Activity log for bug #1382387

Date Who What changed Old value New value Message
2014-10-17 07:40:11 Björn Ehrby bug added bug
2014-10-17 07:54:01 Björn Ehrby description On each level boundary for each teleporter, place four RevisionCoopStartInfo to make compatibility for HX better. RevisionCoopStartInfo.TeleporterTag should be the same as the Tag of the teleporter that's nearby. On each level boundary for each teleporter, place four RevisionCoopStartInfo to make compatibility for HX better. RevisionCoopStartInfo.TeleporterTag should be the same as the Tag of the teleporter that's nearby. The priority field should be set in those instances where you wish to favor one StartInfo over an other, like in the cells in UnatcoMj12Lab. Numbering should be like 400, 300, 200, 100 or something, to allow for StartInfos in-between.
2014-10-17 08:01:23 Björn Ehrby attachment added prioritynote.jpg https://bugs.launchpad.net/dx-revision/+bug/1382387/+attachment/4238760/+files/prioritynote.jpg
2014-10-17 08:12:13 Björn Ehrby description On each level boundary for each teleporter, place four RevisionCoopStartInfo to make compatibility for HX better. RevisionCoopStartInfo.TeleporterTag should be the same as the Tag of the teleporter that's nearby. The priority field should be set in those instances where you wish to favor one StartInfo over an other, like in the cells in UnatcoMj12Lab. Numbering should be like 400, 300, 200, 100 or something, to allow for StartInfos in-between. On each level boundary for each teleporter, place four RevisionCoopStartInfo to make compatibility for HX better. RevisionCoopStartInfo.TeleporterTag should be the same as the Tag of the teleporter that's nearby. The priority field should be set in those instances where you wish to favor one StartInfo over an other, like in the cells in UnatcoMj12Lab. Numbering should be like 400, 300, 200, 100 or something, to allow for StartInfos in-between. See attached image. In the bad order, the first player who joins the game spawns at 30. Either he runs to occlude 20 or another player just spawns in front of him. In either way it's somewhat immersion breaking if you see players spawn before you out of fresh air. In the good order this won't happen (per default). The first player can run ahead and the other players are spawned behind him.
2014-10-17 08:19:21 Björn Ehrby description On each level boundary for each teleporter, place four RevisionCoopStartInfo to make compatibility for HX better. RevisionCoopStartInfo.TeleporterTag should be the same as the Tag of the teleporter that's nearby. The priority field should be set in those instances where you wish to favor one StartInfo over an other, like in the cells in UnatcoMj12Lab. Numbering should be like 400, 300, 200, 100 or something, to allow for StartInfos in-between. See attached image. In the bad order, the first player who joins the game spawns at 30. Either he runs to occlude 20 or another player just spawns in front of him. In either way it's somewhat immersion breaking if you see players spawn before you out of fresh air. In the good order this won't happen (per default). The first player can run ahead and the other players are spawned behind him. On each level boundary for each teleporter, place four RevisionCoopStartInfo to make compatibility for HX better. RevisionCoopStartInfo.TeleporterTag should be the same as the Tag of the teleporter that's nearby. The priority field should be set in those instances where you wish to favor one StartInfo over an other, like in the cells in UnatcoMj12Lab. Numbering should be like 400, 300, 200, 100 or something, to allow for StartInfos in-between. The StartInfos should not be placed in a fashion that could lead to blockage due to non-moving players. If there is a narrow passageway you should place the other startinfos futher ahead. The reasoning is that if one player is afk after a new map has been loaded, the other ones shouldn't be stuck in a narrow passageway. See attached image. In the bad order, the first player who joins the game spawns at 30. Either he runs to occlude 20 or another player just spawns in front of him. In either way it's somewhat immersion breaking if you see players spawn before you out of fresh air. In the good order this won't happen (per default). The first player can run ahead and the other players are spawned behind him.