Tremulous Forum
Mods => Mod Releases => Gameplay Changing => Topic started by: Risujin on November 17, 2006, 08:55:18 pm
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Risujin's Balance mod
Latest version: SVN879 version 16
The goal of Balance mod is to attempt to balance the strength of the two teams without disturbing existing gameplay elements. The mod accomplishes this by adding new weapons, a new alien class, many new abilities, and polishing off the user interface.
http://risujin.org/tremulous#balance
Servers list:
--<<YakNet Balance Mod>> (12 player) -- robug's server in Yakima, Washington
[T] Balance r16 (26 player) (26 player) -- the Twins' German server
0 Balance_m @ hsp.hk 0 (32 player) -- kotoko's Hong Kong server
balance sinc server (24 player)
[Tremmod]pc-friend[BAL] (14 player) -- Italian server
{UEC}FrontLine - Balance Mod (12 player)
o0 Quicksilver Balance 0o (12 player)
sady+ (balanced) (9 player)
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Release them in same thread please.
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Release them in same thread please.
wth are you talking about
dont listen to him just make a new thread on every new version
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*smells sarcasm*
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Release them in same thread please.
Sorry about the spam. This is now the only thread I will post updates to.
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Bile Drech seems so powerful to cost only 1 evo... make it 2 so people stop spamming their evos with it... 4 players runing strait on base nine times is just anoying way to end whole game =/
EDIT: Playd game and 3 bile attacks came and whole human base was gone
lower the powah and raise the cost... it makes the game anoyingly short.
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Bile Drech seems so powerful to cost only 1 evo... make it 2 so people stop spamming their evos with it... 4 players runing strait on base nine times is just anoying way to end whole game =/
EDIT: Playd game and 3 bile attacks came and whole human base was gone
lower the powah and raise the cost... it makes the game anoyingly short.
Done and done. 2 evos for 125 dmg at a wide radius. (In rev. 6)
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Is that 125 total damage? How wide is the radius? Reactor-wide? armory-wide?
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ditto.
Also wondering if we get new buildings... humans could realy use some expencive powerful defences like flame turrets or something since telsa is extremely weak and normal turret does not do much damage.
Aliens could get something like self protecting egg (like overmind) or something.
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ditto.
Also wondering if we get new buildings... humans could realy use some expencive powerful defences like flame turrets or something since telsa is extremely weak and normal turret does not do much damage.
Aliens could get something like self protecting egg (like overmind) or something.
turrets do more damage than teslas if all shots hit.
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Is that 125 total damage? How wide is the radius? Reactor-wide? armory-wide?
Actually I was playing last night and I will leave it at 1 evo. The alien to human credit exchange rate is about 1 evo for 200 credits (if we accept Bsuit + Luci = Tyrant). 125 damage is enough to harm a turret to half health at point blank range. The range is 250 where turret range is 300.
- Select weapon command 'itemgun', to use: \bind g itemgun
Also I wanted to clarify this. This command will select your non-blaster weapon. I don't know about any such command for Tremulous stock.
Also wondering if we get new buildings... humans could realy use some expencive powerful defences like flame turrets or something since telsa is extremely weak and normal turret does not do much damage.
Sorry but this mod aims to eliminate defending humans (or rather humans that do nothing but defend.) The Tranq Saw now gives a good method of dispatching goons and tyrants (if you are agile enough). It has been observed that, a normal saw along with a tranq saw is all the more effective. :)
As for new buildings, my next idea is to modify the Tremulous telenode to function like the Natural Selection teleporter. You would be able to "use" a telenode to go to the next telenode on the map. Humans would be able to make advance bases and quickly travel accross the map. Stronger builders thanks to the improved blaster should facilitate this.
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- Select weapon command 'itemgun', to use: \bind g itemgun
Also I wanted to clarify this. This command will select your non-blaster weapon. I don't know about any such command for Tremulous stock.
'itemact lgun' for example
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great mod. i just tested it with a few friends and except for the nerfed bile(i played with rev 5 i think) it's great.
btw, blaster does 8 dmg points to tyrant and rifle does 5 :eek:
the knock back effect of teslas on bile dretches is very cool also.
great job
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'itemact lgun' for example
Exactly! But I dont want a special key for every possible gun I could be carrying when I can only carry one such gun at any time. (I also dont want to flood my screen with pages of "you dont have that gun" from scripting ... even with the very nice cg_disableWarningDialogs (sp?) )
Noobius"]great mod. i just tested it with a few friends and except for the nerfed bile(i played with rev 5 i think) it's great.
btw, blaster does 8 dmg points to tyrant and rifle does 5 :eek:
the knock back effect of teslas on bile dretches is very cool also.
great job
Thanks! The original blaster does 9 dmg points to tyrant. Should be fair because rifle has much higher rate of fire.
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Also I wanted to clarify this. This command will select your non-blaster weapon. I don't know about any such command for Tremulous stock.
itemtoggle blaster will switch between blaster and your main weapon
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Also I wanted to clarify this. This command will select your non-blaster weapon. I don't know about any such command for Tremulous stock.
itemtoggle blaster will switch between blaster and your main weapon
Yes, way to make it intuitive. :)
Wish I knew this before...
EDIT: Even so, this command presumably switches to blaster and back. \itemgun switches to your best weapon, starting from primary gun and down to blaster if you dont have a primary gun, it never toggles and its behavior is always the same.
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but if you have itemgun bound, then there is no (easy) way to switch away from your primary weapon, making the bind useless. itemtoggle blaster is actually useful on many occasions (when you are a builder, or to take out an acid tube from a safe distance while you wait for dretches to take out with your shotgun).
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'itemact lgun' for example
Exactly! But I dont want a special key for every possible gun I could be carrying when I can only carry one such gun at any time. (I also dont want to flood my screen with pages of "you dont have that gun" from scripting ... even with the very nice cg_disableWarningDialogs (sp?) )
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nope, as I said i patched wrong spam, here is the patch for the binds spam :
http://tremulous.net/phpBB2/viewtopic.php?t=2523
:) this makes all the "You must be near a "/"You don't have the " disappear :)
and itemtoggle blaster ftw
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but if you have itemgun bound, then there is no (easy) way to switch away from your primary weapon, making the bind useless. itemtoggle blaster is actually useful on many occasions (when you are a builder, or to take out an acid tube from a safe distance while you wait for dretches to take out with your shotgun).
I have \itemgun on mouseup and \itemact blaster on mousedown. Don't tell me my setup is useless. :)
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nope, as I said i patched wrong spam, here is the patch for the binds spam :
http://tremulous.net/phpBB2/viewtopic.php?t=2523
:) this makes all the "You must be near a "/"You don't have the " disappear :)
Thats faar too hacky. Why not comment out the messages at the source? You would also want to introduce a new variable to control the behavior.
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Human telenodes can now be used for travel. Press the 'use' button when near a ready telenode to teleport to the next telenode. Note that this will use both telenodes and humans will not be able to spawn into either telenode during the cooldown delay.
remember idiots do exist some1 will be blocking all telenodes rather than just one
Two different kinds of radar blips distinguish buildings from players. Aliens can now see allied players and buildings. Blips fade away with distance.
distracting. they are non transparent
Credit/evo donation command 'donate #'. Alms for the poor!
you can use the one in bugzilla it also supports giving creds directly to the person you are looking at
New Tranquilizer Saw grabs enemies. Grab squirrely tyrants!
generates basi sound and green does not look cool make it red
- (new) Enabled spawning sound for humans that is in the original Tremulous data pk3 but for some reason or another was not enabled.
ugly sound
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The Linux command is:
tremded.x86 +set dedicated 2 +set fs_game balance +exec server.cfg
and how to run it as a mod on one computer without dedicated server?
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Again Risujin nice update for your mod :) [2 thumbs up]
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Cool!
All aboard the telenode train!
Could get a little wierd on those wacky unlimited build-point servers...
*shudders*
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The Linux command is:
tremded.x86 +set dedicated 2 +set fs_game balance +exec server.cfg
and how to run it as a mod on one computer without dedicated server?
Start Tremulous normally and go to mods. Double click balance then host as normal. If balance isnt listed, the pk3 isnt in the right place.
Thank you techhead and Predalienator, and vcxzet: Stop hatin' 8)
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The Linux command is:
tremded.x86 +set dedicated 2 +set fs_game balance +exec server.cfg
and how to run it as a mod on one computer without dedicated server?
Start Tremulous normally and go to mods. Double click balance then host as normal. If balance isnt listed, the pk3 isnt in the right place.
nope, doesnt work, iv put pk3 in .tremulous/base and /tremulous/base
i also tried tremulous.x86 +set fs_game balance
that gave me "fs_game is write protected"
i ended up renaming in vms-1.1.0 :) that worked
your radar sucks like paris :P, ill sent you my patch
btw i see code changed in human radar, but theres absolutelly no differency visually (??)
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- Credit/evo donation command 'donate #' to donate to all team members. Alms for the poor!
/share (https://bugzilla.icculus.org/show_bug.cgi?id=2896)?
- (new) Zoom is functional again. Seems it was broken in SVN. (Why?)
No it's not. +zoom and -zoom were removed and zooming is done using right click (I've always used bind MOUSE2 "+button5; +zoom" anyway).
By the way, I noticed another problem with my sudden death vote patch. It said "sudden death" where it should have said "sudden_death" :-[
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- Credit/evo donation command 'donate #' to donate to all team members. Alms for the poor!
/share (https://bugzilla.icculus.org/show_bug.cgi?id=2896)?
Yes I know that patch exists and I knew it existed when I wrote \donate. \donate does not work like \share, but instead gives your credits/evos away to all teammates evenly. \donate was designed to only give to all team members so you get rid of excess credits fast and its truly generous rather than slot #1 {SGA}Orc giving 1000 creds to {SGA}JustJoinedTheServer while everyone else on his team is credit starved.
- (new) Zoom is functional again. Seems it was broken in SVN. (Why?)
No it's not. +zoom and -zoom were removed and zooming is done using right click (I've always used bind MOUSE2 "+button5; +zoom" anyway).
Whose bright idea was this? \bind mouse2 +zoom never occured to anybody?
By the way, I noticed another problem with my sudden death vote patch. It said "sudden death" where it should have said "sudden_death" :-[
Well it works don't it? :)
nope, doesnt work, iv put pk3 in .tremulous/base and /tremulous/base
i also tried tremulous.x86 +set fs_game balance
Dammit rasz, learn to install a mod! It goes in tremulous/BALANCE. I wrote that like 5 times in the post. :D
your radar sucks like paris , ill sent you my patch
I like it. 8)
btw i see code changed in human radar, but theres absolutelly no differency visually (??)
This could explain why you think it sucks like paris. The pk3 has new blip textures which *do* change the human radar. Its a pretty obvious change too, though you may not have played with other people to see it. The player blips are different from the buildings blips.
I need to post a screenshot.
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Well it works don't it?
Not if people follow directions.
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No it's not. +zoom and -zoom were removed and zooming is done using right click (I've always used bind MOUSE2 "+button5; +zoom" anyway).
Whose bright idea was this? \bind mouse2 +zoom never occured to anybody?
And break all the other weapons that use button5? No more lucifer alt fire, no more ckit repair ...
Also, for those using bind MOUSE2 "+button5; +zoom", can you fire while zoomed? Because when I used such bind, I couldn't do it anymore.
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No it's not. +zoom and -zoom were removed and zooming is done using right click (I've always used bind MOUSE2 "+button5; +zoom" anyway).
Whose bright idea was this? \bind mouse2 +zoom never occured to anybody?
And break all the other weapons that use button5? No more lucifer alt fire, no more ckit repair ...
Also, for those using bind MOUSE2 "+button5; +zoom", can you fire while zoomed? Because when I used such bind, I couldn't do it anymore.
Ahh good point. But breaking +zoom was the wrong idea. Both should work.
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Ahh good point. But breaking +zoom was the wrong idea. Both should work.
Well, it is in fact a minor issue and doing it like that is more consistent with all other FPS that use secondary fire as a zoom for sniper weapons.
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- Credit/evo donation command 'donate #' to donate to all team members. Alms for the poor!
/share (https://bugzilla.icculus.org/show_bug.cgi?id=2896)?
Yes I know that patch exists and I knew it existed when I wrote \donate. \donate does not work like \share, but instead gives your credits/evos away to all teammates evenly. \donate was designed to only give to all team members so you get rid of excess credits fast and its truly generous rather than slot #1 {SGA}Orc giving 1000 creds to {SGA}JustJoinedTheServer while everyone else on his team is credit starved.
erm, share doesnt share with whole team, its
/share 3 lamerwithoutevo
nope, doesnt work, iv put pk3 in .tremulous/base and /tremulous/base
i also tried tremulous.x86 +set fs_game balance
Dammit rasz, learn to install a mod! It goes in tremulous/BALANCE. I wrote that like 5 times in the post. :D
/me lame, it works now :)
your radar sucks like paris , ill sent you my patch
I like it. 8)
btw i see code changed in human radar, but theres absolutelly no differency visually (??)
This could explain why you think it sucks like paris. The pk3 has new blip textures which *do* change the human radar. Its a pretty obvious change too, though you may not have played with other people to see it. The player blips are different from the buildings blips.
i know about new blip and blip_blsomething, i dont like the blip, but i used blip_bsomething cos i like it for buildings :)
anyway :
-buildings and units have same color
-everyone is familiar with red=bad=kill it, and now aliens are red!?!?! :)
i made them like they were before, blue=humie, red=building, green=alien, bright green=alein building
-you made the dots be VERY fainth on the border of the sense range= aliens lost some of the range
as for the human radar thers no difference what so ever in 1024x768 :)
I need to post a screenshot.
to be perfectly honest I dont even see the difference in the color of below and above structures/units on the radar in vanilla trem :)
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\donate does not work like \share, but instead gives your credits/evos away to all teammates evenly.
erm, share doesnt share with whole team, its
I didn't read that until after posting. I didn't know that until I compared the patches (then again here a few times).
And break all the other weapons that use button5? No more lucifer alt fire, no more ckit repair ...
Also, for those using bind MOUSE2 "+button5; +zoom", can you fire while zoomed? Because when I used such bind, I couldn't do it anymore.
Eh, never noticed that... doesn't work right. Back to z it is.
Though mixed binds don't seem to work.
bind f "tell_target die!; +button3"
doesn't work right.
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Ahh good point. But breaking +zoom was the wrong idea. Both should work.
+zoom was broken in svn for a reason (it's only used by one weapon, and everyone expects it to be right mouse). you're using code that wasn't necessarily meant to be used until the next release of tremulous, so there is no reason that the devs should have to maintain backward compatibility (though the syscall change was a bit much). if you are gonna use the code, then you should 1) read the changlogs, and 2) not complain when something breaks.
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Ahh good point. But breaking +zoom was the wrong idea. Both should work.
+zoom was broken in svn for a reason (it's only used by one weapon, and everyone expects it to be right mouse). you're using code that wasn't necessarily meant to be used until the next release of tremulous, so there is no reason that the devs should have to maintain backward compatibility (though the syscall change was a bit much). if you are gonna use the code, then you should 1) read the changlogs, and 2) not complain when something breaks.
I don't care either way. People asked me why Balance Mod breaks zoom, so I fixed it.
erm, share doesnt share with whole team, its
/share 3 lamerwithoutevo
I'm talking about \donate.
anyway :
-buildings and units have same color
-everyone is familiar with red=bad=kill it, and now aliens are red!?!?!
I've had people mention this. I might make a toggle for the new radar and/or its colors (since its player preference anyway). The thing is, I grew up playing Zoid's CTF (for the 5 year olds in the audience, that was for the crusty old game called Quake). There was a red team and a blue team, neither was 'good' or 'bad'. Look carefully at ATCS and at the hud colors. Trem is divided into a red and a blue team.
I understand people like FOF coloring but the original alien radar is an atrocity, and I think the new radar is much much better. Is it really so hard to remember that when your whole screen happens to be colored red, the red dots are your friends?
as for the human radar thers no difference what so ever in 1024x768
1280x1024 here and its clear as day and night. :)
No one likes the human radar, but there is really nothing wrong with it. It is meant to be slower and harder to understand than the alien sense, but it conveys more information -- you just have to scrutinize it.
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anyway :
-buildings and units have same color
-everyone is familiar with red=bad=kill it, and now aliens are red!?!?!
I've had people mention this. I might make a toggle for the new radar and/or its colors (since its player preference anyway). The thing is, I grew up playing Zoid's CTF (for the 5 year olds in the audience, that was for the crusty old game called Quake). There was a red team and a blue team, neither was 'good' or 'bad'. Look carefully at ATCS and at the hud colors. Trem is divided into a red and a blue team.
I understand people like FOF coloring but the original alien radar is an atrocity, and I think the new radar is much much better. Is it really so hard to remember that when your whole screen happens to be colored red, the red dots are your friends?
YES, and http://tremulous.net/phpBB2/viewtopic.php?t=2596 :)
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I have a rev 8 balance server running
Its called
Yaknet Balance Mod {LTD}
Make sure you turn client downloads on.
check it out!
Thanks for all the hard work Risujin
robug
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Yes I know that patch exists and I knew it existed when I wrote \donate. \donate does not work like \share, but instead gives your credits/evos away to all teammates evenly. \donate was designed to only give to all team members so you get rid of excess credits fast and its truly generous rather than slot #1 {SGA}Orc giving 1000 creds to {SGA}JustJoinedTheServer while everyone else on his team is credit starved.
/share has 2 huge advantages:
1) How do you /donate 9 evo to 15 teammates?
2) You can't use /donate to regain the upper hand over your enemy.
/share has strategic purpose. If you give creds to noob, you've thrown them to the bin. If you give creds to a good player who got starved by a kamikaze run that severely crippled the enemy base, you've most likely won that game.
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/share has strategic purpose. If you give creds to noob, you've thrown them to the bin. If you give creds to a good player who got starved by a kamikaze run that severely crippled the enemy base, you've most likely won that game.
now that I have you here describing share , can I share permanently my excessive evos? I mean write /share someevos somealien and share with him every time I got 9 and kill someone?
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I demand point system to change, aliens get evos by killing. they should also be able to get evos by watching. ie you are near a tyrant and tyrant kills a BS even if you didnt do any damage you get 1 evo point. Maybe same thing for humans
WATCH AND LEARN; PROFIT!
edit: fixed typos (oo)
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I demand point system to change aliens get evos by killing they should also be able to get evos watching. ie you are near a tyrant and tyrant kills a BS even if you didnt do any damage you get 1 evo points. Maybe same think for humans WATCH AND LEARN; PROFIT!
What about when you hear the Human?
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/share has 2 huge advantages:
1) How do you /donate 9 evo to 15 teammates?
2) You can't use /donate to regain the upper hand over your enemy.
/share has strategic purpose. If you give creds to noob, you've thrown them to the bin. If you give creds to a good player who got starved by a kamikaze run that severely crippled the enemy base, you've most likely won that game.
Yes I admitted these arguments, and /share has been patched into Balance mod. 9 credits shared over aliens gives 9 credits to the first players in the client list (i.e. the oldest clients), 1 evo each. This is of course ... not so desirable.
Donate still has one advantage over /share -- rapid credit disposal. :D
Yaknet Balance Mod {LTD}
Thank you robug, for hosting my mod! :D
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now that I have you here describing share , can I share permanently my excessive evos? I mean write /share someevos somealien and share with him every time I got 9 and kill someone?
Nope, but none keeps you from coding that.
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Can I /steal peoples' credits?
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Can I /steal peoples' credits?
Yes, heres how:
set steal +attack
bind mouse1 vstr steal
Now go to the opposite team and click on them.
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We have has some pretty full games at Yaknet Balance lately.
Here is some changes in the game dynamic that I have noticed
An orginized bile dretch swarm is quite brutal. The chalange is getting it organized though. It is helpfull to have a larger alien draw the turret fire as the new knockback is quite effective at repelling dretches.
Tranqilizer saw works great!... Not as many dying tyrants charging out of the base and more dead ones cluttering the floor.
Teleporting nodes makes for some new and effective dual base configurations, Although It would be nice for humans to have repeaters at s1 to take full advantage of this new feature.
The blaster knockback is also very effective at keeping a dretch at bay. When your a dretch and see a lone Ckit human it is no longer a free evo... now it takes a little work.
Please stop by and check it out..
Great Work Risujin
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I loved this mod, but then my computer got messed up and I can't download or install new mods or patches into Tremulous.
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i love the tranq saw. on servers with FF off, the tranq saw is super fun. i was on the yaknet balance server and we just kept holding teammates in place (while aliens were not attacking of course). the bile dretch is super effective too. deticated (spelled wrong?) builders are now almost a must. i guess the designated builder thing is cool too. robug, you should make the balance server as big as your others.
...TRANQ SAW RULES!
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- Select weapon command 'itemgun', to use: \bind g itemgun
Also I wanted to clarify this. This command will select your non-blaster weapon. I don't know about any such command for Tremulous stock.
/bind g "itemact blaster;wait;itemtoggle blaster"
Selects the non-blaster weapon.
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Nice mod! All organized and combineulated...ahh it reminds me of the bad old days with KQP and the like.
Just mash it all together and have fun!
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Could we get new chat command !me or /me to this mod... It would double the fun.
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I just played as human with the new balance mod and I have to say I'm impressed with the new gameplay possibilities. The tranq saw is great fun when you have help, and the bile dretch is truly a pain in the ass for human defenses. I really liked the /share option as well. I'll decide who gets my hard earned evo's and credits thank you.
Good job on this mod, I hope to see it incorporated across other servers soon.
P.S. how do I bind the tranq saw to a key? I'm using the weapon binds from tremulous infobase...
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So far I loke most everything you've done with the mod. One thing though I think that the tranq saw should work just like a basi vs a Bsuit. Where it just holds them in place yet allows them to turn and look. And I'm still not sure how I like the shortened Tyrant slash range (that was shortened right??) The share donate cred/evos is great. Good work by the way.
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An orginized bile dretch swarm is quite brutal. The chalange is getting it organized though. It is helpfull to have a larger alien draw the turret fire as the new knockback is quite effective at repelling dretches.
The bile dretch has been nerfed repeatedly, I think like you say, its pretty good where it is right now.
Tranqilizer saw works great!... Not as many dying tyrants charging out of the base and more dead ones cluttering the floor.
I was really worried about this one. I havent seen many humies using it. I'm glad its working out.
Teleporting nodes makes for some new and effective dual base configurations, Although It would be nice for humans to have repeaters at s1 to take full advantage of this new feature.
I agree. I was trying to build 2nd bases in Balance mod but found it really difficult to keep them up (you need a dedicated defender and the teles are always used up or teleing you to the wrong node). I don't know if moving repeaters down to s1 will help, something else might be necessary.
The blaster knockback is also very effective at keeping a dretch at bay. When your a dretch and see a lone Ckit human it is no longer a free evo... now it takes a little work.
YES! Humies can finally get that s1 base in the window room! :D
Great Work Risujin
My pleasure! Thanks for running such a great server. :)
So far I loke most everything you've done with the mod. One thing though I think that the tranq saw should work just like a basi vs a Bsuit. Where it just holds them in place yet allows them to turn and look.
Wily tyrants can actually spin around and slash you already. I didn't want to allow aliens to turn when grabbed because the tsaw would be much much weaker. Right now maras can jump out and goons pounce out so it pretty much hurts tyrants most, which is right.
And I'm still not sure how I like the shortened Tyrant slash range (that was shortened right??)
It was set to something ridiculous, like 4 times the saw range. I was even thinking of nerfing goon range as well (its over 2x saw range).
P.S. how do I bind the tranq saw to a key? I'm using the weapon binds from tremulous infobase...
Its called the 'tsaw' so try something like '\buy tsaw'. To activate your main weapon just bind '\itemgun' or '\itemtoggle blaster'.
Could we get new chat command !me or /me to this mod... It would double the fun.
Yes we could, it isn't hard but I'd have to find a way to prevent things like "/me was killed by soandso".
ahh it reminds me of the bad old days with KQP and the like.
KQP?
/bind g "itemact blaster;wait;itemtoggle blaster"
Our aim as developers is to prevent the end user from having to code things like these.
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how about giving the bile dretch an attack, so you don't have to die when you use it? like a "bile spit" that is super effective on buildings
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And I'm still not sure how I like the shortened Tyrant slash range (that was shortened right??)
It was set to something ridiculous, like 4 times the saw range. I was even thinking of nerfing goon range as well (its over 2x saw range).
But a saw costs 100c (a little over half the amount gained by killing a dretch) and a goon costs 3 evos (3 kills required, 5 for a tyrant!). Saws should not become the mainstay weapon of the humans!
Could we get new chat command !me or /me to this mod... It would double the fun.
Yes we could, it isn't hard but I'd have to find a way to prevent things like "/me was killed by soandso".
Have /me text a different colour. Yellow maybe? You'd have to disallow coloured text too.
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But a saw costs 100c (a little over half the amount gained by killing a dretch) and a goon costs 3 evos (3 kills required, 5 for a tyrant!). Saws should not become the mainstay weapon of the humans!
Well tyrants and goons do have some minor other advantages that arent granted to sawers, like 150-300 health, auto healing, rush/pounce, and a nasty bite. We could be stuck doing the math for days.
Have /me text a different colour. Yellow maybe? You'd have to disallow coloured text too.
Theres so many ways to screw with the text ... then again thats already the case so why not...
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i love this mod. nice job Risujin.
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KQP is: http://kqp.horoy.com/
Oldskool like you would not believe.
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i like it...except for the tranqsaw...i find it very useless as the only alien ive yet to see get out of one is a dretch...so between the fact that its nerfed to like 1/3 the strength of a real saw, and that the only alien it can 'tranq' effectively is a dretch, ive stayed away from it, other than just pointlessly grabbing my teammates in ff off to piss them off.
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yes i agree with noob plox , the tranq saw is very useless IMO
ill compare the green saw to the blue saw.
Offensively, both saw suck , but the green 1 sucks more, the blue saw can actually be used to rush a base whereas the green saw is a free kill, to me anyways.
Defensively, blue saw is better, here are the reasons
1) the blue saw takes 2 sec ( or less ) on a stationary tyrant
the green saw takes forever
2) altho holding a tyrant is nice, but i rather would have the blue saw to kill it, what would you want more, to kill , or to hinder?
This is assumed u got the tyrant in the back when the tyrants going for the base
3) theres always the possibity that tyrants rush in pairs, or more, in that case , the green saw is completely useless. Imagine playing a basi against 3 S1 humans, and ull get the feeling.
4 ) its 50C cheaper :wink:
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Well here goes, revision 9 for your gaming pleasure.
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well...i checked ur first post...whats the differences between 8 and 9? didnt really see anything that said "mod 9 updates"
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spectators have 3rd view too?
i still dont like ur radar :P
i love those balloons :)
>Votes are now indicate if they are passing or not.
?
btw telenodes killing dretches is GAY
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spectators have 3rd view too?
Comicaly they do. You can zoom in and out. :)
i still dont like ur radar :P
i love those balloons :)
They go together. Its all GUI-color themed. :)
Feel free to thieve that balloon graphic, the old one was horrible.
>Votes are now indicate if they are passing or not.
?
Because I made global votes require 2/3 majority I needed some way to communicate that. If you look at the first screenshot it actually shows it. It just says "PASSING VOTE(27) ..." or "FAILING VOTE(26) ..." etc.
EDIT: and yes that was a typo :)
btw telenodes killing dretches is GAY
Huh?
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yes nice update Risujin.
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btw telenodes killing dretches is GAY
Huh?
my bad, wrong mod :)
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btw telenodes killing dretches is GAY
Huh?
my bad, wrong mod :)
lol rasz_pl needs some fix
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btw telenodes killing dretches is GAY
Huh?
my bad, wrong mod :)
lol rasz_pl needs some fix
What mod is that!?
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Yaknet Balance now runs rev 9
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Yaknet Balance now runs rev 9
Thanks robug!
One thing I noticed today: if you download the mod in-game, the first time you play \cg_thirdPerson will still be cheat protected. You should still be able to use \viewOut and \viewIn. Otherwise just restart Tremulous and you will be able to play third person just fine.
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The tranqsaw should take time to wear off, maybe 2 seconds?
5 seconds telenode cool-down sound like a little much, what if you hit the wrong one in the sequence?
3rd person is outstandingly cool, and using it to look around corners as a human sounds like more trouble than its worth.
The chat balloon is very cool.
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While tranqsaw releases constant stream of electricity to tranqulize alien there could be some tranqulizer gun that would have low ammo count, long reload time and slow projectile (blaster speed?) that would create smilar effect to human runing too long (speed goes down and vision darkens) that would last about 10 to 20 (not sure what would be fair ammount) secs depending on alien mass (biger mass can resist more.). if the projectile hits something like jumping mara in mid aior it would not lose speed until hiting something but all air controll would be lost and effect take place on landing.
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While tranqsaw releases constant stream of electricity to tranqulize alien there could be some tranqulizer gun
Actually Tremma first suggested a tranquilizer gun. At the time I thought a tranquilizer saw would be much easier to modify out of a pain saw and basi code (and look cooler). It turned into quite a fun weapon too. Tyrant slashing your reactor? Shove a tranq saw up his ass, he cant turn away! (You couldnt do that with a tranquilizer gun...)
I don't think we need a separate tranquilizer gun (dart gun) for now though. Maybe something for aliens though...
The tranqsaw should take time to wear off, maybe 2 seconds?
It was working well enough for me yesterday. Its just like basi, you have to keep holding it to em. Also like basi, its hard to learn. :)
5 seconds telenode cool-down sound like a little much, what if you hit the wrong one in the sequence?
The system changed slightly. It used to only use the destination telenode (and for the full 10 sec) but now it splits up the wait time between source and destination nodes. 5 sec goes by quickly enough I think.
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still no euro servers? :(
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still no euro servers? :(
Be the first! :D
Have you tried the [SWL] server? I get 200 ping inside, its either on 56k or definitely not in the mainland United States.
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Ive only found one bug so far in new version. I was playing on ATCS and i just got Bsuit+flamer, but the bsuit was still highlighted and scrollable.
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voting is bad. votes are now NEVER passed. make it like 4/7 or something instead of 2/3. green saw still rules. finally, tyrant slash is WAY too short now. i agree it can be shortened, but this is too much. how much did you cut it down anyway? and saws should NOT have kickback!
make MD damage 50 please! (i use it a lot now that i can zoom with right mouse button)
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Keep MD Damage normal, having it at 50 would overpower it extremely.
Fix Votes, it's extremely annoying.
FIX ALIENS. Dretches should NOT run faster than a sprinting human! As far as I can tell, all aliens are bugged speed-wise.
Kickback shouldn't be so over-powering, and it's not how weapons work in real life. The weapon itself gets knocked back, messing up your aim, not pusing you back. Saw shouldn't have kick-back either, it messes up the tranqsaw a lot.
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Keep MD Damage normal, having it at 50 would overpower it extremely.
i want really being serious. although i dont like how it cost 350. 300 seems much more fair to me.
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Dretches should NOT run faster than a sprinting human!
Yes they should. If you have to RUN AFTER a dretch to kill it, your aim sucks. Humans aren't using knives and swords (though that would make a good mod). If you have to outrun a dretch in order to survive, while you already have the advantage of a ranged weapon, then you suck. Let's make the aliens slower and weaker so crappy humans have a chance...
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When dretches move so fast as to close the distance in a fairly long hallways in 2 seconds WHILE wallwalking and zig-zagging as well as making running away impossible, we may as well just make them instantly kill humans. Not to mention the speed boost combined with the natural lag of online play means you have to lead machine gun shots amazingly far ahead to hit them at all. Ranged advantage means very little on most tremulous maps as there's not large areas where you can mantain range, especially since all dretches have to do now is get in range and do crescents at you to kill you without fail, no matter if you run or not.
Dretches were fine as they were, don't fix what isn't broken.
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Your argument makes two assumptions:
All dretches are smart enough to zig zag and wallwalk
All humans do not know how to aim or evade properly
While it is true that most humans can't aim or evade worth crap, it is also true that most dretches are incredibly stupid.
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I can dodge and aim very good, thank you.
It doesn't matter if the second you miss they can turn around and get 4 hits in on you no matter what due to superior speed. I don't play with incredibly stupid dretches very often at all, and this just gives aliens an even larger advantage. When you would realistically need an extremely high sensitivity to keep a dretch tracked, there's something wrong. As it currently is, it's near impossible to easily kill a dretch if you're in an even slightly enclosed area, or if they're decent in any way shape or form.
Also, since you're so adamant on thinking I'm just a failure who only plays humans(and sucks at it), I usually play aliens and this increased speed is also throwing me way off when I try to do nearly anything as a dretch.
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Dretches were fine as they were, don't fix what isn't broken.
I didn't and won't touch dretches (other than the bile variety).
Fix Votes, it's extremely annoying.
Sudden death votes now pretty much never pass, but thats fine. If both sides want to play w/o building they can do a SD-only game for example.
I know map and kick votes need a lot more yes votes to pass now. Is this a big problem? I've had a number of people complain. What kinds of votes aren't passing?
Kickback shouldn't be so over-powering, and it's not how weapons work in real life. The weapon itself gets knocked back, messing up your aim, not pusing you back. Saw shouldn't have kick-back either, it messes up the tranqsaw a lot.
There are two ways to factor in kickback. If your weapon is loose in your hand it pushes up like counterstrike. If your weapon is fixed in your hand however, you receive the full momentum of the bullets and do in fact get shoved backwards (although you could absorb through your legs...).
Kick works well for weapons like the luci because it really does make sense for that thing to fling you in the other direction. No, saws should not have kick that was just silly. Rifle shouldnt either probably.
Keep MD Damage normal, having it at 50 would overpower it extremely.
Have any of you played Orc? I could set the MD damage to -50 and he would still find some way to rape you with it. The MD is fair.
Hmmm .... -50 .... I could have a heal gun ....
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Your mod makes dretches, and as far as I can tell, all aliens, faster.
This may, however, just be an oddity of Robug's Balance mod server.
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Good that the SWL server is listed.
I am now running revision 9 and there is 16 public slots.
The server got 20 private slots. (just in case :P )
I love the new saw, grabbing tyrants is fun! :tyrant:
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Good that the SWL server is listed.
I am now running revision 9 and there is 16 public slots.
The server got 20 private slots. (just in case :P )
Thanks for finally owning up to the SWL server! :wink:
Am I right that the server is in Sweden? You are our first European server! rasz finally has a place to play. :)
Your mod makes dretches, and as far as I can tell, all aliens, faster.
As far as I know it doesn't. Do you get a good ping at robugs? Do SVN servers seem faster too?
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Fix the kickback, by making it different for different weapons, and preferably different between crouching, running, etc.
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voting is bad. votes are now NEVER passed. make it like 4/7 or something instead of 2/3. green saw still rules. finally, tyrant slash is WAY too short now. i agree it can be shortened, but this is too much. how much did you cut it down anyway? and saws should NOT have kickback!
you have not really answered me besides the voting sytem, which is still bad. NO votes are being passed anymore. tyrant slash and saw kickback are problems that need fixing.
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Error: !supertyrant is for the registerd version only.
what the hell is this?
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Good that the SWL server is listed.
I am now running revision 9 and there is 16 public slots.
im in the UE and this server is "filtered out due to >800ping or packet loss" :/
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Error: !supertyrant is for the registerd version only.
what the hell is this?
Naughty admin! Don't worry though, naughty admins have a fun new command in rev 10 coming up .. complete with new sound effect (ooooh).
Fix the kickback, by making it different for different weapons, and preferably different between crouching, running, etc.
Done.
you have not really answered me besides the voting sytem, which is still bad. NO votes are being passed anymore.
What do you suggest for the voting system? I dont want to go back to plain majority votes.
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Fix the kickback, by making it different for different weapons, and preferably different between crouching, running, etc.
Done.
you have not really answered me besides the voting sytem, which is still bad. NO votes are being passed anymore.
What do you suggest for the voting system? I dont want to go back to plain majority votes.
1) how was it fixed? does saw have no kickback now?
2) maybe make it a 3/5 majority vote
...and have you considered my tyrant suggestion?
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1) how was it fixed? does saw have no kickback now?
Kickback has been removed for saws and rifle. Crouching will halve kickback.
2) maybe make it a 3/5 majority vote
I dont know if just lowering the proportion will do it. Perhaps a global vote should count majority separately for aliens and humans, requiring both to pass? (that may be too complicated though...)
...and have you considered my tyrant suggestion?
I definitely noticed that I over-nerfed tyrants, that was unfortunate. Range has been increased by about 1.5x.
I am in the process of splitting Balance into patches and integrating with the latest SVN. Thanks to TJW it has unlagged now so we will see how melee attacks play out now.
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So !supertyrant does absolutely nothing?
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So !supertyrant does absolutely nothing?
I think Im gonna have to can this function. Our dear admins arent very bright and/or did not read my "admin abuse" thread. :cry:
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i was expecting a flying tyrant : /
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I think Im gonna have to can this function. Our dear admins arent very bright and/or did not read my "admin abuse" thread. :cry:
*shrugs* but they are once that permit your mod on their server .)
So best dont bite them if you want your work honored .)
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I think Im gonna have to can this function. Our dear admins arent very bright and/or did not read my "admin abuse" thread. :cry:
*shrugs* but they are once that permit your mod on their server .)
So best dont bite them if you want your work honored .)
Its time for !supertyrant to go ... or start working :wink:
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supertyrant?
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supertyrant?
Im going to remove it so I might as well explain. Here is a requiem for a bad idea:
!supertyrant was supposed to be a command so abusive that normal admins wouldnt even think of using it. The help message would have describe an abusive command ("will turn you into advanced tyrant for free") but when used it sets your admin level to 0. Needless to say, everyone went "wtf is !supertyrant?", tried it, and didnt get the joke message. Moreover, they probably werent too pleased with their new admin level.
My appologies to all inconvenienced by this. To atone, I will now commit seppuku.
\kill
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what are the differences with the admin levels? can someone tell me what each level does?
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Equilibrium: It really depends on how much control an admin is willing to give to you at each level.
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In regards to the balance mod;
Bile dretch is way to powerful of a weapon.
Tsaw can only catch a dretch or tyrant.
Recoil on blaster?
WTF recoil on saws? Have you ever used a chainsaw?
This mod has made aliens far too powerful. The only chance the humans have is to kill eggs and OM. Scenerio: 8 v 8, aliens have an average of 3 evos each, all aliens become bile dretch for 3 seperate massed attacks, game over.
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Bile dretch is way to powerful of a weapon.
It has been nerfed three times already. :)
Tsaw can only catch a dretch or tyrant.
Aliens (and humans) can jump out when basi-grabbed. This is a bug I will try to fix.
Recoil on blaster?
WTF recoil on saws? Have you ever used a chainsaw?
Fixed in the next version. :)
This mod has made aliens far too powerful.
Two nights ago, we played all evening without a single alien victory. One bile is stopped by one repairing human. Of course, not in sudden death...
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Aliens (and humans) can jump out when basi-grabbed. This is a bug I will try to fix.
please do
theoretically basi should catch SAW running towards him, in practice it never happens, no idea if its lag/server latency or server forgets something in the process, but every time i tried it I heard catch sound, hummie stopped for <0.2 second and BAM ran thru my basi sawing it :(
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Fixing all the wierdnesses of rev. 9 such as kickbacking saws, here comes rev. 10! The biggest new feature is unlagged support (thanks to TJW), which I hope works out alright. There are many many subtle changes all around, just looking at the tweaks and features lists makes me wonder how I wrote all that out much less coded it!
Rev. 10 introduces a good deal of its own wierdness though. The one that bothers me most is the obituaries. You now get things like "Risujin's battlesuit shouldn't have trod in acid", which on the one hand tell you more information but on the other are ... wierd. :)
I spent a lot of time slicing apart the big balance changes patch into smaller patches. Its a big pain in the ass to have to do this every revision for every feature, I'll have to think of something. Interested devs will definitely appreciate this though. Perhaps I can get some of these included in SVN? Maybe not, every one of my patches includes a client side modification. :)
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Yaknet Balance and Yaknet [COM] Clan servers running rev 10. The link above link didnt work but you can get the patch from Risujin's server.
Thanks again for the mod Ris
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hehehe, tried it and it was fun... but...
I didn't like the "feed" thing... it made me very ashamed...
the "Slap" thing was funny, but later it got annoying, I got killed by either being hit too much, and when I fell down the hole and when I got distracted enough to be killed... lol...
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SWL is now running revision 10.
!slap is really usefull when falling down in transit. With !slap you only get like 5 dmg.
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Yaknet Balance and Yaknet [COM] Clan servers running rev 10. The link above link didnt work but you can get the patch from Risujin's server.
Oh NOES! I changed the revision number but not the SVN number in the link! The pk3 was uploaded correctly. The data in the pk3 was modified so please please use the official pk3! The patch alone won't cut it.
Thanks again for the mod Ris
Thanks to all of the server ops giving Balance mod a home! :)
!slap is really usefull when falling down in transit. With !slap you only get like 5 dmg.
XD
BTW unlagged is enabled by default. How is this working out?
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BTW unlagged is enabled by default. How is this working out?
if you're using 871, then you should wait a bit before enabling it, there are issues with goon pounce and basi grab that were hidden by lag.
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BTW unlagged is enabled by default. How is this working out?
if you're using 871, then you should wait a bit before enabling it, there are issues with goon pounce and basi grab that were hidden by lag.
balancing effect
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BTW unlagged is enabled by default. How is this working out?
if you're using 871, then you should wait a bit before enabling it, there are issues with goon pounce and basi grab that were hidden by lag.
Its 870. What issues are you talking about? (Anything with basi grab affects the mod 2x heh). There is also a patch about pounce muzzle point on bugzilla, any relation?
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BTW unlagged is enabled by default. How is this working out?
if you're using 871, then you should wait a bit before enabling it, there are issues with goon pounce and basi grab that were hidden by lag.
Its 870. What issues are you talking about? (Anything with basi grab affects the mod 2x heh). There is also a patch about pounce muzzle point on bugzilla, any relation?
that might be it, icculus.org svn is down right now, so i can't look at it
EDIT: just try hitting some naked humans with pounce at ~60 ping with unlagged enabled and you will know.
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icculus.org bugzilla is down right now
fixed
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EDIT: just try hitting some naked humans with pounce at ~60 ping with unlagged enabled and you will know.
Pounce was working fine for me this morning (~80 ping)... whats the basilisk bug?
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Too bad that !supertyrant plot of yours didn't work out as expected Risujin, but it was brilliantly funny and clever plan.
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will this download if i turn auto download on?
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!slap is really usefull when falling down in transit. With !slap you only get like 5 dmg.
Also when you want to kill someone in Uncreation when you are in the human default base... I died like... eight times?
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wait, what does !slap do? and i still want to know if the new mod will auto download (i wont be able to play again until the weekend).
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you hear the slapping sound and you go flying losing 5 health points...
if you are in a place that is very high, you could fly really high and fall down, killing you if you are a human...
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i have a suggestion for you:
Make a cvar that can turn this mod off, IE /rcon "password" g_balance 1/0
This would make it better for clanwars and such.
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just use a different base name and change fs_game
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i dont understand...avenger?
i have a "rawr" directory for my server would that work?
then i do /rcon "pass" fs_game?
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I found an irritating thing in revision 10.
The "someone got killed" text is black.
So its invisible in console.
Please change the color.
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Aliens suck, it's impossible to kill anything with that attack range. This mod sucks in general, it's not even fun like TremX.
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I assume you haven't tried the bile dretch yet.
End the tremx vs balance mod feud and someone make an "unbalance" mod that has the features of both.
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I assume you haven't tried the bile dretch yet.
End the tremx vs balance mod feud and someone make an "unbalance" mod that has the features of both.
Link me vcxzet's patch. :)
Aliens suck, it's impossible to kill anything with that attack range. This mod sucks in general, it's not even fun like TremX.
Range has been increased since rev 9. Also with unlagged, I believe alien attack hit calculations are calculated for unlagged AND real positions, meaning its pretty damn impossible to miss! I was getting some unusual slashes in the other day...
I found an irritating thing in revision 10.
The "someone got killed" text is black.
So its invisible in console.
Please change the color.
No text is black on purpose. This tends to happen when someone's name is black and I forgot a formatting ^7 somewhere. This might also have something to do with the overflow bug.
Make a cvar that can turn this mod off, IE /rcon "password" g_balance 1/0
This would make it better for clanwars and such.
Even when it was off, it would still make you download it!
will this download if i turn auto download on?
Yes, in console: \cl_allowDownload 1
You can download 25 kb/s from my server.
Too bad that !supertyrant plot of yours didn't work out as expected Risujin, but it was brilliantly funny and clever plan.
At least somebody understands! xD
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Love the mod, but we have an error... every time you die, it says
com_sprintf overflow 32 of 32
WTF does this mean lol?
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I found an irritating thing in revision 10.
The "someone got killed" text is black.
So its invisible in console.
Please change the color.
No text is black on purpose. This tends to happen when someone's name is black and I forgot a formatting ^7 somewhere. This might also have something to do with the overflow bug.
[/quote]
i got the overflow bug...
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Love the mod, but we have an error... every time you die, it says
com_sprintf overflow 32 of 32
WTF does this mean lol?
The buffer for name is 32 bytes (which is fine) but when I add class to it as well its not nearly enough. Ive increased it for rev. 11 so hopefully thats that.
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I've actually been looking for the most recent version of Tremx myself.
EDIT:
Two very minor gripes.
1. You can't tell if a telenode is availible without actually trying to use it.
2. Chat baloons look awkward while wallwalking.
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Also with unlagged, I believe alien attack hit calculations are calculated for unlagged AND real positions, meaning its pretty damn impossible to miss! I was getting some unusual slashes in the other day...
that is no longer true, and when it was, it was 1/3 range for the regular attack, meant only to prevent the melee bug (it failed btw).
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Two very minor gripes.
1. You can't tell if a telenode is availible without actually trying to use it.
2. Chat baloons look awkward while wallwalking.
The balloons Ill get to later. The unusable telenodes thing bugged me too. I'll need to dig around and see if I can get it to show a different skin (like the battlesuit hack) when its not usable. The problem is, the client doesnt know if its usable or not! You literally have to ask the server. :)
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where is my layout patch :(
make it like maprotation ie there is a layout rotation for each map
and add /fly and /instabuild for easy design
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Make a cvar that can turn this mod off, IE /rcon "password" g_balance 1/0
This would make it better for clanwars and such.
Even when it was off, it would still make you download it!
Soooo
can you disable it, not the download, but just the play?
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Make a cvar that can turn this mod off, IE /rcon "password" g_balance 1/0
This would make it better for clanwars and such.
Even when it was off, it would still make you download it!
Soooo
can you disable it, not the download, but just the play?
It'd be a pain in the ass to add like a hundred IF statements. There are simply too many changes. Is there a specific feature that you want to turn off?
where is my layout patch :(
make it like maprotation ie there is a layout rotation for each map
and add /fly and /instabuild for easy design
Everything was working perfect except for choosing a random layout (or listing them even). Apparently safty-conscious quake 3 lets you open and write random files on the filesystem but not list them! Thank you, short-sighted devs. Now I have to change my design to use one config per map. :roll:
EDIT: luckily I am totally awesome and will have this done in a jiffy.
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Time to comment some more... I was playing rev 10, and I was trying to hit a turret with mara, but I couldn't even jump on it + make damage. This renders marauders almost useless, as probably the best way to use it is jumping on top of the humans and piercing their heads.
Bile dretch is just stupid, I cannot see why you had to add that and make turrets push even larger aliens back annoyingly... IF the dretch hits something it sure makes lots of damage. Mass suicide runs don't sound too strategic.
New blaster is imba, dretches have no chance of killing the blaster using person because the knockback is huge. I tested this with my friend who was sitting next to me with my other laptop.
Plusses:
Building-in-a-box is fixed seemingly.
Admin slap sounds funny assuming that admins aren't complete morons.
then eh... nothing else
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Time to comment some more... I was playing rev 10, and I was trying to hit a turret with mara, but I couldn't even jump on it
I have no problems killing turrets with marauders, and no, this does not include rushing a pack of 3 turrets head on. :)
Nevertheless I was planning on tweaking the knockback a bit so it does affect the bile dretch more rather than all aliens.
Bile dretch is just stupid
Wait till someone uses it against you and you will understand.
dretches have no chance of killing the blaster using person because the knockback is huge.
Hardly. It is more difficult, yes, but head bites are as quick to kill as ever.
The thing with Balance mod is that most of the changes are so subtle, regular Trem players dont really understand why they were made. Anyone who has learned to play Balance mod will tell you, the bile dretch is TOO powerful and, no, the new blaster wont save you for long. ;)
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bazuka_poo wrote:
Risujin wrote:
bazuka_poo wrote:
Make a cvar that can turn this mod off, IE /rcon "password" g_balance 1/0
This would make it better for clanwars and such.
Even when it was off, it would still make you download it!
Soooo
can you disable it, not the download, but just the play?
It'd be a pain in the ass to add like a hundred IF statements. There are simply too many changes. Is there a specific feature that you want to turn off?
its mainly just the in game features such as tsaw, anything elseyou changed about the game that is actually in the play, i dont care about talk bubbles, the teleport doesnt really matter either[/quote]
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its mainly just the in game features such as tsaw, anything elseyou changed about the game that is actually in the play, i dont care about talk bubbles, the teleport doesnt really matter either
Ok, I will make a saw and bile dretch toggle.
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and could you do a tyrant one too? cuz you shortened the range.
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and could you do a tyrant one too? cuz you shortened the range.
NO! :)
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will this download if i turn auto download on?
Yes, in console: \cl_allowDownload 1
You can download 25 kb/s from my server.
[/quote]i can't just use options?
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: /
res, with the !slap... what is the flag for that? is there one?
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The !slap flag is x
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will this download if i turn auto download on?
Yes, in console: \cl_allowDownload 1
You can download 25 kb/s from my server.
i can't just use options?
No, I dont think so. The Trem devs were surprisingly shortsighted for A) not allowing downloads in the first place and B) not providing a GUI for half the Trem options ... oh well.
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will this download if i turn auto download on?
Yes, in console: \cl_allowDownload 1
You can download 25 kb/s from my server.
i can't just use options?
No, I dont think so. The Trem devs were surprisingly shortsighted for A) not allowing downloads in the first place and B) not providing a GUI for half the Trem options ... oh well.
autodownloads enabled by default has its own issues (if you've ever played et, you'll see about 20 pk3s lying around all with the same 6 map campaign)
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Omg... I agree, with the marauder, holy shit! its so hard to hit! goddamn... either spoof up the damage, or like, give it some range lol... I cant hit, cuz when i try and headshot and im jumping, cant reach... ive got killed a lot, cuz i cant do shit with marauder!
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autodownloads enabled by default has its own issues (if you've ever played et, you'll see about 20 pk3s lying around all with the same 6 map campaign)
ET had a crash bug from too many pk3s. :D
But seriously without autodownloads you get NO campaign pk3s at all! Everyone must play stock campaigns because n00bs dont know how to turn on downloads.
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Revision 11 fixes bugs with the new class reporting ("UnknownPlayer's Spectator died" etc) and integrates yesterday's !layout patch.
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Whats new???
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yaknet download link pushed by the server returns 404 ... i see you on the server but cant join
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HSP server in HK has installed Balance Mod at 16/12, plz update the list :)
Address: hsp.hk:30720
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yaknet download link pushed by the server returns 404 ... i see you on the server but cant join
rasz I just saw you try to connect! Download the mod pk3 from the link and drop it in .tremulous/balance (or the equivalent Windows dir).
HSP server in HK has installed Balance Mod at 16/12, plz update the list
Great! Thanks!
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yaknet download link pushed by the server returns 404 ... i see you on the server but cant join
Try i t again... I think I fixed it. yaknet balance is not supposed to redirect to any http download.
sorry
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We got small problem with rev 11.
when runing server it crashes to sv_BotFreeClient error.
this didn't happen with rev 10.
help?
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We got small problem with rev 11.
when runing server it crashes to sv_BotFreeClient error.
this didn't happen with rev 10.
help?
I got the same thing. :(
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We got small problem with rev 11.
when runing server it crashes to sv_BotFreeClient error.
this didn't happen with rev 10.
help?
I got the same thing. :(
hmm maybe he did the tremded compability thing :(
I blame myself
but if he did so you can solve it with using tjw's tremded
(create a dedicated server and join)
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hmm maybe he did the tremded compability thing :(
I blame myself
but if he did so you can solve it with using tjw's tremded
(create a dedicated server and join)
I did, and its all your fault vcxzet! :P
There are updated installation instructions in the post, please read them carefully. Remember there is now a vm/game.qvm too that servers need to install. vcxzet is right, you should now use TJW's or SVN tremded.
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I did, and its all your fault vcxzet! :P
There are updated installation instructions in the post, please read them carefully. Remember there is now a vm/game.qvm too that servers need to install. vcxzet is right, you should now use TJW's or SVN tremded.
You should use SVN tremded, TJW tremded still contains the configstring bug which makes clients think there's still a vote that finished long time ago.
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Small bug:
Because the battlesuit hit-box is smaller than the model, and the 3rd person view is based on the hit-box, the battle-suit really gets in the way when using 3rd person.
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but we use tjw on (Cebt) so it should work but it won't
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glitch: with jetpack:
http://z6.invisionfree.com/Comrades_of_Might/index.php?act=Attach&type=post&id=8226548
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glitch: with jetpack:
http://z6.invisionfree.com/Comrades_of_Might/index.php?act=Attach&type=post&id=8226548
Thats not a bug. I made the jetpack wobble. I guess it does it a bit too much though...
but we use tjw on (Cebt) so it should work but it won't
Did you put the game.qvm into the tremulous/balance/vm folder?
Small bug:
Because the battlesuit hit-box is smaller than the model, and the 3rd person view is based on the hit-box, the battle-suit really gets in the way when using 3rd person.
The battlesuit needs to be made into its own class. I can fix the 3rd person perspective with a hack but it doesnt resolve the bounding box problem. Naked human boxes are too tall and battle suit boxes are too high. Its a pretty heavy modification though.
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so whats the tsaw and bile toggle that you were talking about?
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just some thoughts:
1.) make jetpack wobble less
2.) have tyrants have fall damage (maybe 1/4 of humans fall damage)
3.) dretches shoult fit under tyrants legs
4.) i was thinking. maybe some aliens should have placement damage. i mean, it shoult hurt a tyrant more to shoot it in the face than in the leg. head shots could do 1.5x more damage (rounded down), and leg shots could to .5x damage (rounded up). so one rifle bullet does 3 to leg, 5 to body, and 7 to head. this could only apply to tyrants and goons.
5.) crap! i forgot.
just some food for thought.
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1.) make jetpack wobble less
Done.
2.) have tyrants have fall damage (maybe 1/4 of humans fall damage)
Why..?
3.) dretches shoult fit under tyrants legs
I wanted to do something similar to this. Make dretches work like stairs, where bumping into one will make you hop on it. I can't really imagine a way to make dretches run under tyrants though (unless anyone knows how?)
4.) i was thinking. maybe some aliens should have placement damage. i mean, it shoult hurt a tyrant more to shoot it in the face than in the leg. head shots could do 1.5x more damage (rounded down), and leg shots could to .5x damage (rounded up). so one rifle bullet does 3 to leg, 5 to body, and 7 to head. this could only apply to tyrants and goons.
Would require additional bounding boxes for aliens which is a pretty difficult modification. With humans, the head is always on top so you dont need a second bounding box but with aliens its in wierd places, usually INSIDE the main bounding box so ... its tough.
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Would require additional bounding boxes for aliens which is a pretty difficult modification. With humans, the head is always on top so you dont need a second bounding box but with aliens its in wierd places, usually INSIDE the main bounding box so ... its tough.
You get a lot more control than you'd think with locdamage.cfg
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Tyrants should have minor fall damage, ever seen an elephant fall 5 stories?
On the other hand, grangers take insignificant fall damage. So little, i can't find any map with enough room for my granger to die.
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On the other hand, grangers take insignificant fall damage. So little, i can't find any map with enough room for my granger to die.
Apply this (https://bugzilla.icculus.org/attachment.cgi?id=1181), set your handicap to 2, spawn as a granger, and fall a short distance.
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I've installed and run a balance server (benmachine's Balance Mod Server, but it's pretty much only up when I can be bothered to start it) and it all works fine form a gameplay perspective, but I have found a few bugs with the new !slap command: when someone dies of !slap, the console log tells me they were killed by MOD_OVERMIND, and when the console !slaps anyone, we are told that "^3!slap: ^7UnnamedPlayer^7 feels ^7_ACIDTUBE^7's authoritay\n"
Plus I seem to be getting <world> killed player by MOD_TESLAGEN messages when they were actually gunned down by a turret. Out of curiousity I asked some players to build me a tesla and kill with it, and I was told the killer was MOD_HSPAWN
In the game, everything seems to be normal, but the console turns up all the wrong messages.
edit: also if you !slap someone as a spectator while following them you get the self-flagellation message.
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2.) have tyrants have fall damage (maybe 1/4 of humans fall damage)
Why..?
something THAT massive that is not as nimble as a goon should most definitely get hurt while falling from a high height.
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I wanted to do something similar to this. Make dretches work like stairs, where bumping into one will make you hop on it. I can't really imagine a way to make dretches run under tyrants though (unless anyone knows how?)
mabey need to alter the hitbox? the character model?
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!layout command
coolness
Unlagged support
good
Retribution
handy
New admin command: !slap
abusive
Play in third person!
abusive
The chat balloon is back!
annoying
Revamped voting system:
nice
Human telenodes can now teleport!
eww
New radar!
eek
Aliens can devolve!
please noooo! you should not give ppl their evos back.
they must learn to evolve to the right class
Credit/evo donation!
great
New human weapon, Tranquilizer Saw!
huh?
New alien class, Bile Dretch!
did you take it from tremx or use the same crappy hue value
and you dont see the explosion after you die
make it instantaneous ?
Construction kit repair now has an impact particle system.
might be cool
Enabled spawning sound for humans that is in the original Tremulous data pk3 but for some reason or another was not enabled. Aliens now spawn with evolution sound effect.
annoying
Backwards-compatibility with +zoom.
obsolete
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Feature Request.
it would be nice to be able to save with each map layout different values for
g_humanbuildpoints and g_alienbuildpoints
I have noticed that if !layout edit is exec'd and all people disconect, that the map does not rotate. Is it posible to put a timout on !layout edit if the last player with the !layout flag disconnects?
The layout command breaths new life into old maps!
Thanks Ris
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Feature Request.
it would be nice to be able to save with each map layout different values for
g_humanbuildpoints and g_alienbuildpoints
I have noticed that if !layout edit is exec'd and all people disconect, that the map does not rotate. Is it posible to put a timout on !layout edit if the last player with the !layout flag disconnects?
The layout command breaths new life into old maps!
Thanks Ris
!layout must be a devmap dependant command anyway
it is not good to design a layout while ppl are online
it must go in this order
/devmap map_name
/layout_edit
design
/layout_save
but layout place can be used without online since it can be used to recover the game after a deconner
@risujin
do you know you can spawn other things?
movers particle systems hurt zones :)
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Tyrants should have minor fall damage, ever seen an elephant fall 5 stories?
To be perfectly honest, no. :) On the other hand, if youre physically bigger, you have bigger legs etc and can absorb more damage. Tyrants arent built quite like elephants.
My only real objection is that I dont get how this would affect gameplay at all... how often do tyrants fall far enough for this to matter? Give me an example of a map where there is a drop a tyrant would take significant damage from.
In the game, everything seems to be normal, but the console turns up all the wrong messages.
Yes, there is something screwy with the !slap command messages. I have some of these issues worked out in the new revision. Thanks for telling me about the console ones, I didnt really think about it.
New admin command: !slap
abusive
Play in third person!
abusive
All admin commands are abusive. 3rd person perspective has not been effectively abused so far... it makes the game HARDER. :)
Revamped voting system:
nice
You're one of the few who likes it. :)
did you take it from tremx or use the same crappy hue value
and you dont see the explosion after you die
make it instantaneous ?
I've only played your mod once and havent looked at your source. Once I get done fixing my bugs I'll get to stealing your code. 8)
Theres a problem with seeing the explosion. I can fix it but, since your entity is killed and explodes, you need to be temporarily given a new entity and hang around for a bit. Its kind of a messy hack but I'll do it eventually.
Backwards-compatibility with +zoom.
obsolete
Bad developer. It was easier to add it back in than explain to every single person why zoom doesnt work anymore.
it would be nice to be able to save with each map layout different values for
g_humanbuildpoints and g_alienbuildpoints
Ok, I'll find a way to hack this in.
I have noticed that if !layout edit is exec'd and all people disconect, that the map does not rotate. Is it posible to put a timout on !layout edit if the last player with the !layout flag disconnects?
Good point!
!layout must be a devmap dependant command anyway
No, "devmap" is a dumb idea anyway. Admin rights is much smoother. The layout command can be used to fix (player) abuses such as rebuilding deconned bases (when all eggs gone etc).
it is not good to design a layout while ppl are online
The new layout patch prevents normal players from doing anything, which is probably boring for them but its fair. Besides, cooperative editing is the new thing (heard of the Cube Engine?).
do you know you can spawn other things?
movers particle systems hurt zones
Yes, thats true but its tricky to decon these things (especially ones w/o bounding boxes) and you cant use in-game placer to put them down. Its over-doing it a bit. Of course, patch away if you can manage it!
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Rebuilding the bases after every onslaught opens up a whole new field of admin abuse.
The human spawn/teleport noise is somewhat annoying.
To make tyrants walk on dretches, make tyrant step height 30.
And a jetpack idea someone had was to put a constant acceration on it, instead of constant speed.
The effect would be similar to Quake trickjumping where you can speed up until you hit something.
This would allow for a somewhat higher learning curve, and allowing for drifting, true strafing, and other aeral tricks. It would also cut down on jettarding, as a perfect stop would require more fine-tuning.
Also, this could allow for a flying alien to be introduced without making the jetpack obsolete.
As tremulous uses the Quake engine, is this possible?
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To make tyrants walk on dretches, make tyrant step height 30.
Where?? :o
And a jetpack idea someone had was to put a constant acceration on it, instead of constant speed.
This is easy but I don't see how it affects the jetpack... could you explain it more? Is it constant acceleration in any direction?
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Tyrants should have minor fall damage, ever seen an elephant fall 5 stories?
To be perfectly honest, no. :) On the other hand, if youre physically bigger, you have bigger legs etc and can absorb more damage. Tyrants arent built quite like elephants.
I assume that the aliens don't have a skeletal system that is the same as Earthly mammals but there is something to be said about the biology of scale (http://fathom.lib.uchicago.edu/2/21701757/). If tyrants had bones similar to animals on earth, it wouldn't even be able to walk with its knees bent like it has. However, aside from that, something the size of a tyrant probably couldn't fall down a single stair without its legs breaking...
My only real objection is that I dont get how this would affect gameplay at all... how often do tyrants fall far enough for this to matter? Give me an example of a map where there is a drop a tyrant would take significant damage from.
...Let alone falling down the elevator in M.E.E.P.
Edit: Or over the railing in Transit (by the human base). Or off the top balcony in Karith (outside alien base).
I also don't think the tyrant should take fall damage BTW.
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I assume that the aliens don't have a skeletal system that is the same as Earthly mammals but there is something to be said about the biology of scale (http://fathom.lib.uchicago.edu/2/21701757/). If tyrants had bones similar to animals on earth, it wouldn't even be able to walk with its knees bent like it has. However, aside from that, something the size of a tyrant probably couldn't fall down a single stair without its legs breaking...
Great link! :D
We can use the same kind of analogy as the article. Looking closely, the tyrant is actually a giant insect. Technically, if it was, it couldnt even exist because the insect biology doesnt scale well (see: tarantula). It would have to be made of a new kind of supermaterial: polygons. Since polygons only take damage from G_Damage() it is only natural that they do not take any falling damage. In fact, humans shouldnt take damage either. Tremulous should be a peaceful happyworld where no polygons need ever be hurt again. Watch for this in the next revision.
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Holding down the forwards key makes you go travel forwards faster.
Let go, and you keep drifting at the same velocity, until you hit something or slow down.
Accelerate in the opposite direction to slow down.
Turning you camera does not affect velocity on its own, but does affect the vectors of your controls.
Accelerate forward, and then sideways, and you will go diagonally.
Sideways, backward, and up/down movement work similarly.
Play a space flight sim for more on this.
I am thinking it would be nice for speed to have a fixed "air resistance" cap, in all directions, to avoid the "Human bullet" effect in open spaces (like transit).
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Play a space flight sim for more on this.
Ok I gotcha. I'll play around with it and see how it feels. :jetpack:
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once again...
whats the toggle for bile and tsaw?
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once again...
whats the toggle for bile and tsaw?
There isnt one. There are too many changes in the game for me to simply toggle it out with a server switch.
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First I'd like to say that this mod is just amazing. It really brings a whole new level to the style of play (telenodes are my fav :) ). I've found a small problem however, when using the !layout tools to set new layouts for difrent maps.
The problem is not really with the !layout commands, its more so when the server loads the layouts from the file when the map is started or restarted. It seems to only load the 2nd layout in the list if there is more than one. I would have thought it would have loaded them just like with the !layout random command (which works fine btw), using a random layout every time the map starts. Just a thought.
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once again...
whats the toggle for bile and tsaw?
There isnt one. There are too many changes in the game for me to simply toggle it out with a server switch.
you said you'd make one :( :( :( :(
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once again...
whats the toggle for bile and tsaw?
There isnt one. There are too many changes in the game for me to simply toggle it out with a server switch.
you said you'd make one :( :( :( :(
You could run the balance mod and simply disallow the Bile Dretch and Tranqsaw in the server preferences.
Also, if you keep the current jet-pack, a vertical wobble makes a lot more sense than a horizontal one.
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First I'd like to say that this mod is just amazing.
Thanks. :oops:
It seems to only load the 2nd layout in the list if there is more than one. I would have thought it would have loaded them just like with the !layout random command (which works fine btw), using a random layout every time the map starts. Just a thought.
Actually it runs !layout random under the hood. :) Thanks for pointing this out, I just tested and indeed it loads the exact same layout every time! Maybe random numbers are seeded well when the map inits...
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Revision 12 for your gaming pleasure. Please test out the modified bile dretch and the new Xael MkII for balance issues.
EDIT: please wait for rev 13, there are a number of show stopping bugs :) in layout and with Xael kills...
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for the !layout command...
i found this only somewhat usefull. I suggest adding a few commands to make things better. For instance, making !layout clear, into !layout clear h/a. This is because your !layout build is somewhat unclear. IE !layout build overmind: doesnt work. Perhaps make a list of all the structure names you made.
I dont really get the point of the !layout placement(mistake?) with the rotational?
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Maybe random numbers aren't seeded well when the map inits...
fixed
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Maybe random numbers aren't seeded well when the map inits...
fixed
The problem was that they were being seeded with the frame number every server frame, I fixed that in the patch.
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Uh, the team health doesn't show up, unless I'm looking in the wrong places.
I even tried shooting my teammate, I noticed no changes, except for pissing him off.
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the new cannon thing is a bit...odd.
if you kill yourself, the message that comes back is "UnnamedPlayer's armored marine was killed by 's fireball."
nothing in front of the random 's :O
and it can still atk human base structures if base friendly fire is off...
lastly, it can kill every single human in one hit :( i wanted a fireball jump with my bs and just ended up pwning myself
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The new gun is...awful. Frankly. I look forward to it being usable in game, but...
It one hit kills everything for less money than a lucifer cannon. Is that intended, or a bug? Not only do I have a problem with the one hit thing...it makes the luci obsolete. I'm basing this off of 323 hp gone on a charge of about 1.5 seconds. Fun stuff.
Then a bug, possibly to 'balance' it, it kills humans and buildings even when FF is off.
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it completely phails against a semi-decent dretch tho :$ against dretches its like luci...cept no splash...which means you barely ever hit if they wallclimb and all that fun stuff...and btw...i just noticed you can devolve at the lil screen between games LOL you cant evolve tho because it says there inst enuf room :D
oh yes, another bug. if you kill someone with the new gun, it takes away one of his kills like he killed himself...i got a person to -7 messin around with it lol
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that new weapon was freaking hilirious...
It keep missing when you are out in the open, so it's alright.
It bounces and hits your human teammates. Friendly Fire.
When you get killed by it, you get -1... huh...
but I bet you already knew about that
anyways, did human weapons grow stronger? As in, the Lasgun. A lot of people questioned me about that when I used lasgun
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When anything gets hit by it, it treats it as getting killed by the environment.
Thats probably why it does friendly fire when FF is off.
Thats probably why it doesn't tell you who shot it.
Thats probably why you lose kills by getting hit by it.
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When anything gets hit by it, it treats it as getting killed by the environment.
Thats probably why it does friendly fire when FF is off.
Thats probably why it doesn't tell you who shot it.
Thats probably why you lose kills by getting hit by it.
I fixed this the day I released rev 12 ... but sadly, you will have to wait til rev 13 and yes it is mostly usable now. The only thing I can't get right is client side prediction for the bouncing... :(
anyways, did human weapons grow stronger? As in, the Lasgun. A lot of people questioned me about that when I used lasgun
Unlagged makes you a much better shot. I noticed this with the mass driver. :)
i just noticed you can devolve at the lil screen between games
I'll have to fix that. :)
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Umm theres something wrong here... I downloaded the .pk3 file for the 12th rev, and I get this:
(http://img220.imageshack.us/img220/8513/shot0005tw9.th.jpg) (http://img220.imageshack.us/my.php?image=shot0005tw9.jpg)
The mara is gassing, not some hidden lisk...
(http://img172.imageshack.us/img172/9797/shot0003bm7.th.jpg) (http://img172.imageshack.us/my.php?image=shot0003bm7.jpg)
Me, a human player, with alien radar and HUD.
(http://img145.imageshack.us/img145/5239/shot0004kt4.th.jpg) (http://img145.imageshack.us/my.php?image=shot0004kt4.jpg)
Tsaw shooting lasgun thingies.
Any ideas?
P.S. This was done with devmap, but there was no difference when i tried it without.
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erm...it just looks like ur using 3rdperson... /cg_thirdperson 0
nice tyrant crosshair btw
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You looked at the old screenies, not the new ones. There was something bugged with the screenies...
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Umm theres something wrong here... I downloaded the .pk3 file for the 12th rev
I'm going to guess that you were running a listen server. The only way to play Balance mod (since rev 11) is to connect to an SVN tremded that is running the pk3 and game.qvm.
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If you mean listen server as a private server, then yes. But rev 11 works perfectly well for me, unlike rev 12... But ah well, ill have to get to s3 the hard way. Thanks for your info though.
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Revision 13 fixes many bugs (mostly Xael2 related) and integrates the latest !layout patch. The new !layout patch finally allows you to build on walls and ceilings and has some bug fixes and improvements (insta-spawning buildables etc). Merry christmas!
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does this mean we can build closer together now and not have them dissappear?
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basically, yes i thinks!
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does this mean we can build closer together now and not have them dissappear?
I stuck 4 acids together, worked for me.
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maybe give xael a little spash damage and make it 700 creds or something. it might balance it a bit more. oh, and how about that ".score" thing. i like to know how i am doing in the server.
...and how's the firefly thing going?
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does xael shoot if there is only 1 power left in it? if it can't, is that a bug?
edit: sorry for double post
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maybe give xael a little spash damage and make it 700 creds or something. it might balance it a bit more.
Im adding a secondary fire with splash damage.
oh, and how about that ".score" thing. i like to know how i am doing in the server.
What .score thing??
...and how's the firefly thing going?
No model. :(
does xael shoot if there is only 1 power left in it? if it can't, is that a bug?
No, like the luci it needs a minimum charge .. and you dont have enough ammo for it with 1 apparently.
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you need to up the price... make it 800, cuz Xael is very powerful, ive seen it do a 1 hit kill on a full health tyrant... also make it overcharge, AKA backfire, with a beep noise...
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Xael gun is wayyyy to powerfull. needs not to be able to bounce from humans and tyrants. I got 1shotted today by one because it bounced from me to him like 374827 times(not really, but i did get 1 shotted). also needs to cost like 700-800
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How the hell do you delete layouts?? i just made like 50 layouts, and cant delete :(
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Make the individual shots hurt less, not more, than a luci.
Maybe around 10 damage per ammo.
Add an overcharge.
Add a secondary fire, for that last 1 ammo you sometimes have left.
10 hp is pathetic for a bile dretch, a stray shot could take one down.
And someone really should get working on that firefly model. If I had a mac modeling program (not X11), I would do it myself.
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Make the individual shots hurt less, not more, than a luci.
There must be a bug. The Xael2 does 100 damage which is a little over 1/3 luci damage and it costs nearly as much. In other words, its expected to bounce and hit 3 times on average.
A Xael2 shot should never insta kill anything larger than a granger.
Maybe around 10 damage per ammo.
It does exactly 10 damage per ammo!
Add an overcharge.
What exactly would overcharge do... the lucifer cannon overcharge explodes the luci projectile, but exoploding a Xael2 projectile does nothing => no splash damage. :)
Add a secondary fire, for that last 1 ammo you sometimes have left.
Adding a splash damage secondary (w/o bounce).
10 hp is pathetic for a bile dretch, a stray shot could take one down.
It is only intended to be used when humans are camping and Aliens are not yet S3. The Adv. Goon is still the workhorse for bringing down bases. Scout their base first, evolve nearby and pounce above their turrets.
And someone really should get working on that firefly model. If I had a mac modeling program (not X11), I would do it myself.
Well ... theres nothing but Blender for Mac OS X AFAIK:
http://www.blender.org/cms/Mac_OS_X.200.0.html
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Make is shoot a bunch of small Xael balls, hurting the wielder and nearby objects?
Also, thanks for the link!
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Please make it COST more...
and Risujin, did u block me on MSN??
BTW, how do u remove layouts? No one answered that... can you impliment that too?
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personally, I FREAKING hate the "feed" thing... makes me ashamed of myself as rest of other people.
Also, for Xael gun, make it less accurate... for example, try and make it smaller, so it's harder to hit dretches.
It was hilirious when I killed myself couple of times because of the xael gun... heh
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and Risujin, did u block me on MSN??
Mayyyybeee....
BTW, how do u remove layouts? No one answered that... can you impliment that too?
Sorry! Its !layout remove (name) ... I cant believe I forgot to document that...
personally, I FREAKING hate the "feed" thing... makes me ashamed of myself as rest of other people.
Its for the best. :)
make it smaller, so it's harder to hit dretches
Maybe youre better than me but I get owned by dretches when I run around with the X2.
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arghh xael2 is 2 hard to use
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arghh xael2 is 2 hard to use
Balance mod seems to have a steeper learning curve than normal Trem...
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personally, I FREAKING hate the "feed" thing... makes me ashamed of myself as rest of other people.
Its for the best. :)
so you are not gonna get rid of it :(
make it smaller, so it's harder to hit dretches
Maybe youre better than me but I get owned by dretches when I run around with the X2.
Well, killing dretches is hard sometimes, but it's still pretty easy...
and it should be more expensive than Lucy Cannon too, it's too cheap
I get so annoyed whenever people use that X(
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oh, and how about that ".score" thing. i like to know how i am doing in the server.
What .score thing??
potato patch has it. it takes the amount of kill and death you have on that server and gives you score. i'm not sure how they calcualte it. and it keeps track of how you are doing on the server total, not just during a game.
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LMAO i found a bug, i can make "Invisible" buildings... nice going Risujin!
Edit - and another bug, where a player in a specific slot (not telling) will kill someone with 1 hit, using xael!
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potato patch has it. it takes the amount of kill and death you have on that server and gives you score. i'm not sure how they calcualte it. and it keeps track of how you are doing on the server total, not just during a game.
If theres a patch I'll add it.
LMAO i found a bug, i can make "Invisible" buildings...
... by standing where a building is supposed to load with !layout, yes I know.
Edit - and another bug, where a player in a specific slot (not telling) will kill someone with 1 hit, using xael!
The 1 hit xael bug needs to be fixed. It has nothing to do with client slot. Adding a "cooldown" to the missile will do it, say cant re-damage a client for x msec ... its essentially the same mechanism by which it avoids impacting the shooter to begin with.
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LMAO i found a bug, i can make "Invisible" buildings... nice going Risujin!
Edit - and another bug, where a player in a specific slot (not telling) will kill someone with 1 hit, using xael!
since only admins can do layouts they need to be careful
first build everything save and reload
if there is an error fix and save again
+ the ones saved with prev ones may cause problems
+ load layouts in spec mode
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no im talking about building shit too close... it will go invisible! and, lately, if you build things between cracks, the model falls and the buildings goes invisible :| i did that, and made a row of invisible turrets cuz placed too close...
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maybe add r1ch's sticky spec?
dodo
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maybe add r1ch's sticky spec?
You mean how when someone dies you can keep spectating? Yeah thats back in there.
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Anyway, YK@ Balance server is running Balance mod rev 13 now. Everyone seems to be enjoying balance mod there 8)
dodo
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Anyway, YK@ Balance server is running Balance mod rev 13 now. Everyone seems to be enjoying balance mod there 8)
You guys are !slap-happy. :)
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Revision 14. Team overlay ftw!
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Team overlays are brilliant
...but what's with the changes on !slap?
No damage to bile, no message, and the kill says "was squished"
Plus the damage to a marine seems to vary between 5 and 15
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No damage to bile, no message, and the kill says "was squished"
Plus the damage to a marine seems to vary between 5 and 15
Thanks, I knew it'd cause trouble. The damage is now a percentage of max health and defaults to 1/25 which rounds down to 0 for bile. With marines it was working fine for me but there may be a bug too, I will look... "was squished" is probably from copy pasting out of Balance Lite... :-\
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EVERYONE GO BILE AND NOT PHAER TEH SLAP ABUSERS WOO
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my server runs rev 14 now :wink:
dodo
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I still think 10 hp is pathetic.
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I still think 10 hp is pathetic.
Its meant to be. I've played bile dretch, its quite easy to make it in with pounce (you have to pounce high and your corpse lands on target). It takes skill!
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Sorry, I forgot to thank you for all the bugfixes in Revision 14.
The Xeal doesn't instant kill!!!!
And the team overlays are awesome.
The only thing is, it makes the scoreboard somewhat obsolete.
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I still think 10 hp is pathetic.
Its meant to be. I've played bile dretch, its quite easy to make it in with pounce (you have to pounce high and your corpse lands on target). It takes skill!
:o zomg not teh skillz! i <3 sawing bile dretchies...saw does 10 damage at a time :p
for revision 14 you better fix the 2 players and 1 deconner bug :x
and i do like the team overlay thingy pretty hawt
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The only thing is, it makes the scoreboard somewhat obsolete.
Well I didnt put frags on there. :)
for revision 14 you better fix the 2 players and 1 deconner bug
Will do.
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I did say somewhat, and the lack of range, and bouncing on secondary, takes away what makes the Xeal so unique.
I miss Metroid pinball action.
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The TSaw still makes basi sound :O
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Frankly, the teamoverlay is the best done in this whole set.
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The TSaw still makes basi sound :O
I could easily take it away but I figured the sound would better explain whats goin on. :)
I did say somewhat, and the lack of range, and bouncing on secondary, takes away what makes the Xeal so unique.
I just wanted something you could swat dretches with. The only other alternative I can think of is some kind of rapid-fire 25 damage 4-sec bouncy shot. Is this better?
Frankly, the teamoverlay is the best done in this whole set.
I wondered why Trem got rid of the original overlay... then again, its not actually necessary unless you have a \share server.
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I like what you're doing...but please take out the aimbot...It's hard to go back to playing on regular servers after playing with the aimbot called balance. Right now the only thing keeping me away from balance is completely wrecking my aim on normal servers.
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The Teamoverlay is how the HUD in tremulous should look, sleek and sexy.
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The Teamoverlay is how the HUD in tremulous should look, sleek and sexy.
though I dont need to display my own info there :P
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The Teamoverlay is how the HUD in tremulous should look, sleek and sexy.
8)
though I dont need to display my own info there :P
I inherited the original overlay mechanism from ioquake3 and of course it shows you on the list as well. You do have a point ... you dont really need to see yourself there. Though it was nice in testing. :)
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I like what you're doing...but please take out the aimbot...It's hard to go back to playing on regular servers after playing with the aimbot called balance. Right now the only thing keeping me away from balance is completely wrecking my aim on normal servers.
There is no aimbot, just unlagged.
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I like what you're doing...but please take out the aimbot...It's hard to go back to playing on regular servers after playing with the aimbot called balance. Right now the only thing keeping me away from balance is completely wrecking my aim on normal servers.
There is no aimbot, just unlagged.
... which you can disable server-side with \g_unlagged 0.
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A couple tweaks that need to be addressed eventually:
Tranq saw and Xael need distinct logo's.
Xeal and blaster need distinct suicide messages.
Suggestions:
* played wall-ball with himself.
* shot himself in the foot.
And a tweak that could possibly use work:
Suicides take away from money, to help cut down on the gravity powered build-timer.
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bile dretch needs a :dretch: + logo instead of just a :dretch: logo as well...tranq saw also needs to make a different noise than basi...
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bile dretch needs a :dretch: + logo instead of just a :dretch: logo as well...tranq saw also needs to make a different noise than basi...
It does on the unreleased rev 15 overlay ... I totally forgot about the menu though! Thanks for the reminder. As for the tranq saw sound I simply don't have a better idea. The basi sound stands for the basi grab, which is what it does and ... I havent got a better sound for it. :-?
Tranq saw and Xael need distinct logo's.
Xeal and blaster need distinct suicide messages.
Ok I will work on these.
Suicides take away from money, to help cut down on the gravity powered build-timer.
I never thought that would work ... you still have to go through the spawn queue. I do know you can actually blaster yourself to death faster than a reactor cooldown. Perhaps the build timer shouldnt reset after death?
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And a tweak that could possibly use work:
Suicides take away from money, to help cut down on the gravity powered build-timer.
No problem, most of the time when someone does suicide assisted builds is at the start of the game where you have 0 credits anyway. And you don't win much for that, only a few seconds at best.
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I was hesitant to suggest this, but perhaps make suicides AND betrayals count against the stage-kills.
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suicides AND betrayals count against the stage-kills.
Well when a naked human/dretch/granger suicides no one notices. When you suicide with a tyrant or a bsuit, you lose your gear which is punishment enough anyway. As for teamkills I think the retribution system deals with it well enough. Besides if we started decrementing stage kills, you could go down a stage ... and people would really be mad at intentional tkers/noobs. :-?
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I want dishonoring system where you get all money and weapons of the team killer
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I want dishonoring system where you get all money and weapons of the team killer
So if your tker is a naked human you get his rifle? :)
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You could make the slap death message: NAME was slapped silly by NAME
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You could make the slap death message: NAME was slapped silly by NAME
I did have that death message. I gotta do some hacking to make it work without giving kill credit to the slapper ("UberN00b was slapped to death by TEAMMATE Risujin" => -1 evo).
In the meantime here is rev 15, largely a bug fix release. The team overlay isnt quite so gimpy anymore. :) There are weapon icons for bile, xael2, and tsaw. The Xael 2 insta-kill bug should now be fixed (Ive said that before but this is a new attempt). Xael 2 has a bouncy secondary fire instead of being a half-Luci-clone.
EDIT: no, the droids arent here yet
EDIT2: The Xael2 bug was nasty. It happens when a Xael2 shot bounces off of a moving entity. Because the target hasnt moved this frame (relative to the projectile), if the target is moving toward the projectile, during the next frame the projectile ends up inside the target and insta-kills. I put in a bit of a hack but it seems to have stopped this from happening in most cases.
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ill be happy to be a tester for you in the future :)
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ill be happy to be a tester for you in the future :)
A lot of issues dont come up until you sit down and play a few decent sized games on each team. For example, after waiting for players to join YakNet Balance for half an hour we managed to get a good game up and I finally noticed just what unlagged does to the lasgun (can you say overpowered?). But I cant test that on my own computer by myself. :-\
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There are also problems with people team-killing the freshly spawned without losing any cash.
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if you slap kill your self you get -1 kill
i don't know how it effects if you kill someone else with it.
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Someone mentioned that they needed an icon for the xael cannon. Hows this:
(http://img168.imageshack.us/img168/3364/xaelyh1.png)
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There are also problems with people team-killing the freshly spawned without losing any cash.
They lose kill count but other than that they havent really caused any irreplacable damage.
Someone mentioned that they needed an icon for the xael cannon.
I made icons for all of the new weapons. Play rev 15 and have a look. The traqsaw and bile dretch icons Im pleased with. The Xael 2 one isnt bad (I wanted it to convery bouncing) but I think something like yours would probably fit the original icon set better. I'd like to know what people think.
if you slap kill your self you get -1 kill
i don't know how it effects if you kill someone else with it.
Theres a bug I forgot to fix... Dying from a slap counts as a world kill just like falling down a ravine so you lose a kill. It needs to show the slapper's name and obviously not affect kills.
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as i said, you could make the message NAME was slapped silly by NAME
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Nope, I don't like this new 'moving-back' "recoil" from the shotgun.
A Shotgun is NOT an artillery cannon!
The Chaingun is even LESS deserving of push-back, than the shotgun.
(Each shot has less energy thus less recoil, mind you the 'view-shake' is astronomical but there should be NO 'push-back')
Also its like nobody is playing Rev 15... why?
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Nope, I don't like this new 'moving-back' "recoil" from the shotgun ... The Chaingun is even LESS deserving of push-back, than the shotgun.
Its actually artificially amplified, it has virtually none with normal calculations. I wanted it to feel like it had some power (ever fired a real shotgun?)
It didnt seem to me like it made much difference for gameplay though. The chaingun ends up a little nerfed, especially with light armor. The kickback from the lucifer cannon is a lot of fun. :)
Also its like nobody is playing Rev 15... why?
I would like to know. :(
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The kickback from Xael, especially overcharge, is even more fun.
Once I actually launched myself high enough with it that I died from gravity on my way down.
Full health, Light armor.
Thats why I use overcharge either indoors or with a jetpack.
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kickback is not good
blaster/rifle/paisaw/lasgun/flamer/pulse
and shotgun with bsuit should not do kickback
a little kickback with chain/luci/xael with bsuit
and big knockback with chain/shotgun/xael/luci would be fine
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How about giving the adv basi an acid tube style attack for secondary? It would make that class be useful to non pro players.
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How about giving the adv basi an acid tube style attack for secondary? It would make that class be useful to non pro players.
A skill-less area attack is not such a bad idea. Another one I saw on the feedback forum is shooting freeze-barbs. Unbalance maybe, but then again basilisk sucks. :wink:
and big knockback with chain/shotgun/xael/luci would be fine
He was complaining about shotgun knockback... :roll:
Thats pretty much how the system is now anyway, the knockback for those weapons is negligible.
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Well the knockback for the shotgun, while I personnaly dislike it has minimal effect on its aim. (You usually have to reaim every shot anyways)
The Chainguns recoil is TOO much, as you will 'slide' all OVER the place when using it without a bsuit (and even there -- too much push-back).
Its really more agravatingly annoying than a nerf.
The Xael Mk2 is just terrifing for everyone in close quarters, which IMHO makes things more fun!
Was there any code done for the flying alien? Good luck with that, Its about time those jetpackers got a taste of their own medicine.
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leave knockback the way it is. If you slide backwards that helps protect you from aliens because you'll keep sliding out of their range. Think before you post dipshit.
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My what Flamtastic comments you have, n00b pl0x. Not very constructive.
push-back has push me off railings to my (unexpected death).
Also my usual tactic of Chain-Fed Chaingun works all the worse, as I keep falling off the armoury... :-?
Risujin: have you seen this?
http://tremulous.net/phpBB2/viewtopic.php?t=945
Any experience with Grapping hook mods? Similar idea for aliens.
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My what Flamtastic comments you have, n00b pl0x. Not very constructive.
push-back has push me off railings to my (unexpected death).
Also my usual tactic of Chain-Fed Chaingun works all the worse, as I keep falling off the armoury... :-?
Risujin: have you seen this?
http://tremulous.net/phpBB2/viewtopic.php?t=945
Any experience with Grapping hook mods? Similar idea for aliens.
1. Dont camp on railings/ledges
2. Dont camp on the armory
You're a fucking moron. The pushback helps people who actually go attack the aliens. I've been saved from goons who just walk str8 up to you and slash you a few times because I've been pushed out of their reach.
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The pushback helps people who actually go attack the aliens. I've been saved from goons who just walk str8 up to you and slash you a few times because I've been pushed out of their reach.
You're right but dont lose your temper. The kickback on the Lucifer Cannon makes the gun amazing with light armor. :D
Was there any code done for the flying alien? Good luck with that, Its about time those jetpackers got a taste of their own medicine.
The code is easy. I need a model:
http://www.tremulous.net/phpBB2/viewtopic.php?t=2833
Any experience with Grapping hook mods? Similar idea for aliens.
Vcxzet has written a grapple-gun, check it out in TremX. It is far more useful for aliens as you point out. Its complicated coding, if I dont get a flying alien though I will have to go with this. It would be very fitting for the Adv. Basilisk.
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Yay release spam ... check out my help menu in revision 16.
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rev 16 is up at yaknet balance if anyone wants to check it out
Thanks Risujin
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By the way, could you make the spectator camera slightly smaller?
The current size makes navigating through some vents troublesome.
Example: Vents above the default human base on arachnid, you can do it, but its hard.
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Typo:
- Stage 1 granger now has Adv. Granger's claw attack.
...
- Regular grangers can now slash like adv. grangers.
So... when is the droid scheduled for a test release?
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rev 16 is up at yaknet balance if anyone wants to check it out
Thanks for updating robug!
By the way, could you make the spectator camera slightly smaller?
I didnt even know spectators had bounding boxes... screwy...
So... when is the droid scheduled for a test release?
Sorry, it will be a while as Im pressed for time. I start classes in a week.
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So... when is the droid scheduled for a test release?
Sorry, it will be a while as Im pressed for time. I start classes in a week.
Same here. Good luck etc...
I had an idea for the repair droid, mabey the graphic for when it's repairing could look like the reactor or adv maur zap, or the monitor (guilty spark 343, from Halo) collecting data. What do you think?
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specs need bbox to do clipping against walls
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specs need bbox to do clipping against walls
Doesn't q3 have a point particle entities?
Not that its a big deal ... you dont want specs fitting through strange places where players cant (and mappers dont expect). If we shrink specs down to dretch size it should fix any issues.
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my server is now running rev16 thxs the for the update Risujin :D btw i changed my server name to |DiZ|Balance Rev16 thxs
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YK@ balance runs rev 16 + 14 slots now :P
dodo
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How is the options menu accesed? accessable only through level 5 or rcon?
how do you delete layouts in rev 11?
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How is the options menu accesed? accessable only through level 5 or rcon?
how do you delete layouts in rev 11?
Hit escape and go to options ... it configures client side options only.
Delete layouts with !layout remove [name]
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Oh, for the week of the 19th, SST will be running balance.
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woot, more stuff. i just wish more people played the balance mod. great work ris, keep it up. i look forward to the droid and eventually the firefly.
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so many versions... have to download all over again...
is there any site that allows you to download it through internet?
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I mailed risjun about hosting, hopefully something will be set up sometime.
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so many versions... have to download all over again...
is there any site that allows you to download it through internet?
Please download and install the pk3 in the main post, its the fastest way to get the mod.
Apparently most server hosts cant setup (for whatever reason) their own HTTP redirect server. I would offer one for Balance mod but theres a problem with that.
TJW's client only allows a single HTTP redirect. Moreover, ALL needed files had better be on that server or there is an error ... it doesn't even try downloading from the game server if redirect is enabled! This needs to be changed so that multiple servers are supported.
What all of this means is that I can't offer a HTTP redirect of the Balance pk3 to Balance servers without also offering all of the custom maps as well. Running such a repository is a bit out of my league at the moment. :-?
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Hit escape and go to options ... it configures client side options only.
Delete layouts with !layout remove [name]
Is this added to the !layout list in your later revs?
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Hit escape and go to options ... it configures client side options only.
Delete layouts with !layout remove [name]
Is this added to the !layout list in your later revs?
!layout remove has been there from the beggining (of !layout) ... I just forgot to document it before.
Oh, for the week of the 19th, SST will be running balance.
Is that Jan 15-19? Cuz I gotta be there to see this. :D
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Yea, and a little longer, i have to visit UofI for something.
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Ooh, feature requests!
1. The two most common team-kills are charge and pounce, as they are often used outside of combat situations. Could we make those two attacks FF immune, perhaps with a svar?
2. Can we make the devolve feature egg dependent? This would cut down on some exploits I though up on the spot, including credits-into-ammo goons, Hybrid tyrant/goons, running away and half-point saving, running away as a different class, etc.
Yes I know you can't devolve near an enemy, but an alien with a head start could duck behind a corner and devolve there. This also encourages forward bases as aliens.
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perhaps add evolving time, like in NS? :D
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perhaps add evolving time, like in NS? :D
NO NS
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Yea, if you wanna add evolving time, add a weapon preperation time for humans.
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1. The two most common team-kills are charge and pounce, as they are often used outside of combat situations. Could we make those two attacks FF immune, perhaps with a svar?
I think we already have plenty of friendly fire cvars ... couldn't g_friendlyFireAliens 0 would do the trick here?
2. Can we make the devolve feature egg dependent? This would cut down on some exploits I though up on the spot, including credits-into-ammo goons, Hybrid tyrant/goons, running away and half-point saving, running away as a different class, etc.
I have yet to see this exploited... and kudos to whoever does. :)
I wouldn't add this feature simply because it is alien strategy to speed-(de)evolve. Imagine being a sole defender alternating between gooning attackers and granging up defenses, you need to switch fast. Losing half of your evos is penalty enough.
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I saw someone devolve from Tyrant to deny my team most of the credits we got from his death.
Bonus: He got 2 points free and then bragged about it.
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I saw someone devolve from Tyrant to deny my team most of the credits we got from his death.
Bonus: He got 2 points free and then bragged about it.
Which is why there is/should be a minimum distance from humans required to go builder.
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Which is why there is/should be a minimum distance from humans required to go builder.
Tremulous already has a minimum required distance for evolution. This distance applies to devolution too, granger or otherwise.
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Did I mention that Tyrants can outrun humans before devolving?
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Did I mention that Tyrants can outrun humans before devolving?
If it can outrun humans it should just run insted of running, devolving, dying.
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so many versions... have to download all over again...
is there any site that allows you to download it through internet?
stop compaining. it take like 2 minutes to autodownload it.
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so many versions... have to download all over again...
is there any site that allows you to download it through internet?
stop compaining. it take like 2 minutes to autodownload it.
I try my best to keep the download small. It is a quarter the size of TremX though. :)
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so many versions... have to download all over again...
is there any site that allows you to download it through internet?
stop compaining. it take like 2 minutes to autodownload it.
You meanie :'(
For me, it took three or four minutes... but no difference there, eh? lol...
but still, I don't want to waste my precious three to four minutes of gametime, or I won't be able to play at all!
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so many versions... have to download all over again...
is there any site that allows you to download it through internet?
See the first post in this thread.
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Yaknet [COM] lo longer runs full version of balance, rather Balance lite :wink:
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I am sorry to announce that i wont be able to set up anything special for sst for a few weeks. It was going to be week of the 19th, sst's annaversary, but that is also finals week. :P
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Really nice mod, I love it! :D
I've written a little patch for it, and have found a bug...
The bug is in src/game/g_main.c, line 275 (of SVN 879 + balance 16 patch): { &g_slapDamage, "g_allowSpecVoting", "1", CVAR_ARCHIVE, 0, qfalse},
you should replace 'g_slapDamage' with 'g_allowSpecVoting'.
The patch adds two cvars: 'g_BPPerReactor' and 'g_BPPerRepeater' wich may specify how many Build Points a reactor and a repeater may endure. If they are 0, there's no limit (like in the current game).
On my home server i'll set 'g_BPPerReactor' to 80 (i'll be able to build at most an armoury, a medistation, two telenodes and 5 turrets around the reactor), 'g_BPPerRepeater' to 44 (a telenode, an armoury, a medistation and a couple of turrets) and 'g_humanBuildPoints' to 150 (to allow humans to build about 3 bases), but i'll tweak these values for every map...
I think (and hope) this could help to defeat either camping (the humans' main base will be smaller) or eggspamming (since it won't be easy for grangers to find some turrets in a hall), besides it should help humans to cover the whole map, to reach corners far away from their main base and to rebuild a new base when their reactor falls down.
I also raised the briefest distance between two power sources (repeaters and reactor), to prevent the usage of secondary bases as shields of the main one.
If you're interested to include it in your mod, you'll find this patch here: http://ipxserver.dyndns.org/tremulous/patches/not-included-yet/balance/001b.peoro.bp_per_power_source.patch
Warning: i tested it only a few minutes, by alone... could be full of bugs.
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Really nice mod, I love it! :D
Thank you! A number of your patches are already in it. :)
I've written a little patch for it, and have found a bug...
The infamous cut-and-paste bugs, thanks for pointing that out ... that one probably would've gone unnoticed. :)
The patch adds two cvars: 'g_BPPerReactor' and 'g_BPPerRepeater' wich may specify how many Build Points a reactor and a repeater may endure. If they are 0, there's no limit (like in the current game).
No harm in adding some cvars. I'm curious to see how this will work, it would also need some kind of message to tell how many BP are on a given reactor/repeater.
but i'll tweak these values for every map...
I still need to add variable support to !layout... :-?
I also raised the briefest distance between two power sources
You'll lose compatibility with people who want this turned off if you mess with that distance ... that one will need either another cvar or to turn itself on with the other cvars.
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whats that command that allows you to change the % of the slap damage?
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!slap noob ##
# is percent damage, 5% if none specified.
How hard would it be to make basilisks silent?
Tjw had that on his server and basilisks suddenly became useful as killing machines.
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Disable the call to the sound file in the game's source code.
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!slap noob ##
# is percent damage, 5% if none specified.
How hard would it be to make basilisks silent?
Tjw had that on his server and basilisks suddenly became useful as killing machines.
No, !slap noob # does # HP damage. Without # it calculates damage by taking your max HP and multiplying it by the server's g_slapDamage percentage value. 5% is the default iirc.
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How hard would it be to make basilisks silent?
Tjw had that on his server and basilisks suddenly became useful as killing machines.
Really easy. Change the footsteps sound type used in the class config to none. Doesn't sound like a good idea to me though.
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Make it just quieter, not completely silent?
And when I said make Pounce/Charge FF resistant, I meant to do half damage.
This would prevent insta-killing smaller aliens, and not seriously hampering the larger ones.
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I get an error with the new version of the mod[version 16]It says something about base/balanced.Should i put the balanced folder in the base folder?
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HSP Balanced Server has updated to rev16 , thx to someone posted in my clan forum telling me new ver. is available XD
BTW, I m suggesting a new feature that to enable server side to restrict the vote types. I mean to enable some specific votes and disable some such as ALLOWING the vote 'next map' but DISABLING 'specific map voting'.
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I get an error with the new version of the mod[version 16]It says something about base/balanced.Should i put the balanced folder in the base folder?
You cannot run Balance mod from the base folder anymore. :)
Please create a tremulous/balance folder for it and run your tremded with +set fs_game balance.
HSP Balanced Server has updated to rev16 , thx to someone posted in my clan forum telling me new ver. is available XD
Thanks, I'll update the server list.
BTW, I m suggesting a new feature that to enable server side to restrict the vote types. I mean to enable some specific votes and disable some such as ALLOWING the vote 'next map' but DISABLING 'specific map voting'.
There is a good idea floating around for server-defined vote commands. This would not only allow you to disable some votes but create custom ones of your own.
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Its my idea floating, and it could be added to g_admin in the form of a [vote] block.
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Its my idea floating, and it could be added to g_admin in the form of a [vote] block.
Sorry, proper credit for the idea goes to you. :)
Its not strictly a Balance mod patch either but more of a server-side g_admin hack which might even make it to Tremulous trunk.
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There is a good idea floating around for server-defined vote commands. This would not only allow you to disable some votes but create custom ones of your own.
What!!!!!? It s available already?
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There is a good idea floating around for server-defined vote commands. This would not only allow you to disable some votes but create custom ones of your own.
What!!!!!? It s available already?
No, its just an idea. :-?
If no devs bite, I'll get around to writing a patch eventually.
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Few ideas came in my mind:
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People often needs to get in base fast to defend it coz of "sneak attack". Why not let people have special backpack like teleport that with you could teleport to random charged telenode. The backpack should have charge up time before you teleport to avoid hars instant escapes durring battle. But since this would be extremely good when attacking base knowing that escape is almost imphossible this could be one time use like grenade.
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People seem to attack builders as soon as they see them. Advanced Granner It would be great if it had something like deadly swarm in its belly that would pop out on death to attack it's killer. Advanced conkit could have something like strong telsa comming out if player is killed while holding it to kill builder killer. STOP GRANNER VIOLENCE! :P
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:x dont work help it says ''unknown cmd /ci_allowdownload
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its cl as client not ci
cl(ient)
smilar to sv as server
s(er)v(er)
and g as game
g(ame)
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no its say cheat protected :x *grrr*
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Few ideas came in my mind:
-
People often needs to get in base fast to defend it coz of "sneak attack". Why not let people have special backpack like teleport that with you could teleport to random charged telenode. The backpack should have charge up time before you teleport to avoid hars instant escapes durring battle. But since this would be extremely good when attacking base knowing that escape is almost imphossible this could be one time use like grenade.
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People seem to attack builders as soon as they see them. Advanced Granner It would be great if it had something like deadly swarm in its belly that would pop out on death to attack it's killer. Advanced conkit could have something like strong telsa comming out if player is killed while holding it to kill builder killer. STOP GRANNER VIOLENCE! :P
i think wall walking and the fact that granger strafe jumping > running hummie means granger has enuf defense, and if its caught outside the base alone it should be free creds, even tho at the current state it isnt always.
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Bile Granger
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Is there any reason why Risujin does not adhere to the GPL with his mod?
It's nice to know from where he gets the patches, but as they are not credited it kinda hard to find out.
So please adhere to the GPL and include the credits. Thanks
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Is there any reason why Risujin does not adhere to the GPL with his mod?
It's nice to know from where he gets the patches, but as they are not credited it kinda hard to find out.
So please adhere to the GPL and include the credits. Thanks
do you need to credit patchers in gpl code?
you can get the patch from the first post in this topic
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I would not say anything if the credits were still true, but they aren't.
And it's not about the "patchers" its about the patches he took.
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On the first post, he has the source code from the entire mod, as well as links to all the patches he borrowed.
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Right. Check his source again and compare it against this list and you'll see it is incorrect :) So puhlease READ what I wrote before you get all smart.
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no its say cheat protected :x *grrr*
As whitebear pointed out, its /cl_allowdownload 1 (thats a lowercase L). If that doesn't work, follow the manual installation instructions.
Right. Check his source again and compare it against this list and you'll see it is incorrect :) So puhlease READ what I wrote before you get all smart.
It's been a long time since I've added a "borrowed" patch to Balance mod. I did merge in a lot of community patches in one of the early revisions. I credit every patch as accurately as I can and provide a bugzilla/source link whenever I can. These patches rarely apply cleanly to Balance mod code and further I often edit them to my liking after inclusion so you won't be able to find a 1 to 1 correspondence between patch and code.
If you are referring to the "Balance Mod Patches" section, that was my attempt to split Balance mod from a monolithic patch into several patches and put them up on bugzilla. This is an extremely difficult process due to patch interdependence and having to maintain patch file integrity after editing. Since Timbo and tjw expressed no interest in including any of my patches in SVN, I didn't feel there was any need to maintain Balance mod as a patch set.
If you have issue with a specific patch or feature, maybe we can work something out?
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All I am asking is that you give credit where the credit is due.
There is nothing to work out, as you put it.
So please have a look through those patches you "borrowed" and update the credits.
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All I am asking is that you give credit where the credit is due.
There is nothing to work out, as you put it.
So please have a look through those patches you "borrowed" and update the credits.
All patches are credited. See the "Integrated Patches" section.
I can't credit all the patches that went into SVN, look in the logs for that. :) tjw probably rewrote all of them anyway ;)
Am I still missing something here? What patches aren't credited?
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Another suggestion, i heard that cl_allowdownload will be 1 by default in 1.2.0(hopefully), but would it be possible to make it 1 by building a patched tremulous.exe/x86 file? I mean a new client game execute file as tjw backport or something like that.
I wish to make the downloading process as simple as possible.
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Dude, you really are dense, right?
I am not talking about patches IN the svn, I am talking about patches you grabbed and mixed into your huge spagetthi code.
Oh and btw. it is YOUR job to find them as they are GPLed and it is YOUR job to keep track of what you took.
Check your credits again against the patches you really did include and you'll find your answer there.
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http://www.gnu.org/copyleft/gpl.html
I think you just need to release source code
crediting contributers is optional
but making it properly would be good
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1. You may copy and distribute verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice and disclaimer of warranty; keep intact all the notices that refer to this License and to the absence of any warranty; and give any other recipients of the Program a copy of this License along with the Program.
s/credits/copyright
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Another suggestion, i heard that cl_allowdownload will be 1 by default in 1.2.0(hopefully), but would it be possible to make it 1 by building a patched tremulous.exe/x86 file? I mean a new client game execute file as tjw backport or something like that.
I wish to make the downloading process as simple as possible.
That is possible, but someone would have to compile and maintain a new client. If players can't figure out how to download a pk3, what's the chance they will figure out how to download a new client executable? :-?
Dude, you really are dense, right?
you = troll
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Dude, you really are dense, right?
you = troll
Better to be a troll than to be a code stealer.
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Dude, he credited all that stuff, and it is legally impossible to steal GPL works for use in another GPL work.
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Techhead, you should rename yourself...
Read what I wrote, read the GPL, look what Risujin did and then come back to bash me.
To make it perfectly clear to you: He took GPL-code (verbatim for crying out loud), incorporated it into his "mod" and "forgot" to mention it, thus giving the impression that it's his code.
And the reason for me not telling which code it is, is simple. There is more than one occurence like it in this mod.
And from the behaviour of Risujin I think it does not even bother him...
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Better to be a troll than to be a code stealer.
When the patches are released as open source ... i think everyone has the right to use/ modify/ compile them even without credit ......Since it s non coded ... the author should expect that happen. (Just a noob s crap, ignore it if you dun like LoL)
but someone would have to compile and maintain a new client. If players can't figure out how to download a pk3, what's the chance they will figure out how to download a new client executable?
Well.. I found that some ppl dled the tjw client and didn't set the allowdownload thing .. And it is much easier to promote "Dl the new client" than "Dl the new client, open your console and type xxxxxxxxxxxx". Many ppl dun know what a console is. So.. Since the 1.2.0 seems won't be released soon.. would you please compile one :)
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Kotoko, you are not contradicting me .)
You are talking about something quite different.
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To make it perfectly clear to you: He took GPL-code (verbatim for crying out loud), incorporated it into his "mod" and "forgot" to mention it, thus giving the impression that it's his code.
You're right there is one author I forgot to credit. Everyone, it may come as a bit of a shock to you, but Balance mod contains code I deceptively stole from the original Tremulous codebase by Timbo.
Caveman if you have nothing productive to say, for example something that could lead to a new feature or fix a bug or in any other way make Tremulous more fun to play, and you still feel there is grave GPL-infringing injustice here I suggest you go get yourself a $500/hour lawyer, contact http://gpl-violations.org/ for advice, pray to rms, and begin a grass roots campaign to cease distribution of the heinous Balance mod. This would certainly go down in history as a landmark GPL court case, the first in which someone was sued for using GPL code and distributing source and binaries free of charge.
I suggest you do this not only because I am a great advocate of the GPL and free software movement, but mostly because I'm not going to waste any more time bothering with your trolling.
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Caveman, two words:
Give examples.
Without them your argument is totally baseless.
(sorry if I am unnecessarily perpetuating this, but it seems a pretty serious allegation to me and I am interested to see on what basis it is made. Also I realise this is much more than two words, but those are the most important).
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53 words
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Well.. I found that some ppl dled the tjw client and didn't set the allowdownload thing .. And it is much easier to promote "Dl the new client" than "Dl the new client, open your console and type xxxxxxxxxxxx". Many ppl dun know what a console is. So.. Since the 1.2.0 seems won't be released soon.. would you please compile one :)
Well I compiled a client. One more source tree for me to maintain... :roll: but hopefully it'll make things easier for server ops:
http://www.tremulous.net/phpBB2/viewtopic.php?t=3401
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Thanks a lot , the windows client save me.
btw .. the www download dor client is missing XD
Now that the balanced server starts to be filled.
Another suggestion would be a server side configuration. I think the new fighting system is a bit unbalanced. The human guns' accuracy is increased too much and the atk distance of aliens are decreased too much. It is true that the alien arms look ultra short even for the cute tyrant -_-... but it may really make aliens too hard to kill a human. Now that a skillful dretch can be killed by a skillful human with chaingun by 5 bullets.
Is it possible to make those attack distance and accuracy adjustable with something like g_alienatkdistance ??
BTW, Vry nice for the new alien class and human wpns :P
Hope my continuous suggestions dun bother you lol.. Thanks for replying again.
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Thanks a lot , the windows client save me.
btw .. the www download dor client is missing XD
Oh noes! Thanks for letting me know. Apparently the Makefile does not compile with Curl by default! I will upload a fixed version soon.
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Nerfing the attack range and including unlagged both seem to tip balance towards humans, even if you did nerf rifle and lasgun.
A side effect of nerfing the rifle and lasgun is that they are now less effective against stationary targets.
Perhaps a better way to accommodate unlagged would be to slightly increase the spread on the rifle AND chain-gun, but I don't have a fix for the lasgun, although the the slight nerf on that might help.
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Thanks a lot , the windows client save me.
btw .. the www download dor client is missing XD
Oh noes! Thanks for letting me know. Apparently the Makefile does not compile with Curl by default! I will upload a fixed version soon.
it does
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is there HTTP download on Balance? If so, either it doesn't work or i dunno how to use it.
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is there HTTP download on Balance? If so, either it doesn't work or i dunno how to use it.
There should be a link in the first post. just download the .pk3 and put in in a folder called "ballance" (without the quotes). the balance folder should be in the same directory as the tremulous.exe if your on windows. if the file you get is a .zip just rename it to .pk3 and put it in said folder.
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The balance files are relatively small anyway, on most servers its a quick under-a-minute download.
On a side note, I had an idea on how to revamp the Xael, both to remove bugs as well as making it balanced.
The Xael currently has issues with being a huge structure demolition gun, as it can easily bounce between the structure and the nearest wall until it kills the structure. The timer on the shots actually encourages spamming, as it reduces the possibility of hitting yourself or friendlies with stray shots. It also has bugs with occasionally getting trapped inside entities, making even small shots potentially instant-kills.
My idea is to effectively remove the timer, but the shots dissipate the moment it hits a player or structure. This will remove player instant-kills and structure shredding, as the shots will only damage something once. The halls of fireballs effect will discourage players from randomly spamming, as less shots will be needed to effectively fill a corridor, and players will be cautious of hitting themselves or teammates as the shots bounce around, possibly into their own bases.
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My idea is to effectively remove the timer, but the shots dissipate the moment it hits a player or structure. This will remove player instant-kills and structure shredding, as the shots will only damage something once.
That would solve it for sure. I hate to do it, but theres no better way...
Xael spam would not be so bad if FF wasn't off. :)
For the next revision I have raised the cooldown on secondary at least.
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I,m back but what happend to the Balanced servers?
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i've been playing balance a lot but came to conclusion that with desent teams game ends in human win due non-stop Xael spam.
I got two methods to solve this.
1. Reduce the maxium powered shots to 3-5 and change secondary fire to minium damge with bit longer range and fired like shotgun (half ammo usage of big shots)
2. Give aliens something equaly biachy (wich would make game bit more interesting but might end humans thinking highly of the new alien thing)
New alien attack idea (dunno what class would be best) :
Alien can leave one slime blob where ever they are that on contact with human sticks human twice longer that trapper. blob would recharge once in minute.
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That could work
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...
Good idea.
I've been thinking aobut the modifiable stats idea that someone had, and I think I've got a good way for it to work.
There would be 5 stat points, each point increases a stat by 5% of the original value, the stats that can be modified could/would be health speed and ROF (rate of fire) (if anyone thinks of some other good stats please post them). The points would be configurable via the clients .cfg files with the server limiting the number of spendable points to 5 (5 is not necessarily final). The points would default to something like; HP 2, SPD 2, ROF 1.
The distribution of points would be changeable ingame, but only when at full status and not near enemies, or while dead. Also, the ROF wouldn't affect Xael/Luci.
Note: All of this would be handled by the server, the client would only send the values of HP SPD and ROF to the server. The values would then be subject to verification by the server (making sure there are not more than 5 etc)
What do you think?
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wow thats a mega idea
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We need a new command called !pimpslap. It would instead of doing dmg it would steal creds/evos :evil: so example: !pimpslap Door 5 Door was just pimp slaped by Unnamed for 5 evos/creds. Also in stead of that slap sond that !slap has, make it a guy saying "Wheres my money at Foo?!?" :wink:
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lol that would be kinda sad if you were the victim
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nah, u have to repay the admin somehow, for.... hosting the server, ya hosting :wink:
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...
That would be fantastic but somehow I feel that it requires minor coding too many places (update every weapon and aspect of game) that risujin gets pissed at the code before completing this.
I think it would be cool if player could spend evos/creds to permanetly upgrade the base character durring a round (or possibly even save stats). Although people would end up having instant kill dreches every where so mibie not server spific save afterall.
(SP = stat point)
Something like this(?):
-Health (+10%/SP)
-Rate of fire (+10%/SP)
-Range of attack (alien only, +10%/SP)
-Damage (+10%/SP)
-Movement Speed (+10%/SP)
-Jump Height (+10%/SP)
-Stamina (human only, +10%/SP) how long can run & ammount of jumps
Also passive abilities would be cool that could bought same way or mibie as traits (each would have pros&cons).
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yea could be knida hard to take down like a super dretch
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yea could be knida hard to take down like a super dretch
Is it a :dragoon: , is it a :marauder: ,
No it's,
A :dretch: who spend 9 evo's to upgrade himself :D
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Oh No! A :dretch: with speed x 10!
Run like haxor fool!
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...
That would be fantastic but somehow I feel that it requires minor coding too many places (update every weapon and aspect of game) that risujin gets pissed at the code before completing this.
It would be problematic because we would now also have to broadcast the stat choices everyone makes so that the prediction code knows what to do (movement stats at least). RTCW-style statting works though it doesn't make a lot of thematic sense ... except for aliens I guess. Should we add "campaigns" to Tremulous while we're at it? ;)
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Worse, what happens to a Dragoon on long games where others can pump their spare evos into him?
Anyone want to face an Advanced Dragoon with an effective power greater than that of a Tyrant?
+60% health
+30% damage
+20% ROF
+40% Range
+20% Speed
+10% Jump
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Who is making the bug thing for you ris?
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Who is making the bug thing for you ris?
It be chompers, who has done a great job so far but apparently can't even play Trem right now.
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Gotta love that chompers ;)
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last time chompers left the community for > 2 months
good luck risujin ^^
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last time chompers left the community for > 2 months
good luck risujin ^^
If he's not back by May I'll finish the model myself.
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Anyone want to face an Advanced Dragoon with an effective power greater than that of a Tyrant?
the server limiting the number of spendable points
These would probably be only minor increases, and each person could only have 5-10 or so.
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last time chompers left the community for > 2 months
good luck risujin ^^
If he's not back by May I'll finish the model myself.
may is a long time :(
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A valid (d)evolve feature request(s).
1. Interchangeable Granger/Adv., even when not near OM, as long as Om is up.
2. Menu will not pop up if Granger build-timer is still going.
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What about this:
Elite versions of Regular Alien / Marine classes;
The LOOK of the player is different. This happens when you get a Higher ratio of Kills to Deaths than most other players. (like 4:1 or something)
Marines get a "Cool" Black/Camo uniform, with some kind of shiny medals and/or a black headband. Battlesuits get painted with Skulls or other designs, ect...
Tyrants and/or Dragoons look generally more evil and dangerous, also they show signs of battle damage, scars, ect...
To utilize the 'Elite' uniform / battlesuit, it must be bought (same prices as regular stuff). For Aliens this is accomplished with a 'free' evolve.
Elites also get some extra minor features, like:
Thermal Vision in Battlesuits (aliens have a glowing skin, see the Predators movie for ideas...)
Tyrants get a Stunning Roar, that works just like the regular roar but causes all unhelmeted marines in 10' to have their views shake for 10 seconds (and their aim to be messed up). (Cause if you know an Elite tyrant is next to you, and you don't have a Bsuit, running like hell and hoping he eats your teammates first is the best option ;) )
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What about this:
Elite versions of Regular Alien / Marine classes
Not worth adding 500kb to the PK3 per skin. :(
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I downloaded
http://www.missirina.com/rhttp://www.missirina.com/risujin/tremulous/balance/balance-svn879-16.patch
and compiled it successfully on linux.
The server works, but I get some problems. When I connect the client says:
^1ERROR: failed to register particle system humanTelenodeSpawnPS
^1ERROR: failed to register particle system humanTelenodeTeleportPS
^1ERROR: failed to register particle system models/weapons/tsaw/impactPS
^1ERROR: impact particle system not found models/weapons/tsaw/impactPS
trying gfx/xael2/primary.TGA...
^1ERROR: missile sprite not found gfx/xael2/primary
^1ERROR: failed to register particle system models/weapons/xael2/missilePS
^1ERROR: missile particle system not found models/weapons/xael2/missilePS
^1ERROR: failed to register particle system models/weapons/xael2/impactPS
^1ERROR: impact particle system not found models/weapons/xael2/impactPS
^1ERROR: missile sprite not found gfx/xael2/primary
^1ERROR: failed to register particle system models/weapons/xael2/secondaryImpactPS
^1ERROR: impact particle system not found models/weapons/xael2/secondaryImpactPS
For example. the xael2 is invisible. I'm using http://www.missirina.com/risujin/tremulous/balance/balance-879-16.pk3
Unpacking the pk3, I see:
./gfx/xael2/primary_1.jpg
./gfx/xael2/primary_2.jpg
But the client is looking for the wrong file:
trying gfx/xael2/primary.TGA...
^1ERROR: missile sprite not found gfx/xael2/primary
Any ideas?
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Darn, the 'Q3' Engine does not support additional textures layered onto other textures...
500Kb for Just Two textures? that seems a little high (unless they are straight bitmaps... but even TGA I think is a little bit compressed.)
Besides, everyone KNOWS a Multi-gigabyte mod is more fun than a 1-2 MB one right? :roll: :wink:
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Elite versions would rawk but futures of theirs need to go throug wind mill first ^^ (if ya understand what I mean)
my version:
Every player with atleast 10 kills and less deaths than kills would.
Human elite gets double damage and increse to all armor bonuses.
Alien elite gets double speed and properties of being boosted.
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Elite versions would rawk but futures of theirs need to go throug wind mill first ^^ (if ya understand what I mean)
my version:
Every player with atleast 10 kills and less deaths than kills would.
Human elite gets double damage and increse to all armor bonuses.
Alien elite gets double speed and properties of being boosted.
Not that I wouldn't mind but I *think* this is slightly overpowered in favor of humans :D
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Unpacking the pk3, I see:
./gfx/xael2/primary_1.jpg
./gfx/xael2/primary_2.jpg
But the client is looking for the wrong file:
trying gfx/xael2/primary.TGA...
^1ERROR: missile sprite not found gfx/xael2/primary
Any ideas?
It cannot find the data files. It tries to look for the TGA version of a file when it cannot find the specified filename. Your PK3 may not be in the right place.
First, remove the Balance VMs from the PK3 and put it in its own folder (not balance but, say, balance2) and add your own compiled VMs folder to the PK3. When you start Tremulous make sure it is starting in the right mod folder by adding +set fs_game balance2 to the command line.
Darn, the 'Q3' Engine does not support additional textures layered onto other textures...
Yes it does, but you need to use a TGA file on top with holes cut into its alpha layer.
500Kb for Just Two textures? that seems a little high (unless they are straight bitmaps... but even TGA I think is a little bit compressed.)
Chompers used a TGA texture to add effects to the firefly skin and it doubled the size of the PK3!
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On elite classes:
If elites are added, that will only help the already good players, leaving newbs getting killed even more frequently and likeing the game less.
However if elite was purchaseable, then it might work well. It would have to cost alot though, something along the lines of 1500, 1250, so that if you have 2000 and no equipment, you can't get it, but once you've bought stuff and gotten more cash, you can buy it.
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A new feature i'd like to have is being able to set how much damage/how fast a weapon is.
for example there can be a bar in the armory menu which you can move to have a faster-shooting or a more single-shot-damage weapon...
this can be set for every weapon...
you just need to keep the actual damage/shoot-time rate...
for aliens this can be translated by choosing a faster-hitting alien instead of a powerful alien...
an other thing like this would be to set your player at spawn-time to have a faster or stronger(=more health) player. for both aliens and humans...
maybe even for structures, at least with turrets/teslas/acid-tubes/hives...
i think this can lead to interesting situations, and even introduce some tactic...
for example it can lead to a more hit-and-run strategy or to a massive-attack one...
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bounty suit:
more stamina
helmet/larmor is standard
no blaster/shotgun is standard weapon
can buy another weapon
can carry up to 3 grenades
regens health +1/sec - +5/sec near powered zones
have the same armor class as bsuit
human team may only have one bounty
--------------------------------
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Anyone ever play Gunman? (Little known Halflife engine game).
It had slider configurable weapons.
The shotgun for instance could have its cone of fire, and number of shells consumed when firing changed.
The basic pistol had like 3 different modes as well.
Being able to say; configure the 3 basic properties of a weapon
DOT: Damage Over Time, a shotgun can fire 1 shell fast-ish or 4 shells once in a blue moon.
--Changes firing speed or number of projectiles created. (low values mean put all damage into as few shots as possible. Also affects recoil and accuracy.
Total Capacity: Bigger Mag = Heavier gun and fewer reserve clips, also more expensive. Less reloading. Won't be running any 1 minute miles there Rambo!
Absolute Damage: How much damage all the ammunition will do added together. More ammo == Weak bullets. Less Ammo == Anti-Tank Slugs.
So for a Rifle lets alter its properties as an example.
(exact values unknown, I'm just guessing)
--Standard Rifle--
DOT; Normal ROF = 500RPM/1 (8.3 bullets/sec)
TC; 30 Mag, 6 Mags total = 180 bullets
AD; 20~, x 180 = 3600 Damage Total.
--Turbo Rifle--
2X | DOT; 2X ROF = 1000RPM/1 (16.6 bullets, second :) )
2X | TC; 60 Mag, 4 Mags total = 240 Bullets.
-0.25X | AD; 15~, x 180 = 3600 Total Damage.
3.75X Normal cost.
--Heavy Rifle--
-0.20X | DOT; Normal ROF = 400RPM/1 (6.6 bullets/sec)
-0.25X | TC; 25 Mag, 4 Mags total = 100 bullets
1.8X | AD; 36~, 100x = 3600 Damage Total.
1.35X Normal Cost
--Rambo Special--
2.5X | DOT; 2.5X ROF = 1250RPM (20.8 bullets, sec. !)
2X | TC; 60 mag, 2 Mags total = 120 Bullets
1.5X | AD; 30~, x 120 = 3600
6X Normal Cost.
So with that in mind these are all the 'same' weapons from a balance point of view. Averaged out over time, they will all perform the same.
When the Rifle is being bought, you would have an extra 'customize' UI button that lets you tweak the values with 3 sliders (range of 3X +/-)
This could be very interesting as you could customize the weapon for the situation.
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you catch a granger make juice from its body
put the juice on your clothes
voila aliens now follow you and obey your orders
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you catch a granger make juice from its body
put the juice on your clothes
voila aliens now follow you and obey your orders
NOOOO!!! Poor :granger:s!
ps: I think the smell would be unbearable! :D
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You could make the slap death message: NAME was slapped silly by NAME
I did have that death message. I gotta do some hacking to make it work without giving kill credit to the slapper ("UberN00b was slapped to death by TEAMMATE Risujin" => -1 evo).
In the meantime here is rev 15, largely a bug fix release. The team overlay isnt quite so gimpy anymore. :) There are weapon icons for bile, xael2, and tsaw. The Xael 2 insta-kill bug should now be fixed (Ive said that before but this is a new attempt). Xael 2 has a bouncy secondary fire instead of being a half-Luci-clone.
EDIT: no, the droids arent here yet
EDIT2: The Xael2 bug was nasty. It happens when a Xael2 shot bounces off of a moving entity. Because the target hasnt moved this frame (relative to the projectile), if the target is moving toward the projectile, during the next frame the projectile ends up inside the target and insta-kills. I put in a bit of a hack but it seems to have stopped this from happening in most cases.
The xael 2 seems still kill every alien moving towards the fireball in rev16. An question here: is it the original xael fireball expected to exsist after touching an object(ex:teammate, self, an alien but not wall) ?
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The xael 2 seems still kill every alien moving towards the fireball in rev16. An question here: is it the original xael fireball expected to exsist after touching an object(ex:teammate, self, an alien but not wall) ?
Yes it is supposed to keep bouncing. I good idea of how to fix it for rev 17. The movement glitch shouldn't happen any more. Also If I only allow one fireball to be fired at a time, it should fix the spam factor. :)
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Am I alone in that I can't start a local Balance server? I get client/server mismatch, even though I am running balance mod for both client and server. Don't tell me to use the search engine please, it sucks like crazy and you can't find anything with it.
____________
Floodbud (aka opwn3nt)
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I seem to recall reading somewhere that you cant use it with a listen server.... might be wrong though.
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Am I alone in that I can't start a local Balance server? I get client/server mismatch, even though I am running balance mod for both client and server. Don't tell me to use the search engine please, it sucks like crazy and you can't find anything with it.
You will be able to starting with rev 17 but for now you must start an SVN tremded and join it.
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I know how to make the Xael awesome while balancing it.
When shots hit a target, they disappear.
If shots don't hit anything and "expire", then they do splash damage there.
How does that sound?
Now there is an anti-dretch countermeasure besides spamming.
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One feature which might be interesting to play with is being able to increase the bp available by donating creds/evos. Maybe something like
3ep(675c)=4bp?
Numbers would need tweaking obviously, but it could be interesting. Maybe something like a g_credBPexchange variable to select what percentage of 9ep(2000c) equals 8(?)bp? (example above is 67%=8bp). Could set variable to 0 to deny exchange altogether. Should you have a minimum donation amount? I think a minimum donation of 33% sounds fine.
So, what do you think?
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bounty suit:
more stamina
helmet/larmor is standard
no blaster/shotgun is standard weapon
can buy another weapon
can carry up to 3 grenades
regens health +1/sec - +5/sec near powered zones
have the same armor class as bsuit
human team may only have one bounty
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And everyone sits on armory end of the game waiting the one with bounty suit to die... oh this is great!
why don't we instal nuke on everyones back and have leeroy fest
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About daenyth's post it wouldn't be fair. It would mean the winning team and would have more BP so they can have a better base...
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About daenyth's post it wouldn't be fair. It would mean the winning team and would have more BP so they can have a better base...
True.. How about this:
When you /donateBP 6 (evos), the enemy team would get 1350c /donated to them. Or maybe even more? Perhaps double, if you /donateBP 2000, aliens get 18 evos /donated to them.
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How about this:
When you /donateBP 6 (evos), the enemy team would get 1350c /donated to them. Or maybe even more? Perhaps double, if you /donateBP 2000, aliens get 18 evos /donated to them.
Then the aliens donate, giving the humans cash, then the humans donate giving the aliens evos etc...
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A good suggestion I heard was (apologies to the source, I forgot who said it) that you have each repeater produce its own BP, usable only for buildings that power off of that repeater. So with that you can build forward bases without emptying the core defense.
Aliens would need a new building ... a kind of alien "repeater" or something. That or major hackery with the eggs. :)
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booster near egg means more bps for aliens
too bad repeaters are free and they need to be free(SD and other stuff )
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how about give hovel this property... they are good for nothing but road block anyway.
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how about give hovel this property... they are good for nothing but road block anyway.
in 1.2.1 they will throw poisinous spikes
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how do you know?
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how do you know?
I hacked into timbo's secret svn
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How about increase the Hovel hp, but only when there is a Granger occupying it.
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Here's an idea that I mentioned to Risujin a long time ago (months)
Battery Backup for Turrets and Armories when moving reactor (due to planned move or n00b retardedness)
When the reactor goes down, you get 15 Seconds of Emergency Power, (complete with Blaring Siren and Countdown to complete power loss.)
Teleporters, Medpads, Teslas and Defense Computers are however NOT battery powered.
I think this would be enough time for most players to realize what has happened and grab a Construction Kit and avert disaster.
However when the Reactor is REALLY blown up by Aliens, a power surge disables the Battery Backup, and you don't get any 15 seconds of power.
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LOL imagine humies can walk in walls!
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Thats easy to do, replace dretch model with human in the override.
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Just had fantastic idea! (I rly think it is ^^)
Create most classic arcade space shooter guns like in mono (http://www.binaryzoo.com/games/mono/index.htm) with direct relation to kill/death ration.
what I mean is particle weapon like blaster that changes the way it shoots and gets stronger as long as you have more kills than deaths. If you have less kills than deaths it is at level 1...
I have never seen this type of firing in 3d games and would love to see how much more can 3d shooter imitate good old classic arcade games ^^
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WOW NICE IDEA
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uh... NEED HELP!!! I need help installing it, it doesnt let me install the pk3 file and I can't find a way around it.
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uh... NEED HELP!!! I need help installing it, it doesnt let me install the pk3 file and I can't find a way around it.
Turn on automatic downloads, join a Balance server. That's all you need to do.
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2 things to say:
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humans can use jetpad only when reactor is up... ok... but why can they use it everywhere, even where you can not build (so there is no power?)
I propose a 60secs jetpad charge for out-of-power zones, and jetpad recharges in... don't know... 20 secs in power zones or immediately as you charge your weapon with armory, reactor or power-turrets?
that could be ported to aliens with a booster-mod: in boster-zone you touch booster and have full boosted power for 60secs, but only poison-features for 30secs out of booster-range.
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as someone suggested, i post a link here with some suggestions:
http://tremulous.net/phpBB2/viewtopic.php?t=4362
i wanted a pool to know if people liked the idea, so i made a new post....
but forgot to say it here. sry.
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I've thought of smilar thing (1). Why not have jetpack a battery that requiers refill from repeater/reactor.
Also few ideas that flew through my head:
Telenode/Teleporter combination does not work since humans fear to build important buildings away from base. We require seperated teleporter with lower cost and maxium ammount.
New teleporter design: Works smilar way as Hovel (Q to get in'n'out). While in you could browse through all teleporters (menu or movement keys and it shows the view above difrent teleporter when change location. All teleporters would be occupied while one is.
Smilar change could be for hovel and change it's name to tunnel ^^
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i have auto download enabled, and when i try to join a balance mod server, it comes up with the same error every time, the error says something like mismatched base/maps or something, and i can't get around it.
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i have auto download enabled, and when i try to join a balance mod server, it comes up with the same error every time, the error says something like mismatched base/maps or something, and i can't get around it.
Try deleting your balance folder. You can also try recreating it and putting the PK3 inside.
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I wouldn't knwo how to do any of that....
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i have auto download enabled, and when i try to join a balance mod server, it comes up with the same error every time, the error says something like mismatched base/maps or something, and i can't get around it.
Try deleting your balance folder. You can also try recreating it and putting the PK3 inside.
you should also delete your wtf and interface folders.
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You forgot operating system. That is waste of space too and creates many, many bugs.
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Just had fantastic idea! (I rly think it is ^^)
Create most classic arcade space shooter guns like in mono (http://www.binaryzoo.com/games/mono/index.htm) with direct relation to kill/death ration.
what I mean is particle weapon like blaster that changes the way it shoots and gets stronger as long as you have more kills than deaths. If you have less kills than deaths it is at level 1...
I have never seen this type of firing in 3d games and would love to see how much more can 3d shooter imitate good old classic arcade games ^^
you mean like GunGame mod in Counter Strike?
You start with Glock (weakest pistol) and as you kill more and more, you get better weapons. And in the end, you have to kill a guy with a knife and if you do, you are victorious.
And if you want teleporters, they should be realy, really, realy cheap.
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The website risujin.org/tremulous apparently no longer exists.
The new website appears to be located at http://v1.risujin.org/tremulous
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The website risujin.org/tremulous apparently no longer exists.
The new website appears to be located at http://v1.risujin.org/tremulous
Just technical difficulties. I fixed it.
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*Big Bump*
Risujin, save the flying aliens for version 20. Use versions 17-19 to update the SVN, fix the Xael bugginess, and to add minor edits.
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Say, what did happen to the fletch? It was a lovely model, and I was really looking forward to it.
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Wasn't fully textured or animated.
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*Big Bump*
Risujin, save the flying aliens for version 20. Use versions 17-19 to update the SVN, fix the Xael bugginess, and to add minor edits.
ZOMG! NECRO!11!
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*Big Bump*
Risujin, save the flying aliens for version 20. Use versions 17-19 to update the SVN, fix the Xael bugginess, and to add minor edits.
You guys do know about "Risujin's mod" right? :-?
Or do you want the bile Dretch and Xael that badly? ;)
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List of major stuff in balance that isn't in Risujin's mod.
Xael MkII fires ricocheting fireballs. Use the new secondary fire for a faster, weaker shot.
Revamped voting system:
Votes now indicate if they are passing or not.
Teamvotes now require simple majority of voters, not all teammates.
Can vote on teamvotes using vote commands when there is no global vote.
Votes now display number of needed yes votes and the final tally.
Telenodes can teleport. Press the 'use' button when near a ready telenode to teleport to the next telenode. Note that this will use both telenodes and humans will not be able to spawn into either telenode during the cooldown delay.
Tranquilizer saw grabs enemies like a basilisk.
Bile Dretch is the new alien grenade. Biles explode shortly after death. It can pounce like a Dragoon with secondary fire.
Incomplete list of minor stuff in balance that isn't in risujin's mod.
Armory health has been increased to withstand 3 sniper shots.
Obituaries display alien class and human defensive equipment.
Regular grangers can now slash like advanced grangers.
The jetpack now wobbles when flying.
All vote commands now appear in the vote and teamvote menus.
Some weapons have kick when firing. Modified code to hold knockback and kick scale modifiers for all weapons.
Double Basilisk poison cloud range.
Barricade health and regen doubled. (Not sure)
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Phuck the xael... that gay ass 1 hit kill tyrant crap SUXX!!
Bile Dretch FTW :D
O... and stop shitting your brain into this thread... you guys have some whack ass ideas
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Wasn't fully textured or animated.
It looked pretty damn textured when I looked at it ingame. Who cares about animations in a gameplay test?
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Thanks for the list, I wasn't sure which features people were going to miss... I also haven't put up a complete list of the minor tweaks. Some of this stuff is already in Risujin mod. Let me edit it to what I still need to add...
Xael MkII
Telenodes can teleport
Tranquilizer saw
Bile Dretch
Obituaries display alien class and human defensive equipment.
Barricade health and regen doubled
I won't add the voting system because there is no sudden death vote and the 2/3 majority is no longer needed I think... Also jetpack wobbling was probably more annoying than interesting. :)
The rest of the list is actually already in the mod.
Who cares about animations in a gameplay test?
The gameplay was working well actually...
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Uhh, you misquoted. Plague said that...
Basi gas range was included?
Then again, the telenodes were also more annoying then interesting, especially when they were right next to the armory...
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I just started reading about this mod, and I was kinda stunned when I read this:
Telenodes can teleport. Press the 'use' button when near a ready telenode to teleport to the next telenode. Note that this will use both telenodes and humans will not be able to spawn into either telenode during the cooldown delay.
The funny thing, I thought of exactly this thing one day and thought I could give the idea to someone, but I forgot about it.
Well maybe it wasn't such an original idea.
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Xael screenshots? Or is it just a retextured LCannon with some code tweaks?
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XAEL JUMPING IS AWESOME!!!!
TWO JUMPS TO GET UP VOLCANO!!!!
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Just a thought - could you make a mod with an ammo pack. there only seems to be a battery pack. I like to use the shotty but when i run out of ammo i get out my dodgy little blaster and then all the darn dretches come running after me.
Or there should be a better back up weapon like a mini-rifle or a shield that deploys for 15 seconds after you run out of ammo (that ones a stupid idea but still - worth a try to see how it goes)
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The website risujin.org/tremulous apparently no longer exists.
The new website appears to be located at http://v1.risujin.org/tremulous
Just technical difficulties. I fixed it.
I still Can't find it....
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It's [HERE] (http://www.mercenariesguild.net/component/option,com_wrapper/Itemid,35/lang,en/) :D
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I have newist version i got from http://pub.risujin.org/tremulous/balance/ (http://pub.risujin.org/tremulous/balance/)called 17b, what do teh droidz do and the flying aliens are very underpowerd
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God you type like a 10 year old. And what flying aliens? o.O
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My god, this thread is so old. let it die!