Tremulous Forum
General => Feedback => Topic started by: mutulica on August 31, 2006, 12:06:15 pm
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Hi there, i wold like to make some improvements to the BUY & SELL menu.
The method of selling and buying using the mouse is nice if youre a newbie and are not familiar with the game, but otherwise it's a drawback for the game for the folowing reasons:
- it's SLOW .. have you tried to change your weppon to a better while your base is under attack? You have to sell your previous weppon, select the new one press buy... thats a lot of stuff to do when you are on the virge of impendig death.
Alien race advantage here = they don't need to chose there weppons so they win a lot of time + they avoid beeing kiled while buying and selling.
- why do you have to sell yor previous weppon in order to buy a new one? the game doesn't let you to carry two weppons. Saves a lot of time if the old weppon is sold automaticaly when you buy a new one - besides you have to sell it anyway.
This is kind of all i can remember right now. My suggesstions are as fallow:
1. assign numbers to weppons for increased speed buy (kinda like CStrike)
2. " You have insufficient funds" popup menu is annoyng - you have to click OK to get rid of it. A simple message will do.
3. a menu hierarchary like HalfLife (1 for primary, 2 for secondary, 3 misc,4 grenades will be more useful)
I hope some of my feedback is taken into account.
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search forum for binds
blah if you use them it is fast as hell
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1. assign numbers to weppons for increased speed buy (kinda like CStrike)
There are binds that work even outside of the armory menu if you want
2. " You have insufficient funds" popup menu is annoyng - you have to click OK to get rid of it. A simple message will do.
There is an option to remove nearly all those annoying popups. Look in the option menu.
3. a menu hierarchary like HalfLife (1 for primary, 2 for secondary, 3 misc,4 grenades will be more useful)
Could be a good idea. The currect layout sure needs to change anyway.
And you've forgot to repeat point 4 :
4. game will automaticaly sell the items as needed to buy what you want
I agree
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Alien race advantage here = they don't need to chose there weppons so they win a lot of time + they avoid beeing kiled while buying and selling.
Alien advantage? WRONG. Aliens can't evolve if there are humans or particular human structures nearby.
Humans can bind keys to buy and sell multiple items at one press, totally negating the lousy menu.
Humans in the base? You can't evolve. Nope. Not even a little bit. No amount of keybinding will help out there.
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aliens should always be able to evo when near the OM, regardless of near humans. it sucks when i have to flee past humans to get out of the base, just to evo and come back.
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mutulica, I like your auto sell when buying weapons idea...and yes, the popup can be annoying. I dont use binds myself, because I think if you dont have time to buy a weapon, its probably time to say GG.
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also, when you double clikc on the item you want to buy too fast, the popup goes "you already have the item" and sometimes the popup thing freezes so you cant see the item infos.
Also, when you buy a item, nothing happens, so you clikc to buy again, but the popup goes saying "you already have this item" and you clikc okay and see that you already have the weapon. It's really annoying
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I agree that these would be much better (and relatively painless to change, I think). As I understand it, there's an improved system maybe (?) already complete. I'll eventually get the SVN code and see what's changed...
- Better menu hierarchy
- Automatically sell items when needed (e.g., "buy bsuit" first causes "sell battpack; sell larmour; sell helmet" -- this should also remove the necessity for the "sell weapons" I have in all my weapon binds)
- Better feedback
By better feedback, I mean that instead of errors popping up an annoying modal (which are evil anyway), there should be some feedback in the buy/sell screen itself. I'd also recommend adding little notices to it that might be useful. For instance, when buying a bsuit and you have larmour, it may say "Sold light armour".
These would hopefully reduce the number of occurences of new players not being able to figure out that they have to sell the rifle before buying new weapons. (It seems that now I see the complaint that the armoury doesn't work more than the question of where to buy new weapons -- apparently the armoury isn't obvious enough: maybe it should have an ad over it with pictures of weapons!)
I want the "you already have this item" (and the corresponding negative version) error that also closes the buy/sell thing to die. (Maybe wait for a response from the server after every command, preventing double buys?)
By the way, if you ever get an error at the armoury that you can't click OK on, just press ESC.
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There is an option to remove nearly all those annoying popups. Look in the option menu.
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cg_disableWarningDialogs
I don't even use the buy/sell interface. I'm just agreeing that it can be a lot better.
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Click Me (http://web6.freesw.de/trmcfgs.zip)[/color] for a set of config files for Trem, which includes binds for buying/selling/evolving and building.
[PS] What the fuck? Fontsize? o_O
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Saves a lot of time if the old weppon is sold automaticaly when you buy a new one
Agree
1. assign numbers to weppons for increased speed buy (kinda like CStrike)
Agree
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I agree with the auto-sell weapon, and the guaranteed evo when near OM. Also, as for the weapon binds, I say it should be ala Doom/Duke Nukem, like I have it binded now. You just use the number keys (not the numpad) to select your weapons, in order of cost. So:
1 = rifle
2 = painsaw
3 = shotgun
4 = mass driver (wait.. md is cheaper than lasgun right?)
5 = lasgun
6 = chaingun
7 = prifle
8 = flamethrower
9 = luci
0 = grenade (not in order of cost, but just to be out of the way
Don't think it needs a CS style hierarchy though... I mean, CS has, what, 30 weapons and nearly a dozen non-weapons? Trem has 9 weapons and half a dozen items, they really don't need to be sorted yet.
And finally, about the insufficient funds dialog: go to options, find "disable_warning_dialogs", select yes.
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If it were like Doom, it would be more like:
1: Fists or saw (only psaw)
2: Pistol (blaster)
3: Shotgun or double barrel shotgun (shotgun)
4: Chaingun (chaingun)
5: Rocket launcher (flamer maybe?)
6: Plasma rifle (prifle)
7: BFG 9000 (lcannon)
That leaves out ckit, mdriver, and lgun.
mdriver costs 350 credits. lgun costs 250 credits.
I don't even use the buy/sell interface.
I lied. I have multiple weapons bound to certain keys (number keys), so I do sometimes have to use the buy/sell thing to get the one I want. For example, I have prifle and mdriver bound to the same key. If I have enough credits for the prifle but want to use the mdriver, I have to go through the buy/sell thing.
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I just use the buy/sell for nades. Otherwise the number keys are assigned to all the weapons/evos, and the arrow keys have armour combos covered.
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I just use the buy/sell for nades. Otherwise the number keys are assigned to all the weapons/evos, and the arrow keys have armour combos covered.
I use
bind g "sell gren; itemact gren; buy gren"
I find it very convenient to use the same key for buying grenades and throwing them. And I have yet to encounter a situation where I'm trying to use an armoury I don't realize is unpowered and blow it up. So it's worked well so far. (Though I had to stop using t and y because I used to accidentally hit them when trying to throw a grenade.)
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(Though I had to stop using t and y because I used to accidentally hit them when trying to throw a grenade.)
that's why you put it on mouse5.
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I'm fine. I just use the same chat binds as those from Rogue Spear: enter for team chat, ' for global chat. Works for me.
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(Though I had to stop using t and y because I used to accidentally hit them when trying to throw a grenade.)
that's why you put it on mouse5.
For some reason, trem recongnizes only 4 of my 8 mouse buttons.
Is there any way to get it to see them all?
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I'd like to see the screen laid out differently. I'd like two or more columns organizing the weapons and armor, and the ones you have currently highlighted. Borrowing one of the ideas from above, they could all be displayed at the same time, and clicking on one will buy/sell it, and, for instance, with a battlesuit, sell armor and helmet. Messages could be displayed across the bottom or top ('you can't afford this'), but non-modally.
Perhaps I need a visual :-?
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(Though I had to stop using t and y because I used to accidentally hit them when trying to throw a grenade.)
that's why you put it on mouse5.
For some reason, trem recongnizes only 4 of my 8 mouse buttons.
Is there any way to get it to see them all?
are you trying to bind them through a menu? or just editing the config file/bind from the console? tremulous seems to have weird names for some of the buttons (my mouse for example, calls the 2 extra buttons AUX1 and AUX2)
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(Though I had to stop using t and y because I used to accidentally hit them when trying to throw a grenade.)
that's why you put it on mouse5.
For some reason, trem recongnizes only 4 of my 8 mouse buttons.
Is there any way to get it to see them all?
are you trying to bind them through a menu? or just editing the config file/bind from the console? tremulous seems to have weird names for some of the buttons (my mouse for example, calls the 2 extra buttons AUX1 and AUX2)
Question is, how do you find out what Trem calls your spare mouse buttons?
I have a logitech MX510. If anyone knows, please let me know.
BTW, I did it from console.../bind
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are you trying to bind them through a menu? or just editing the config file/bind from the console? tremulous seems to have weird names for some of the buttons (my mouse for example, calls the 2 extra buttons AUX1 and AUX2)
Question is, how do you find out what Trem calls your spare mouse buttons?
I have a logitech MX510. If anyone knows, please let me know.
BTW, I did it from console.../bind
I have the same mouse as you and those buttons are called AUX1 and AUX2 too. Here's a trick : use the button configure menu and bind the mouse buttons to anything. Check the autogen.cfg file to discover how does Trem calls your buttons.
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are you trying to bind them through a menu? or just editing the config file/bind from the console? tremulous seems to have weird names for some of the buttons (my mouse for example, calls the 2 extra buttons AUX1 and AUX2)
Question is, how do you find out what Trem calls your spare mouse buttons?
I have a logitech MX510. If anyone knows, please let me know.
BTW, I did it from console.../bind
I have the same mouse as you and those buttons are called AUX1 and AUX2 too. Here's a trick : use the button configure menu and bind the mouse buttons to anything. Check the autogen.cfg file to discover how does Trem calls your buttons.
I've tried that and it just wont see that front thumb button. The back one is mouse4.
I'll mess with it some more.
Question: stock driver or Logitech driver?
I use stock on XP Pro and the buttons work everywhere but Trem.
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Using Linux and so the SDL backend for keyboard. Windows uses a different backend ( direct Win32 message processing ) and it might be a "bug" in that part of the code.
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Ah well, I can live without it :)
Thanks for help.
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Since we're considering the actual appearance, I'd like to see some graphics is the buy/sell and evolve menus. I've been asked a lot of times "how can I get that gun?" or "what do I evolve to to be what you are?" and having pictures would prevent that. For aliens, there could be a picture of the critter with its name underneeth and when you select one, it is highlighted and a description is shown underneeth.
I'm not sure how the humans could have something similar that would be all that functional and obvious.
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i'm using this config, it's modified from one I found on tremulous infobase.
bind i "itemact gren; say_team ^3Danger! ^2!!!^1GRENADE^2!!! ^3Danger!"
bind j "itemact medkit"
bind ; "itemtoggle jetpack"
bind q "itemtoggle battpack"
bind p "reload"
bind x "boost"
// weapons
bind 1 "vstr sellweapon; wait;wait;wait;wait; buy rifle; set mainweapon itemact rifle; set sellweapon sell rifle; set rebuyweapon buy rifle; buy ammo"
bind 2 "sell rifle; vstr sellweapon; wait;wait;wait;wait; buy psaw; set mainweapon itemact psaw; set sellweapon sell psaw; set rebuyweapon buy psaw; buy ammo"
bind 3 "sell rifle; vstr sellweapon; wait;wait;wait;wait; buy shotgun; set mainweapon itemact shotgun; set sellweapon sell shotgun; set rebuyweapon buy shotgun; buy ammo"
bind 4 "sell rifle; vstr sellweapon; wait;wait;wait;wait; buy lgun; set mainweapon itemact lgun; set sellweapon sell lgun; set rebuyweapon buy lgun; buy ammo"
bind 5 "sell rifle; vstr sellweapon; wait;wait;wait;wait; buy mdriver; set mainweapon itemact mdriver; set sellweapon sell mdriver; set rebuyweapon buy mdriver; buy ammo"
bind 6 "sell rifle; vstr sellweapon; wait;wait;wait;wait; buy chaingun; set mainweapon itemact chaingun; set sellweapon sell chaingun; set rebuyweapon buy chaingun; buy ammo"
bind 7 "sell rifle; vstr sellweapon; wait;wait;wait;wait; buy prifle; set mainweapon itemact prifle; set sellweapon sell prifle; set rebuyweapon buy prifle; buy ammo"
bind 8 "sell rifle; vstr sellweapon; wait;wait;wait;wait; buy flamer; set mainweapon itemact flamer; set sellweapon sell flamer; set rebuyweapon buy flamer; buy ammo"
bind 9 "sell rifle; vstr sellweapon; wait;wait;wait;wait; buy lcannon; set mainweapon itemact lcannon; set sellweapon sell lcannon; set rebuyweapon buy lcannon; buy ammo"
bind [ "sell bsuit; buy larmour; buy helmet"
bind ] "sell larmour; sell helmet; sell jetpack; sell battpack; buy bsuit"
bind \ "buy ammo"
bind - "vstr sellweapon; wait;wait;wait;wait; buy ackit; buy ckit; exec hb.cfg"
// default
set mainweapon "itemact rifle"
set sellweapon "sell rifle"
set rebuyweapon "buy rifle"
set togglejetpack "buy jetpack"
set togglebattpack "buy battpack"
// upgrades
set buyjetpack "sell battpack; wait;wait;wait;wait; buy jetpack; set togglejetpack selljetpack; set togglebattpack buybattpack"
set selljetpack "sell jetpack; set togglejetpack buyjetpack; set togglebattpack buybattpack"
set buybattpack "sell jetpack; wait;wait;wait;wait; buy battpack; set togglebattpack sellbattpack; set togglejetpack buyjetpack"
set sellbattpack "sell battpack; set togglebattpack buybattpack; set togglejetpack buyjetpack"
bind l "buy gren"
bind backspace "sell gren"
bind [ "sell bsuit; sell larmour; buy helmet; buy larmour"
bind ] "sell larmour; sell helmet; sell jetpack; sell battpack; buy bsuit"
bind = "vstr buyjetpack; buy ammo"
bind / "vstr buybattpack; buy ammo"
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My evo bind for mousewheel. Evolve by pressing alt
seta evolve ""
bind aevo1 "set evolve class level1;echo ^2[lisk selected]; bind mwheeldown vstr aevo2; bind mwheelup vstr aevo7"
bind aevo2 "set evolve class level1upg;echo ^3[lisk+ selected]; bind mwheeldown vstr aevo3; bind mwheelup vstr aevo1"
bind aevo3 "set evolve class level2;echo ^2[mara selected]; bind mwheeldown vstr aevo4; bind mwheelup vstr aevo2"
bind aevo4 "set evolve class level2upg;echo ^3[mara+ selected]; bind mwheeldown vstr aevo5; bind mwheelup vstr aevo3"
bind aevo5 "set evolve class level3;echo ^2[goon selected]; bind mwheeldown vstr aevo6; bind mwheelup vstr aevo4"
bind aevo6 "set evolve class level3upg;echo ^1[goon+ selected]; bind mwheeldown vstr aevo7; bind mwheelup vstr aevo5"
bind aevo7 "set evolve class level4;echo ^1[tyrant selected]; bind mwheeldown vstr aevo1; bind mwheelup vstr aevo6"
bind ALT "vstr evolve"
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My evo bind for mousewheel. Evolve by pressing altseta evolve ""
bind aevo1 "set evolve class level1;echo ^2[lisk selected]; bind mwheeldown vstr aevo2; bind mwheelup vstr aevo7"
bind aevo2 "set evolve class level1upg;echo ^3[lisk+ selected]; bind mwheeldown vstr aevo3; bind mwheelup vstr aevo1"
bind aevo3 "set evolve class level2;echo ^2[mara selected]; bind mwheeldown vstr aevo4; bind mwheelup vstr aevo2"
bind aevo4 "set evolve class level2upg;echo ^3[mara+ selected]; bind mwheeldown vstr aevo5; bind mwheelup vstr aevo3"
bind aevo5 "set evolve class level3;echo ^2[goon selected]; bind mwheeldown vstr aevo6; bind mwheelup vstr aevo4"
bind aevo6 "set evolve class level3upg;echo ^1[goon+ selected]; bind mwheeldown vstr aevo7; bind mwheelup vstr aevo5"
bind aevo7 "set evolve class level4;echo ^1[tyrant selected]; bind mwheeldown vstr aevo1; bind mwheelup vstr aevo6"
bind ALT "vstr evolve"
Not bad but shouldn't those be "set"s and not "bind"s?
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no one made us the pie menus
crap
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Not bad but shouldn't those be "set"s and not "bind"s?
Your right, srry :oops: . Fixed version
bind ALT "evolve"
set aevo1 "set evolve class level1;echo ^2[lisk selected]; bind mwheeldown vstr aevo2; bind mwheelup vstr aevo8"
set aevo2 "set evolve class level1upg;echo ^3[lisk+ selected]; bind mwheeldown vstr aevo3; bind mwheelup vstr aevo1"
set aevo3 "set evolve class level2;echo ^2[mara selected]; bind mwheeldown vstr aevo4; bind mwheelup vstr aevo2
set aevo4 "set evolve class level2upg;echo ^3[mara+ selected]; bind mwheeldown vstr aevo5; bind mwheelup vstr aevo3"
set aevo5 "set evolve class level3;echo ^2[goon selected]; bind mwheeldown vstr aevo6; bind mwheelup vstr aevo4"
set aevo6 "set evolve class level3upg;echo ^1[goon+ selected]; bind mwheeldown vstr aevo7; bind mwheelup vstr aevo5"
set aevo7 "set evolve class level4;echo ^1[tyrant selected]; bind mwheeldown vstr aevo8; bind mwheelup vstr aevo6"
set aevo8 "set evolve class level0;echo ^2[dretch selected]; bind mwheeldown vstr aevo1; bind mwheelup vstr aevo7"
vstr aevo5
Added Dretch. Selects Goon first.
I have everything binded to my mousewheel :D