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Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 06 Jul 2011, 20:55
by chin.democ.
Please post any errors you come across in the latest version of Cozmo RPG v2.xx, also I would love to hear any suggestions about improvements as well as general discussions.
Currently the hosted version is v2.03
Fixes planned to be ready for v2.04;
- Restoring the green zone lighting in the indoor areas of the slums.
- Add in a button in the hotel in Uptown so we don't get stuck in one of the rooms
- Restoring several pivot point errors in the doors to the houses in Uptown
- Add more zones to potentially reduce lag
- replace some actors with brushwork to potentially reduce lag
- Restore the correct alliances with the Luminous Path turret.
- Fix BSP hole in the complex rock geometry in the slums.
- Swap the doors/eye scanners from levels 2 and 3 around in the Apartments in Chinatown.
- Add more decoration around the point where the Chinatown area leads into the slums.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 07 Jul 2011, 19:06
by ShadowRunner
- Restoring the green zone lighting in the indoor areas of the slums. - wasn't too bothered, more worried about useless dead ends, like the bum gang HQ, needs a medkit or mission or some reason to go in there. Also if the Hilton isn't going to be a hotel then agfain, let people enter the rooms and exit through the windows perhaps, and a have a reason to visit, the pistol is a good one?
- Add in a button in the hotel in Uptown so we don't get stuck in one of the rooms
- Add more zones to potentially reduce lag - Noticably better than V1 I thought, even though server seems less powerful.
- replace some actors with brushwork to potentially reduce lag - didn't notice, but some food seemed non-usable, in my part of chinatown.
- Fix BSP hole in the complex rock geometry in the slums. - screenies or it didn't happen lol. Can fix that.
- Add more decoration around the point where the Chinatown area leads into the slums.
I thought the other end, "main alley access" just needs a firebarrel or some decoration beyond 4 square wells, or a brush from your town, like a bench, once you turn the corner towards the 'ton, it's ok I think.
So to add...
1. Basically old bum HQ is useless - add a mission or medkit or some reason to enter.
2. Couldn't find the button from ground level to call Smuggler's elevator.
KEEP
I really liked the way that the psychos and civilians are mixed up, it's more dangerous to start shooting, you have to double check they are really psychos. I loved that. Just one NPC, a suited businessman, just after the ton, probably could swap him for someone scruffier and more ghetto.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 07 Jul 2011, 19:21
by ShadowRunner
I saw you maptesting on DJ.s tried to get on.
OK where you added a fix for the ramps not being flush with the previous floor.
There is now a mismatch of texture. Probably could have just cut into the ramp one step or textured a concrete slab?
OMG JC A PROD!!! Ownage. Baton too. Hookers and poledancers I like.
I would say, don't change much yet, see it how it plays. Seems great so far. Need 2-3 days, the map is so big.
3. Could reduce the amount of NPC's in the first bar after hospital.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 07 Jul 2011, 19:53
by chin.democ.
ShadowRunner wrote:I saw you maptesting on DJ.s tried to get on.
OK where you added a fix for the ramps not being flush with the previous floor.
There is now a mismatch of texture. Probably could have just cut into the ramp one step or textured a concrete slab?
OMG JC A PROD!!! Ownage. Baton too. Hookers and poledancers I like.
I would say, don't change much yet, see it how it plays. Seems great so far. Need 2-3 days, the map is so big.
3. Could reduce the amount of NPC's in the first bar after hospital.
Yeah sorted the txture on the ramp, took me five minutes but it was worth it :P Bar NPC's noted thanks.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 07 Jul 2011, 19:56
by ~][FGS][Nobody~
I assume changed on the map result in a change of the map name too!

Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 07 Jul 2011, 19:57
by chin.democ.
Yeah I got like 96 more digits before i hit v3 :P
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 08 Jul 2011, 20:08
by ShadowRunner
OK today...
1. Thug in cop test is missing
2. Raver in RA recruitment test is missing.
3. Some goon spawned so much furniture outisde the shop, you can hardly see the other end of the street.
(Spent about 10-15 minutes removing lots of furniture)
The thug and raver and crucial NPC's could be placed where players can not stand or get to. The thug could be on top of a vehicle, the raver could be on a dance podium. The engineer could be inside a building, but his head visible to sniper. The Zyme dealers also could be shot through a window. That's my only thought, but I'm guessing they're disappearing as a result of deliberate sabotage and I think I know how.
That or ensure servers can be restarted every 12 hours?
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 08 Jul 2011, 20:51
by ~][FGS][Nobody~
I found a locked chest with 20% lock strength.
It said one pick.
I started picking and the 20% wouldn't decrease.
After almost one minute, it turned to 19%.
Before I died by starving, I managed to pick it until 13% lol
I don't know where it was but here are the coordinates of my position.
x=23625.226563
y=23731.662109
z=-96.199997
EDIT: Yet another thing.. I WAS STUCK IN THE TOILET!
Since DJ that camel ordered to kill me I don't have coords, just the picture in the attachment.
Also.. another player was stuck behind the trash can.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 08 Jul 2011, 21:28
by ~DJ~
You were out of line in there Nobody. I had to order my honorable servants to kill you.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 08 Jul 2011, 23:29
by Vexus
I am NOT your servant, you're the one begging me for things.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 09 Jul 2011, 00:03
by ~][FGS][Nobody~
Somebody's sensitive there.

Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 09 Jul 2011, 00:07
by ~DJ~
rofl that's a temper! SOMEONE CAN'T TAKE JOKES
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 09 Jul 2011, 01:08
by chin.democ.
ShadowRunner wrote:OK today...
1. Thug in cop test is missing
2. Raver in RA recruitment test is missing.
3. Some goon spawned so much furniture outisde the shop, you can hardly see the other end of the street.
(Spent about 10-15 minutes removing lots of furniture)
The thug and raver and crucial NPC's could be placed where players can not stand or get to. The thug could be on top of a vehicle, the raver could be on a dance podium. The engineer could be inside a building, but his head visible to sniper. The Zyme dealers also could be shot through a window. That's my only thought, but I'm guessing they're disappearing as a result of deliberate sabotage and I think I know how.
That or ensure servers can be restarted every 12 hours?
This Is crucial and I am addressing the problems right now about respawning NPC's, I'll have a word with Cozmo to see if we can make furniture cost money, also I'm slowly replacing actors with brushwork alternatives.
Nobody I'm not sure which mover you tried to unlock, was it a door? I'll take a look at the toilet.

Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 09 Jul 2011, 02:59
by Vexus
~DJ~ wrote:rofl that's a temper! SOMEONE CAN'T TAKE JOKES
Just wanted to make sure we were clear is all.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 09 Jul 2011, 06:47
by Mastakilla
Back to the slave quarters with you, servant