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Grant

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Everything posted by Grant

  1. Badges Just added a first pass at basic badges based on rank currently. I'll make a page in a moment so you can see what badges are available. public function badge($rank) { switch ($rank) { case $rank >= 0 && $rank <= 50: return "rank-01-e2 badge-0"; case $rank > 50 && $rank <= 100: return "rank-01-e3 badge-1"; case $rank > 100 && $rank <= 200: return "rank-01-e4 badge-2"; case $rank > 200 && $rank <= 300: return "rank-01-e5 badge-2"; case $rank > 300 && $rank <= 400: return "rank-01-e6 badge-3"; case $rank > 500 && $rank <= 600: return "rank-01-e7 badge-3"; case $rank > 600 && $rank <= 700: return "rank-01-e8 badge-4"; case $rank > 600 && $rank <= 700: return "rank-01-e8-1 badge-4"; case $rank > 700 && $rank <= 800: return "rank-01-e8-2 badge-4"; case $rank > 700 && $rank <= 800: return "rank-01-e9-1 badge-5"; case $rank > 700 && $rank <= 800: return "rank-01-e9-2 badge-5"; case $rank > 800 && $rank <= 900: return "rank-01-e9-2 badge-6"; case $rank > 900 && $rank <= 1000: return "rank-01-e9-3 badge-6"; case $rank > 1000 && $rank <= 1500: return "rank-02-00-e4 badge-7"; case $rank > 1500 && $rank <= 2000: return "rank-02-00-e5 badge-7"; case $rank > 2000 && $rank <= 2500: return "rank-02-00-e6 badge-7"; case $rank > 2000 && $rank <= 2500: return "rank-02-00-e7 badge-7"; case $rank > 3000: return "rank-02-00-e9-01 badge-8"; default: "rank-03-e2"; } } We could look at it differently too, open to ideas on what. You could base badges on X, Y, Z and build up a score. Very rough look at badges (Colours will be changed): https://staging.cnc-comm.com/ladder/yr/badges
  2. Also adding to Funky's comment, let us know which tunnel you tried and worked so we know.
  3. Changes - 15/07/2017 Tiberian Sun unit types added to the stats parsing (dkeeton) Recent games Now show on profile aswell as ladder listing Date added when game was played Player profile Average FPS added
  4. Any volunteers for tutorials maps shown above? The tutorial text is implemented in the latest version above. [Tutorial] trigger_key=insert your text here
  5. This is one sure way to not again any new players, we should be helping the newer players not putting a target on their back.
  6. Please keep it civil guys, we're here to have fun. There is no need to pollute topics with petty stuff, you're all amazing at the game in different ways, move on, play, have fun, repeat.
  7. Come on CnCNet. Get your act together. Don't make me login... On another note it would be cool to feature this properly on a webpage somewhere
  8. So a few important changes to note. Players do not "lose" points if they have lost a game, they simply gain a smaller margin of points. The theory is to eliminate the ethic of bad sportsmanship and rage quitting when losing. If you lose you're guaranteed some points. Ladder design will always be evolving and remember everything you see is never finished. However we're scrapping the traditional table view you see so much in ladders. Reason being it's too common, it's not inline with what we do here. We're pushing boundaries and want a somewhat unique experience to competitive C&C to entice as many players as possible. Additional game stats introduced Including and not limited to: Player Colour Player Faction Player Credits Player Infantry, Planes, Buildings Left Player Units, Infantry, Planes, Buildings Bought Player Units, Infantry, Planes, Buildings Destroyed Current Game information stored: Superweapons Crates Credits Duration MCV Redeploy Build of Ally Conyard Average FPS Reconnection Error Flag Unit Count Start Players in Game Map / Scenario Game Scenarios The different game scenarios of win/lose will require testing again to see if the code implemented catches disconnects, quitting etc. For the additional game stats we've now got I would like to give a huge thanks to tomsons26 and dkeeton for helping me with the parsing and testing. What's next? Re-testing of the game scenarios , keep playing games, report anything unusual. A look into how we can handle Reconnection errors. On going UI changes and ladder code. On another note thank you all for your testing so far and for being patient.
  9. Think you've found a bug there, will take a look soon.
  10. Should be its rendering the map. If you change the map and check again it should appear.
  11. @tomsons26's usually quite good at picking out anything unusual.
  12. 3.4.0.0 Potential fix: Alting infantry sometimes does not work. Credit @dkeeton Added: Tutorial text for maps. Credit @dkeeton
  13. So from what I saw the other night, @dkeeton with the help from others in the dev channel ( @tomsons26, @Rampastring) made something pretty cool. Map INI configurable text...perfect for these tutorial maps.
  14. I might need a detailed breakdown of your case then because I have just tested this same scenario in a 2vs2 and there hasn't been a problem.
  15. Sounds good, let me speak with some dev's and see if we can do anything with the text problem (See if its possible to remove the cap and remove the MISSING text) - It may or may not be possible
  16. 3.3.3.4 Potential bug fix release relating to - https://forums.cncnet.org/topic/7148-known-issues-tracker/ (Many thanks to @Rampastring) RA2 Mode fixes (Many thanks to @tomsons26) Added Tournaments & Maps link to Main Menu
  17. The maps should be Single-player based (so you are playing against an AI). Doesn't have to be campaign. So possible scenarios: Easy: Objective is to defeat 2 Rhino tanks with 3 Rhino tanks. Instructional text: Move tanks in a group towards the enemy tanks, clicking isn't always needed. Medium: Objective is to defeat 3 Rhino tanks with 4 Rhino tanks. Instructional text: Move tanks in a compact group, and move towards back enemy tanks so turrets take longer to turn. Hard: Objective is to defeat 6 Rhino tanks with 4 Rhino Tanks and Fodder. Instructional text: Sending in dogs as "fodder" with your tanks makes enemy tanks shoot your dogs allowing your tanks to shoot without getting as many hits. Something along the lines of that maybe? Open to discussion of course, I'm no pro.
  18. To make Training like Maps? I'd like first time users of the client to be advised to go through a set of maps that are aimed at increasing their skill level and knowledge. For example: A map that tells the player what to build and once they've built it, tells them what to build after that. E.g. They build a power plant, text then shows to tell them to build a Barracks. They build a barracks, it then tells them to build dogs and so on. Instructs them about hotkeys A scenario where there are just tanks on the map, and they are told to beat a set of tanks. (Depending on the type of tanks they're playing against it will instruct them differently). A scenario where there are more tanks to destroy, but they're given fodder to use with their attack. See where I'm going with this?
  19. We've looked into this error and replicated the problem . Thanks for flagging, we think we've implemented a fix as we can no longer replicate. An update will be released tomorrow morning - https://forums.cncnet.org/topic/7148-known-issues-tracker/
  20. Update due to be released tomorrow morning (BST) (Version=3.3.3.4)
  21. @JSDS came up with a cool idea so would like to add it here as a discussion and see if its something map makers and the community would like to see happen. Would you like to see some custom maps in the Yuri's Revenge client by default? It would be something we would review monthly or every other month. Custom maps added would have to meet certain requirements to be determined. Custom maps to be added would have to be voted in by the community in polls. Poll will close on 09/07/2017
  22. There looks to be a server related issue with Custom maps not transferring if it already exists. Potential Fix: Custom maps folder not existing may have caused unintended behavior. Custom map folder if not created will be auto-created on client startup. Load issues Unknown: Still investigating though may tie into 4. Alting infantry sometimes does not work. Potential Fix: v3.4.0.0 Reconnection errors Potential Fix - Re-connection errors caused by out of sync client data.
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