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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 11 Jul 2011, 22:04
by ShadowRunner
Ye where's Cozmo? Well good job FGS.
I want Ling follower, Maid follower, Hooker follower, another and a funny looking guy, one in each bar, differently priced. Ling is most expensive, Maid and Guy cheapest.
It's surprisingly nice in the editor, dead normal so far, impressive work too Chin.
I'll prepare the slums for a bit more stealth, missions and gangs for junkies and bums in the slums and Chinese hackers in the canal gang place. Seems ppl think the map is quite "real", so I'll bear that in mind. Just sound/lighting issues and the odd brush/texture error.
If anyone wants any slum changes, now hollering would be good, helpful. Thanks.
I think I will add doors either side of strange lady.
And are Car Park Psychos ok or too strong?
I got some solutions for corrupt cops, more like V1. Maybe they should be a gang as well, except they roam the streets not HQ. HQ is kiosk in car park.
I'll "mess" the slums up a bit more too as per requested.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 12 Jul 2011, 10:21
by Vexus
Psychos and LP and the triad leaders are all overpowered imo.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 12 Jul 2011, 12:47
by ShadowRunner
I won't edit the LP, but if Chinny does, but I did edit the pyschos by moving some of them slightly. Also bear in mind, the V2 slums give you a choice whether to confront them or not. There are stairs under the car park and you can avoid the "West Side" pyschos by visiting the Salvager shop. If you take those routes you shouldn't be confronted by more than one or two at a time. Having said this, I have the feeling my editing last night made the slums a bit easier, but maybe not, have to try it.
I haven't killed Max, but Gordon I found to be much easier/quicker to kill in V2. Not even a full load of pump-action shells. My personal tip for killing the leaders, is take plenty of food or regen and make sure you don't get too close to them, attack them from as much distance as possible.
It might be that your ping is better and their reaction times seem faster than in V1 or V2 on ZXC.
I'd say I am about 50% finished on editing. Most of my energy so far has been on finishing the canal area, blending that into Chinatown more, and mainly just adding a lot more features for tool/pick users. I was trying to think of missions that could be made without a mission giver, a hostage situation, a robbery in progress, a burglary etc. Something the player discovers and can choose to intervene or not. Woke up this morning and saw that the editor running and the map was open :P
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 15 Jul 2011, 17:45
by ShadowRunner
Police chief needs a chair which doesnt cut his legs off, bear in mind he moves 360, a stool is needed.
My bad, poor texturing here
This fence in cop test area needs highlighting/frobbing off
Possible BSP, but I think it's a zone portal that has been messed up and needs rebuilding? When you get closer, the sheet goes black.
I forgot to look at Old China Hand, but didnt see any BSP.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 15 Jul 2011, 18:53
by [FGS]Kalman
Need to fix the pistol, baton etc., because we can't catch the criminals for example the Psychopats.
And we need some admin too, because there are some cheaters.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 15 Jul 2011, 18:57
by ShadowRunner
[FGS]Kalman wrote:Need to fix the pistol, baton etc., because we can't catch the criminals for example the Psychopats.
And we need some admin too, because there are some cheaters.
Crazy and Sile seem to be exploiting this. And I think you mean Coz_Criminal not psychopath.
It's a major new bug. I'm wondering how this happened. Criminals can kill and police can not arrest them, criminals then kill the police. Police can't get even near to the wep shop.
It's probably better to remove cozmo and fix this than leave it on.
A restart would do it I think, but alas, Chinny has taken time off I think.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 15 Jul 2011, 19:11
by ShadowRunner
Heard the suggestion that cops should be able to frob other NPC cops and rally them like followers. I like this.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 15 Jul 2011, 20:04
by [FGS]Kalman
Ban Crazy, he's annoying, he kill everyone.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 15 Jul 2011, 22:55
by ShadowRunner
Kalman, you're FGS brother, server name is FGS, calm/polite warn him not to abuse bugs. He's had warning 1 from me very clear, obviously he cant spawnkill unarmed cops etc. Since he's not a crim until he shoots, cop gun is useless defence in his argument. He's exploiting a bug and encouraging others (Sile) to do so.
The bug is FGS/Cozmo fault, not his.
Here is the fix for the server.
in the config, change VictoryCondition=blabla
e.g. don't put time or frags
anything after = will make it run indefinitely
Thank Hasharin via Face for this Fix.
Maybe we can remove the endless gametype until its developed further.
The map is much larger than than the current hosted 15mb. I can imagine Chinny breaking into 20mb by Monday.
This will fix time and crime problems.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 16 Jul 2011, 00:21
by ~][FGS][Nobody~
From what I know the problem was not to run the game endless but to avert the log warning messages when setting the victorycondition to an invalid value.
The Victory condition warning patch will remove the warning very soon.

Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 16 Jul 2011, 02:49
by ShadowRunner
Cool, I see the point of the endless gametype too now.
EDIT: ok so now, I go server 2am and can not join cops. Training gun doesn't kill thug.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 16 Jul 2011, 06:29
by ~DJ~
It's not done on an INI and yes it's a simple command but as Nobody said, it's for the logs that there was a whole new gametype, Nobody has done a patch now as I've talked to you about it and the gametype will be removed shortly. I would not call it 'FGS' job because the whole gametype thing was really my idea and I just gave it to Chinny one day.

Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 16 Jul 2011, 14:18
by ShadowRunner
Sooner the better. Training gun still not working today. Can't join cops.
Also Crazy is not the only one. I'm aliased, but getting spawnkilled by Karkian today about 5 times before even getting past the Hilton.
Frustating that Chinny set this server up to be free of problems, the map was perfect, but somehow guys are playing on bsp error and a mod that's not working properly again. Fortunately it doesn't seem to affect it's popularity completely and hopefully we'll be able to get V2.07 without any further cock-ups and the impact lost will not be total.
Judging by the fact that ZXC seem intent on annoying people on the server, spawnkilling and exploiting bugs etc, I'm redesigning the slums to make it harder for people to camp the free weps etc or know where spawners will travel to.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 16 Jul 2011, 14:37
by ~][FGS][Nobody~
Ok, this is the patch.
Since chinny is back, he can apply it.

Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 16 Jul 2011, 19:28
by Vexus
ShadowRunner wrote:Cool, I see the point of the endless gametype too now.
EDIT: ok so now, I go server 2am and can not join cops. Training gun doesn't kill thug.
You have to lure him by the girl by jumping up in his face so he notices you, then walking to the wall.