Tremulous Forum
General => General Discussion => Topic started by: ULTRA Random ViruS on October 21, 2010, 01:11:12 pm
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Just post glitches here.
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ADV Goon sniping animation ONLY plays if you hold the pounce button while sniping. Without doing that, it just plays a chomp with a barb comming out of it's mouth. *GULP* *SSSSSSSS* *URGH!*
Granger & adv granger: 1.1 adv granger almost the size of a goon?!? 1.2 gpp: Although the boundry boxes are the same, granger is still reletevly big.
Tyrant(gpp): there should be a limit to damage done by squishing. In maps like pushcannon/treecannon etc., use the cannon and when you land it kills the rc INSTANTLY.
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ADV Goon sniping animation ONLY plays if you hold the pounce button while sniping. Without doing that, it just plays a chomp with a barb comming out of it's mouth. *GULP* *SSSSSSSS* *URGH!*
I liked the sounds.
Granger & adv granger: 1.1 adv granger almost the size of a goon?!? 1.2 gpp: Although the boundry boxes are the same, granger is still reletevly big.
Grangers are composed of fat and firmness, both of which do make 'em BIG.
Tyrant(gpp): there should be a limit to damage done by squishing. In maps like pushcannon/treecannon etc., use the cannon and when you land it kills the rc INSTANTLY.
Don't play crapmaps.
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I liked the sounds.
Granger & adv granger: 1.1 adv granger almost the size of a goon?!? 1.2 gpp: Although the boundry boxes are the same, granger is still reletevly big.
Grangers are composed of fat and firmness, both of which do make 'em BIG.
The big boundry boxes are actually just in terms of hight. I never messured width/length and i can't remeber the other messurements. Human is 30 in width while tyrant is like 74 or something.
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Another thing to add:
The reasons all these times you guys didn't think of why humans die is because turrets need to be improved.
I don't like X2 dmg, but what CAN replace it is this: 1.8X range. =P Also, turrets need to be grab-able, and need to be able to attack even if the line of sight isn't aimed at the alien 'target spot'. Funnily enouygh, the tyrant's is at the crotch.
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If you might have noticed when players turn slowly, the heads turn, but the body doesn't and suddenly jurks. Make the jurk slower, and with the bsuit head, why is it a "T" shape and it isn't even facing the direction it IS facing.
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Am i being bossy?
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If you might have noticed when players turn slowly, the heads turn, but the body doesn't and suddenly jurks. Make the jurk slower, and with the bsuit head, why is it a "T" shape and it isn't even facing the direction it IS facing.
_-_-_-_-_-_-_
Am i being bossy?
No, but you should edit your first post with new ideas in a one-page topic. ;)
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Also, nothing serious, but when the human looks way down at his legs, the model looks like the torso and the legs are separate, there's actually space between them.
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Also, nothing serious, but when the human looks way down at his legs, the model looks like the torso and the legs are separate, there's actually space between them.
The human models (torso area that is) aren't an easily fixable thing as it's an engine limitation.
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Q3 models are naturally split into segments like that, not much you can do.
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Q3 models are naturally split into segments like that, not much you can do.
Weird modeling and code tweaks. Is the torso animated to move up and down or does it just orient based on mouse position? If it's animated, then all you'd have to do to fix it is do some (a lot of) vertex hacking.
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If you might have noticed when players turn slowly, the heads turn, but the body doesn't and suddenly jurks. Make the jurk slower, and with the bsuit head, why is it a "T" shape and it isn't even facing the direction it IS facing.
_-_-_-_-_-_-_
Am i being bossy?
Redo the animations and recode the game engine!
Not!