damage can be no larger than 2.5 units. The center should have a base of 0, and with a range of 50 it would go to a radius of 50; the middle would then (most logically) have a base of 50 and .. say .. a range of 50 too - then middle would go from 0.5 to 1.0 .. still following?!?
  66. Keeping with this progression, let's mix it up for the outer ring just a little - it's base is 100 (1.0) and it's range 150 - so then it will go from 1.0 to 2.5.
  67. Another combo may be C:0.0-0.9 M:0.8-1.5 O:1.5-2.0 .. or - just for fun: C:0.5-0.6 M:1.0-1.1 O:2.0-2.1 .. but that's really ridiculous, don't you think??
  68. Anyway, with the LCTRL key (showsgpat command) you can see the pattern you just hit with your last shot, that should keep you on the right path to a useful combo of values.
  69. Lastly the BONUS-damage - this is what will make the shotgun really splatter your opponent, by enabling FULL DAMAGE! This is controlled by two VARs: SGDMGDISTB and SGDMGBONUS, if the distance you shot at is shorter than indicated by the DIST VAR the value of the BONUS is added to the damage you dealt (assuming you actually hit with at least one pellet).
  70. Due to the underlying logic there's no sense in allowing for more damage than 105 with BONUS included from this source - so you may create an OVERKILL scenario, which would drop this surplus damage. To allow for SPLATTER (gib) effect, make sure TOTAL + BONUS = 105.
  71. Keep the values sane - inside the paradigm - and you'll fare well.
  72.  
  73. HTH
  74.  
  75. These are the latest values "to try out":
  76. --------------
  77. shotgun_tryout = [
  78. SGDMGTOTAL 88
  79. SGCCdmg 500
  80. SGCMdmg 325
  81. SGCOdmg 175
  82. SGDMGDISTB 50
  83. SGDMGBONUS 62
  84. SGCCbase 0
  85. SGCCrange 45
  86. SGCMbase 25
  87. SGCMrange 60
  88. SGCObase 50
  89. SGCOrange 75
  90. ]
  91. --------------
  92. Ronald_Reagan along with rofl and Aekom did some testing and came up with these sets (in order):
  93. /-------------------------------------------------------\
  94. | VALUE | DEF | #1 | #2 | #3 | #4 | #5 | D->5 |
  95. |------------+-----+-----+-----+-----+-----+-----+------|
  96. | SGDMGTOTAL | 88 | 95 | 95 | 95 | 95 | 95 | + 7 |
  97. | SGCCdmg | 500 | 495 | 495 | 490 | 480 | 470 | - 30 |
  98. | SGCMdmg | 325 | 325 | 325 | 330 | 335 | 338 | + 13 |
  99. | SGCOdmg | 175 | 180 | 180 | 180 | 185 | 191 | + 16 |
  100. | SGDMGDISTB | 50 | 50 | 50 | 50 | 50 | 50 | 0 |
  101. | SGDMGBONUS | 62 | 62 | 62 | 62 | 62 | 62 | 0 |
  102. | SGCCbase | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
  103. | SGCCrange | 45 | 45 | 50 | 50 | 50 | 53 | + 8 |
  104. | SGCMbase | 25 | 25 | 25 | 33 | 33 | 33 | + 8 |
  105. | SGCMrange | 60 | 60 | 60 | 64 | 64 | 64 | + 4 |
  106. | SGCObase | 50 | 55 | 55 | 57 | 57 | 57 | + 7 |
  107. | SGCOrange | 75 | 82 | 82 | 84 | 84 | 84 | + 9 |
  108. \-------------------------------------------------------/
  109.  
  110. DEF: defaults (see above)
  111. #1 .. #5: the series of values they tested, so you can retry them and follow their thought process a little :)
  112. D->5: this column just shows the delta (=change) between the original ("default") set and their final one (#5).
  113.  
  114. Further down the line Ronald_Reagan suggested the following values:
  115. SGDMGTOTAL 85
  116. SGCCdmg 550
  117. SGCMdmg 350
  118. SGCOdmg 100
  119. SGDMGDISTB 50
  120. SGDMGBONUS 65
  121. SGCCbase 0
  122. SGCCrange 40
  123. SGCMbase 25
  124. SGCMrange 60
  125. SGCObase 45
  126. SGCOrange 75
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