Tremulous Forum
General => General Discussion => Topic started by: rasz_pl on November 21, 2006, 03:12:43 am
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What do you think?
Dots fade and shrink
Full dots for buildables, Gradient bigger ones for units
Red=Human Building, Blue=Human, Green=Alien, Light green=Alien building
(http://www.keepmyfile.com/thumb/11640706310e8f89.gif) (http://www.keepmyfile.com/image/0e8f891211802)<br>
(http://www.keepmyfile.com/thumb/1164070632ef7262.gif) (http://www.keepmyfile.com/image/ef72621211803)<br>
(http://www.keepmyfile.com/thumb/11640706325aabf1.gif) (http://www.keepmyfile.com/image/5aabf11211804)<br>
(http://www.keepmyfile.com/thumb/1164070633b9dd58.gif) (http://www.keepmyfile.com/image/b9dd581211805)<br>
(http://www.keepmyfile.com/thumb/11640706330c2462.gif) (http://www.keepmyfile.com/image/0c24621211806)<br>
(http://www.keepmyfile.com/thumb/1164070634f62492.gif) (http://www.keepmyfile.com/image/f624921211807)<br>
screencaps little screwed in the bottom due to windowed mode, sorry :)
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Neat. How come you're always standing with a human building really close to your right? :P
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Neat. How come you're always standing with a human building really close to your right? :P
Er, that's the recording icon.
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nice screenies.
how did you get the alien crosshair?
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nice screenies.
how did you get the alien crosshair?
If i was you i wouldnt ask that question. Many griefers roam this forum telling people off of what is right.
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Not bad, guess it's helpful :)
About the porn-ad host, either put a warning or change.
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nice screenies.
how did you get the alien crosshair?
If i was you i wouldnt ask that question. Many griefers roam this forum telling people off of what is right.
mm k. thanks for the heads up.
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nice screenies.
how did you get the alien crosshair?
http://tremulous.net/phpBB2/viewtopic.php?p=9305#9305
here is another nice hud http://tremulous.net/phpBB2/viewtopic.php?t=589
oh, and HUD is customizable By Design in trem/Q3. You can put there cute pink rabbits if you like, its all up to the user.
Not bad, guess it's helpful :)
About the porn-ad host, either put a warning or change.
"Many Sexy Girls to meet now!" is not a porn ad :)
Plus this host doesnt care what you upload, speed is excelent, and no stupid clicking and waiting like on rapidshare.
anyway this radar is a mix of Teiman's (fading), Risujin's (new blip) and My (shrinking, proper range) code.
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rasz, you fucking fail. We will not see you in the weekend events. Cheapo.
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rasz, you fucking fail. We will not see you in the weekend events. Cheapo.
Im gonna cry, no, really!
no nading the base by "your ppl", kicking me off the server because Im better than your ass with MD, so SAD :(
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Cheapo.
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Keep the thread on topic guys. This is about a new alien radar, not alien crosshairs :o God knows we've had enouth of the subject.
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I dont give a shit. I've had quite enough of all you cheating faggots. Claiming to be good players, while all you are is disabled, since you need help.
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Nice work! I guess this could mean end of dretchs TK'ed from behind by charging tyrants.
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I think i kinda like the one from balance mod better, but thats my personal preference.
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I think i kinda like the one from balance mod better, but thats my personal preference.
> : D
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I dont give a shit. I've had quite enough of all you cheating faggots. Claiming to be good players, while all you are is disabled, since you need help.
You always make me laug h, reading your posts actually provide entertainment. :wink:
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I think i kinda like the one from balance mod better, but thats my personal preference.
> : D
damnit! :P
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Nice work! I guess this could mean end of dretchs TK'ed from behind by charging tyrants.
... dretch punt is a better solution.. though really if a dretch is in a position to be killed by a tyrant it should be. On FF servers it only bothers me if i've spent my hard earn evos and I try to move but some alien figures going THROUGH me is better than letting me move.
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Nice work! I guess this could mean end of dretchs TK'ed from behind by charging tyrants.
... dretch punt is a better solution.. though really if a dretch is in a position to be killed by a tyrant it should be. On FF servers it only bothers me if i've spent my hard earn evos and I try to move but some alien figures going THROUGH me is better than letting me move.
thats not the point, the point is you are an Alien with uber alien senses that let you see mental images of electric/electromagnetic forces thru walls on a great distances (like sharks), that should mean that you are able to sense your own units and buildings as well
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Who's that noobish and needs a crosshair for aliens?
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No one NEEDS them, there just real helpful in judging a variety of things such as Goon Spike Arc and such. However I don't use them mainly cause I can't be bothered to fiddle around with PAKs and I'm used to the main UAI
_________________________________________________ ______________
Game Name: Nirvana
Servers: Game Arena 1,2,3
Not dissapointed, nor am I banned, I really need a name change
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Really nice Job Rasz_pl! Looks good on the screenshots ;)
One question: what is the BIG RED dot left on the screen?
@lava: Jealous? Ah! Wait! Just kick/ban some people from SatGNU to get rid of your anger :D
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One question: what is the BIG RED dot left on the screen?
am I the only one with seta cl_autoRecordDemo "1"?
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Er, don't you already get a crosshair when you're an Adv. Goon?
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am I the only one with seta cl_autoRecordDemo "1"?
I think so.
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I don't consider alien crosshairs as cheating because the .menu files are text-files and so I consider changing .menu-files the same way as binds or even changing the original keysettings. Look at Q3A: you can't change huds unless you recompile the source code. That's cheating, changing text-files like .cfg and .menu isn't.
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Stop the useless chat about alien crosshairs, everyone knows what the usage of them means, you are only trying to get more posts on your counter.
Most players say that they wish for teammates visible in alien radar, usually after accidental teamkills.
So: Where can people get this radar modification, can it be used on pure servers and what do devs think about adding this to next version?
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Stop the useless chat about alien crosshairs, everyone knows what the usage of them means, you are only trying to get more posts on your counter.
yep
Most players say that they wish for teammates visible in alien radar, usually after accidental teamkills.
yep, thats why I made it
So: Where can people get this radar modification, can it be used on pure servers and what do devs think about adding this to next version?
1 ill upload the patch to bugzilla
2 no, needs a mod/new trem version on the server :(
3 no idea, I still dont understand how the svn works in Tremulous. GAME.QVM patches go to svn, CGAME.qvm dont, ..... unless TJW makes them (MD zoom on mouse2), then thers no problem to patch cgame in svn (?!?!) ... so its a gray area :/
4 https://bugzilla.icculus.org/show_bug.cgi?id=2928
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Quite nice rasz_pl.
It might take some time adjusting to it but it looks very promising.
One problem i see isn't with your radar but rather mapping.
Similar to the cases where a human just appears around a corner without the radar picking up on it, imagine how much faster a charging tyrant will run u over without even knowing ur there.
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Quite nice rasz_pl.
It might take some time adjusting to it but it looks very promising.
One problem i see isn't with your radar but rather mapping.
Similar to the cases where a human just appears around a corner without the radar picking up on it, imagine how much faster a charging tyrant will run u over without even knowing ur there.
https://bugzilla.icculus.org/show_bug.cgi?id=2702
/me still thinks there should be a procedure to check all players positions globally regardless of bsp tree
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3 no idea, I still dont understand how the svn works in Tremulous. GAME.QVM patches go to svn, CGAME.qvm dont, ..... unless TJW makes them (MD zoom on mouse2), then thers no problem to patch cgame in svn (?!?!) ... so its a gray area :/
I told you twice already: Every patch has to be tested before it can be submitted to SVN. CGAME patches have too few testers because they require separate client release to get them working.
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3 no idea, I still dont understand how the svn works in Tremulous. GAME.QVM patches go to svn, CGAME.qvm dont, ..... unless TJW makes them (MD zoom on mouse2), then thers no problem to patch cgame in svn (?!?!) ... so its a gray area :/
I told you twice already: Every patch has to be tested before it can be submitted to SVN. CGAME patches have too few testers because they require separate client release to get them working.
so who and when tested "MD zoom on mouse2"?
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the difference may be that tjw knows what he is doing ;-)
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so who and when tested "MD zoom on mouse2"?
erm I dont think it needs testing just a small change
the difference may be that tjw knows what he is doing ;-)
:D he fixes bugs at light speed
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Has anyone fixed the problem with models dropping below the hitbox yet?
Eg.
Hovel/booster on ramp in ATCS
Building inside boxes on Tremor
Building Armory/Medistation/Telenode overhanging some ledges
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iirc thats fixed in svn
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so who and when tested "MD zoom on mouse2"?
erm I dont think it needs testing just a small change
the difference may be that tjw knows what he is doing ;-)
:D he fixes bugs at light speed
No one tested it. The first thing a trem player says when they play the SVN mdriver is "why is zoom broken?".
Balance mod has a lot of client side changes, including a new team-colored radar for both sides and zooming with +zoom AND mouse2. I had the idea to backport these as patches to SVN but I dont get the feeling that these kinds of changes are welcome in SVN yet. They are still focusing on fixing bugs and there are higher priority patches than client side appearance tweaks.
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No one tested it. The first thing a trem player says when they play the SVN mdriver is "why is zoom broken?".
Ah! Stop keeping all that legacy crap. People will learn to use mouse2 fast enouth. And if not, then we should restore a +zoom which shows a big fat blinking popup that autocloses 60 seconds later and not a second less written : "Use mouse 2 stupid!" Additionally, you'll automaticaly starting running in circles to show all aliens around how defensless you are.
Now THAT will teach them fast enouth how to zoom with the MD.
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Has anyone fixed the problem with models dropping below the hitbox yet?
Eg.
Hovel/booster on ramp in ATCS
Building inside boxes on Tremor
Building Armory/Medistation/Telenode overhanging some ledges
the building inside boxes on tremor is fixed, but models will still fall off of ledges, the only difference is that they will jump up onto anything that goes under the model (no more confusing people with 2 turrets inside each other, that was fun...)
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the only difference is that they will jump up onto anything that goes under the model (no more confusing people with 2 turrets inside each other, that was fun...)
looks strange though
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Has anyone fixed the problem with models dropping below the hitbox yet?
Eg.
Hovel/booster on ramp in ATCS
Building inside boxes on Tremor
Building Armory/Medistation/Telenode overhanging some ledges
the building inside boxes on tremor is fixed, but models will still fall off of ledges, the only difference is that they will jump up onto anything that goes under the model (no more confusing people with 2 turrets inside each other, that was fun...)
/me doesnt think so, I tested svn code earlier and it wasnt fixed + no patch in bugzilla (only "patched internally, will send patch later"
anyway current svn code is broken
src/cgame/cg_main.c:1720: unknown field `pmext' of `cg_t'
src/cgame/cg_main.c:1720: unknown field `pmext' of `cg_t'
make[1]: *** [build/release-linux-x86/base/cgame/cg_main.asm] Error 1
make[1]: Leaving directory `/home/rasz/source/trunk1'
make: *** [build_release] Error 2
rasz@capek:~/source/trunk1$ rasz@capek:~/source/trunk1/src/cgame$ svn update
At revision 848.
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src/cgame/cg_main.c:1720: unknown field `pmext' of `cg_t'
src/cgame/cg_main.c:1720: unknown field `pmext' of `cg_t'
make[1]: *** [build/release-linux-x86/base/cgame/cg_main.asm] Error 1
make[1]: Leaving directory `/home/rasz/source/trunk1'
make: *** [build_release] Error 2
rasz@capek:~/source/trunk1$ rasz@capek:~/source/trunk1/src/cgame$ svn update
At revision 848.
Haha .. maybe it should be pnext of cg_t? So much for testing before a commit. :D
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Has anyone fixed the problem with models dropping below the hitbox yet?
Eg.
Hovel/booster on ramp in ATCS
Building inside boxes on Tremor
Building Armory/Medistation/Telenode overhanging some ledges
the building inside boxes on tremor is fixed, but models will still fall off of ledges, the only difference is that they will jump up onto anything that goes under the model (no more confusing people with 2 turrets inside each other, that was fun...)
/me doesnt think so, I tested svn code earlier and it wasnt fixed + no patch in bugzilla (only "patched internally, will send patch later"
anyway current svn code is broken
src/cgame/cg_main.c:1720: unknown field `pmext' of `cg_t'
src/cgame/cg_main.c:1720: unknown field `pmext' of `cg_t'
make[1]: *** [build/release-linux-x86/base/cgame/cg_main.asm] Error 1
make[1]: Leaving directory `/home/rasz/source/trunk1'
make: *** [build_release] Error 2
rasz@capek:~/source/trunk1$ rasz@capek:~/source/trunk1/src/cgame$ svn update
At revision 848.
I dont know what you are doing wrong but it compiles I got that error 2 months ago and tjw updated it in a minute and it was working again
try getting a clean svn
edit:
svn 818
* my patch for bug 2758 neglected to add the new pmext struct into the
cgame code causing client crash when pouncing (oops)
ok not the same but I compiled it successfully
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(http://www.keepmyfile.com/thumb/116430668488e0dd.gif) (http://www.keepmyfile.com/image/88e0dd1217100)<br>
(http://www.keepmyfile.com/thumb/1164306686ccb36a.gif) (http://www.keepmyfile.com/image/ccb36a1217101)<br>
and the funny part, make those binds :
bind [ "team aliens; class builderupg; class builder"
bind ] "team humans; class ackit; class ckit"
fire up svn trem and press [ and ], you will hear HUMAN pain sound when spawning as granger and Granger pain sound when spawning as human ..
tested before it can be submitted to SVN.
Im pretty sure its the cgame code making those sounds in wrong places :)
CGAME patches have too few testers because they require separate client release to get them working.
too few testers, so lets NOT patch and test the code at all, brilliant, and so logical ! :)
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Has anyone fixed the problem with models dropping below the hitbox yet?
Eg.
Hovel/booster on ramp in ATCS
Building inside boxes on Tremor
Building Armory/Medistation/Telenode overhanging some ledges
the building inside boxes on tremor is fixed, but models will still fall off of ledges, the only difference is that they will jump up onto anything that goes under the model (no more confusing people with 2 turrets inside each other, that was fun...)
/me doesnt think so, I tested svn code earlier and it wasnt fixed + no patch in bugzilla (only "patched internally, will send patch later"
anyway current svn code is broken
src/cgame/cg_main.c:1720: unknown field `pmext' of `cg_t'
src/cgame/cg_main.c:1720: unknown field `pmext' of `cg_t'
make[1]: *** [build/release-linux-x86/base/cgame/cg_main.asm] Error 1
make[1]: Leaving directory `/home/rasz/source/trunk1'
make: *** [build_release] Error 2
rasz@capek:~/source/trunk1$ rasz@capek:~/source/trunk1/src/cgame$ svn update
At revision 848.
i just checked out a clean copy of svn 848 and it compiled just fine.
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i just checked out a clean copy of svn 848 and it compiled just fine.
yes, it was pebkac, still my point about lack of cgame patches in svn and lack of proper testing stands