Just did it but it was slightly different. Checking the files on steam did not recreate them, but launching the game did.
I would as well - the problem is, however frequent the patches, small isn’t possible with UE3. This patch was over 800 MBs. This is a problem for a lot of players who have to deal with bandwidth caps if we’re pushing 800+ MB patches every week; and as shown by patch 1.5, some things require a lot more testing than others. 1.5 took only a month after Patch 1 (29th of March for Patch 1, 29th of April for 1.5) - but if the first build we put on the beta had been stable, it would’ve taken only a week (first beta was April 4th).
Still, I don’t think anyone can say with a straight face that we haven’t improved the frequency of our updates.
I didn’t know about the issue with the engine. That completely blows away the idea of frequent patches. I do agree that you have improved the frequency of the updates, that’s very clear and I thank all of the developers for that.
ps: I know it isn’t fair to compare, given the size and money the studios have available, but I thought of the small and frequent patches with Dota 2 in mind. I don’t play the game but I have it installed and see updates as small as 3.3 MB. Anyway, there’s no point comparing Valve and Torn Banner, this makes no sense. Torn Banner has been doing a great job in my point of view.
Good to see this.
You know, I would love to see small, more frequent patches coming out more often, instead of the big patch every once in a while.
I know that not all issues are the same and some of them require longer times for coding and beta testing, but it would be fantastic if small fixes could come out more often.
In the end of the day, it’s the developers choice on how they prefer to work. I’d just like to add my 2 cents.
Actually, I found a problem. Whenever I tried to use the LMB to do an overhead in the middle of a combo I would instead slash. :(
Anyway, it was close.
It works perfectly, thank you RushSecond!
I was trying to change UDKInput.ini to no avail, but UDKGame.ini was the way to go.
Regarding javelins, I noticed that if I raise my shield first, I can fire. I can live with that.
Hi guys, I’ve been using my alternate overhead on the Left Mouse Button for a long time and I’m quite happy with it.
I pretty much never play as an archer so I didn’t care about it too much, but I would like to know if there’s a way to still shoot arrows using the Left Mouse Button when the “primary attack” is bound to some other key.
Is the shooting of arrows tied to the slash? How could I configure LMB to be the “Alternate Overhead” and “Shoot Arrow”?