Tremulous Forum
Mods => Mod Releases => Gameplay Changing => Topic started by: Risujin on June 09, 2007, 11:19:33 pm
-
Risujin's Arcade mod
Latest version: SVN971 version 14
http://risujin.org/tremulous#arcade
Please see the website for a list of features, screenshots, and downloads. My server, Risujin's Arcade mod, is currently running this mod. Please stop by and check it out! :)
-
client/server base/relic mismatch
D:
-
http://www.mercenariesguild.net/patches/?do=details&task_id=3
fyi undeference has a overflow patch do, and his code is more reliable
-
client/server base/relic mismatch
On your server? This happens when the wrong client PK3 is being used for the game VM ... either restart your Tremulous or !nextmap the server if you can and it should fix itself. If that doesn't work, restart the server.
http://www.mercenariesguild.net/patches/?do=details&task_id=3
fyi undeference has a overflow patch do, and his code is more reliable
I'll look into it.
-
Finaly! ^^
Looking foward to play this.
-
Finaly! ^^
Looking foward to play this.
omg dont play update highrise first it is like the official tremx map
-
Risujin,
Thanks. Welcome back. Hope you had a great vacation. Booting Trem now. Cya ig, k l8z. <3 HoR!!!
-
Finaly! ^^
Looking foward to play this.
omg dont play. update highrise first, it is like the official tremx map
there's some punctuation for y'all.
-
there's some punctuation for y'all.
I'm sure someone, somewhere, cares.
-
there's some punctuation for y'all.
I'm sure someone, somewhere, cares.
well it took me a minute to get what .forque meant.
-
u sutpid
-
Finaly! ^^
Looking foward to play this.
omg dont play update highrise first it is like the official tremx map
I know -.-''
I will update as soon as I find time to work on it and after i've found my penguin...
-
Can't wait to test out the Domination timer. :)
-
New version bump:
* Team overlay
* 3rd person perspective
* g_allowDevolve 0|1
* Bug fixes
-
Team over lay! Finaly something to help domination
-
Risujin, make more plague plz... i want to spread plague and kill all of my team mates and your team too!! PLZZ!!!
-
Someone should make a mod with a new buildable, the plague booster.
You can't affect (alien) teammates with the plague, but it can spread throughout the humans.
To balance that, the humans can have a dart gun that shoots like the las and poisons aliens.
-
Risujin, make more plague plz... i want to spread plague and kill all of my team mates and your team too!! PLZZ!!!
*cough*griefer!*hack*
Someone should make a mod with a new buildable, the plague booster.
You can't affect (alien) teammates with the plague, but it can spread throughout the humans.
To balance that, the humans can have a dart gun that shoots like the las and poisons* aliens.
hmm...
me likey dart gunz
-
Hey! I do it too!
xD
Frigging fun, and you know it, player1!
>_>
-
Hey! I do it too!
xD
Frigging fun, and you know it, player1!
>_>
itz twoo u spam-monkey
but try not try grief too bad...
I should mention Evelsoa means medistation-blocking with plague, preferably near the armoury, so everyone gets it and base is full of it (he'll crouch behind the reactor for half an hour with it) =/
@Ris: Can the server run HoR & Dom simultaneously or are they in different folders or something? That is, not on alternating maps, but together at the same time, with, say, Relics and Dom points on Niveus?
-
What's with the asterix in your quote?
o_o
Emphasising poisons?
-
What's with the asterix in your quote?
o_o
Emphasising poisons?
*it could also be a remote-bomb, or radiation sickness, or some other cool kind of dart (timed charge), and maybe dartgun has slower rate of fire, or fires salvo, or has tactical scope, or has burst-fire
-
Sounds good, maybe it could see a preliminary implimentation in a future release of TremX?
-
@Ris: Can the server run HoR & Dom simultaneously or are they in different folders or something? That is, not on alternating maps, but together at the same time, with, say, Relics and Dom points on Niveus?
That's the point of Risujin's mod, so you can do just that. :)
-
@Ris: Can the server run HoR & Dom simultaneously or are they in different folders or something? That is, not on alternating maps, but together at the same time, with, say, Relics and Dom points on Niveus?
That's the point of Risujin's mod, so you can do just that. :)
I only stayed for a couple of maps but is your server configured to deliver that, or does an admin have to adjust at mapstart?
Sounds good, maybe it could see a preliminary implimentation in a future release of TremX?
no sarcasm indicator?!
XD 8] ;p
-
Going to play now! :eek:
-
Shit
Nope, no sarcasm there at all. I'd like to see what that'd play like.
-
I only stayed for a couple of maps but is your server configured to deliver that, or does an admin have to adjust at mapstart?
I only configured Flap to have both.
-
I miss Plague relic :(
-
are you kidding me?
Nope, no sarcasm there at all. I'd like to see what that'd play like. I'd also like to apologize for putting words in your mouth. That wasn't very big of me. Bleah...
OK couldn't tell...
also, which part sounds good?
:-?
I only stayed for a couple of maps but is your server configured to deliver that, or does an admin have to adjust at mapstart?
I only configured Flap to have both.
OK I will go there now...
I miss Plague relic :(
there are still multiple ways for you to rain on other people's parades
-
Idea 1:
Maybe a 2x scope.
Looks like a lassgun.
5 darts/clip.
4 clips.
Has ROF of about MD/2.
Is a projectile weapon, but is nearly hitscan in speed.
No recoil.
Reload speed of shotgun.
Time between shots of shotgun/2.
That'd dizzy up the aliens, make their vision blur a bit, too?
Idea 2:
No scope.
Looks like a shotgun.
2 darts/clip.
7 clips.
ROF of MD.
Hitscan.
Small recoil. (A chaingun burst)
Reload of MD.
Time between shots of MD.
The alien that's hit takes 5 damage from the impact, and is poisoned, and dizzy.
-
btw it's version 8 today!
-
The build time bonus on capturing domination point is too subtle. Building a MG turret without any domination point let you finish the turret when the timer hits half. Capturing 1 domination point in a map with 3 increase the speed by about 1/8. Capturing all domination point roughly let you build another turret after 1 has been finished (but capturing all domination points in s1 as human is impossible). The timer used to tie to the build time of a buildable when we ran pure relic (isn't it a new svn change?). Humans can't play domination like this when they build so slowly.
-
Humans can't play domination like this when they build so slowly.
These effects are left-over from v7 Domination. The basic idea is that if you cannot hold half of the Domination points, you will be placed in pseudo Sudden Death. They are tuned such that holding half of the Domination points will result in normal settings. Holding no points will result in a minor nerf. Holding all DPs results in a significant buff. The stats affected are:
* Free kill time
* Build timer cooldown rate
* BPS
Perhaps another cvar should control whether these effects are on or off. They are not strictly necessary in timed Domination for instance.
On my server, I placed the Domination points on tremor closer to the humans. Humans are then often able to win if they can lock down even one DP with two or three turrets. To do this, they must hold one or both of the DPs which is easy enough in instant Domination if you have a stronger team.
-
what's new in version 8?
thread update, plz...
-
These effects are left-over from v7 Domination. The basic idea is that if you cannot hold half of the Domination points, you will be placed in pseudo Sudden Death. They are tuned such that holding half of the Domination points will result in normal settings. Holding no points will result in a minor nerf. Holding all DPs results in a significant buff. The stats affected are:
* Free kill time
* Build timer cooldown rate
* BPS
Perhaps another cvar should control whether these effects are on or off. They are not strictly necessary in timed Domination for instance.
On my server, I placed the Domination points on tremor closer to the humans. Humans are then often able to win if they can lock down even one DP with two or three turrets. To do this, they must hold one or both of the DPs which is easy enough in instant Domination if you have a stronger team.
With share the alien team can get a goon in about 20 seconds after whipping out the first human domination team. Humans can't really fight for DPs because they have to afford 1 builder at least. S1 humans are basically "stealing" the DPs rather than dominating them. Aliens need not to build anything near DP until the end of the game. And 1 builder can't build up the first DP easily when building is such slow. When goon arrives it can basically hold the domination point near the human default base by itself. Then human is basically screwed if the nearest domination point is camped. Aliens own all DP and get many free evos and are all goon a minute later. Then while human is still building the third turret in their main base they are already destroyed. Game lasted for 1 minute and 30 seconds.
In HK most local players are very good at aliens. 100% headshot rate with any alien class plus no delay between each attack is expected by any human players. Not to mention all high ping nubs only join humans. Humans don't have any chances without a turret to help. I found tjw's new build timer cooldown rate suitable for domination. Or I would say generally faster building rate is needed for domination. It is not a problem to build a turret with 1 minute in a vanilla game, since most humans are camping anyway. But in domination the game is a lot faster and human can't afford to have 1 or more builder for a long time. When they quickly build-up they have to advance and get more DPs. Humans basically have 3 things to worry about. One is to hold at least 1 DP, second is to defend the main base, third is to attack more DPs or to assault the alien base directly. For aliens? Nothing, kill everything in your way and stand near the colored characters. Even a killwhore can do the job.
Oh, and something I would like to ask:
1. Can you add layout commands to clear all domination points and relic fonts during devmap?
2. Can you make it so unknown relic won't generate relic that is set to 0 by the server?
-
With share the alien team can get a goon in about 20 seconds after whipping out the first human domination team. ... When goon arrives it can basically hold the domination point near the human default base by itself.
Well I would like to argue that this isn't so much an issue with Domination as it is with Tremulous in general. When humans are S1 and the aliens have goons, the humans' only chance for survival is camping to S2. Domination simply prevents camping which exacerbates this inequality.
In HK most local players are very good at aliens. 100% headshot rate with any alien class plus no delay between each attack is expected by any human players. Not to mention all high ping nubs only join humans.
Not just in HK, anywhere. Good players only join Aliens because victory is inevitable.
I found tjw's new build timer cooldown rate suitable for domination. Or I would say generally faster building rate is needed for domination. It is not a problem to build a turret with 1 minute in a vanilla game, since most humans are camping anyway. But in domination the game is a lot faster and human can't afford to have 1 or more builder for a long time.
Are you suggesting that the build timer should cooldown faster for Humans in Domination or in general?
Oh, and something I would like to ask:
1. Can you add layout commands to clear all domination points and relic fonts during devmap?
The best way is to !restart *BUILTIN* right now. If you are in devmap and people join and make a mess of things, you really don't know who built what where anyway.
2. Can you make it so unknown relic won't generate relic that is set to 0 by the server?
This is a thorny issue. I'm not entirely sure how to deal with it. The problem for a server operator is:
* I only want ? relics to spawn so I set g_relic* to 0 for everything
* I hate the translocate relic, I don't want ?s to turn into them
What's a good way around that? I don't want to add a second set of cvars that control what ?s can turn into.
Perhaps I should do it this way: the ?s will only spawn from ? founts or if it appears on the map in a random spot and some cvar is set. Remove g_relicUnknown and whatever the ?s turn into will obey the other cvars.
-
<3 translocate!
-
Well I would like to argue that this isn't so much an issue with Domination as it is with Tremulous in general. When humans are S1 and the aliens have goons, the humans' only chance for survival is camping to S2. Domination simply prevents camping which exacerbates this inequality.
He said "with share": without it this would be far less of a problem. Furthermore, I'll dispute the statement that humans need s2 to beat alien s1 - a team of shotguns seem to do the trick in most cases.
Not just in HK, anywhere. Good players only join Aliens because victory is inevitable.
I join humans whenever I can and quite often win. That may not be true against really skilled enemy teams but well, they're not that common.
This is a thorny issue. I'm not entirely sure how to deal with it. The problem for a server operator is:
* I only want ? relics to spawn so I set g_relic* to 0 for everything
* I hate the translocate relic, I don't want ?s to turn into them
What's a good way around that? I don't want to add a second set of cvars that control what ?s can turn into.
Perhaps I should do it this way: the ?s will only spawn from ? founts or if it appears on the map in a random spot and some cvar is set. Remove g_relicUnknown and whatever the ?s turn into will obey the other cvars.
Bitfields. A set of switches like that will only really need one cvar.
-
Well I would like to argue that this isn't so much an issue with Domination as it is with Tremulous in general. When humans are S1 and the aliens have goons, the humans' only chance for survival is camping to S2. Domination simply prevents camping which exacerbates this inequality.
That's why. In domination the human main base is very weak. They need to capture DPs for extra defense. They have to go even if they know they can't win. But humans need to leave at least 1 person to defend the main base and 1 builder has to go with the domination team to secure a DP which means two less people will be fighting in the front line. With the current build speed humans usually can only build 2 turrets near a DP at most with their first life. We used to have the domination patch over the relic timer which the building was about 2x faster. To hold off a goon for a few seconds 3-4 turrets are needed at least. Also the guy who is defending the main base can use the BP more effectively when a DP is captured. Generally faster building let a domination game to survive a lot longer in my experience.
Not just in HK, anywhere. Good players only join Aliens because victory is inevitable.
I wasn't really saying this. Actually we always have overall better human team than alien team. It is just that even the best human can't do anything to a tyrant with a rifle. Most of the time, when human survives past s2, they always win because our community is small and teamwork is always good. But only 1 out of many games human can live past s2.
Are you suggesting that the build timer should cooldown faster for Humans in Domination or in general?
I prefer 2x faster building for both teams in domination, while capturing all DP further empowers it by 50%. I would rather see both team successfully build up on at least a DP rather than no one bothers to build at all.
The best way is to !restart *BUILTIN* right now. If you are in devmap and people join and make a mess of things, you really don't know who built what where anyway.
That's alright. It is not something really too important. Actually I was asking if there can be commands to clear all DP or all relic fonts. In case I screwed up something and couldn't find it or didn't make progress save.
This is a thorny issue. I'm not entirely sure how to deal with it. The problem for a server operator is:
* I only want ? relics to spawn so I set g_relic* to 0 for everything
* I hate the translocate relic, I don't want ?s to turn into them
What's a good way around that? I don't want to add a second set of cvars that control what ?s can turn into.
Perhaps I should do it this way: the ?s will only spawn from ? founts or if it appears on the map in a random spot and some cvar is set. Remove g_relicUnknown and whatever the ?s turn into will obey the other cvars.
The problem right now is if you want to disable certain relic you have to disable unknown too. Making unknown relic only spawn on a unknown font is good. It can make map exploring more fun and rewardable.
He said "with share": without it this would be far less of a problem. Furthermore, I'll dispute the statement that humans need s2 to beat alien s1 - a team of shotguns seem to do the trick in most cases.
Without share it won't change much actually. The first goon usually appear in about ~30 seconds while humans go out to get the first DP and die. There are always 400+ ping people who doesn't know how to use an armory in case you need evo. With share you have a super alien player supporting the whole team with evolve point so even the worst player in the team can get a goon. Without it that super alien player still can pretty much own every S1 human himself anyway, Share generally is used to let late joiners be more useful earlier. And a team of shotguns won't make it: You are fighting the same number of goons with the same number of shotguns (or even less).
Some other things regarding relic balance:
1. Half relic makes damage truncated which gives alien a obvious advantage with it -- rifle only doing 2 damage each bullet to a 1/2 goon. If 0.5 damage is not possible to do, please make it round up the damage instead. This relic gives alien too much advantage in any situation and further worsen the s1 balance (all human ranged weapon in s1 except chaingun has their damage truncated to this relic). Also x2 takes into account before 1/2, a x2 rifle shooting a 1/2 goon will do 2 damage each bullet. Kind of a bug.
2. Vampire. This relic should work differently on both sides. I have done a test, using chainsuit with vampire and fight a tyrant head-on. The tyrant keeps attacking my head while I burst chaingun ammo into the tyrant. I win with 136hp left. something is wrong here. A human increases its defense by increasing its armor level while an alien increases its hp. Basically 1hp to a BS worths a lot more than 1hp to a tyrant. That creates an imbalance when a full luci shot can do like 250 damage while a tyrant hit is only 110 in raw damage. A lucisuit can take down windowroom with 160bp worth of defense himself with more than 100hp left, an adv.goon can do the same. But the main problem is in alien fighting human head-on with vampire, the alien absorb way less hp than the human absorb. I don't really have an idea on how to balance this..but currently it can't be used because humans instantly win if they find it.
3. Similar to 2., heal relic and resurrection relic should work based on percentage instead of a set value. Battlesuit healing 5hp/second is very fast but aliens won't have much advantage with this relic. Same as resurrection, resurrecting with 25% total hp would be better than only 25.
4. Radiation doesn't seem to take armor level in calculating the damage. Making it very useful for alien in damaging battlesuit while the damage done to a tyrant is too subtle to mention.
About t-saw:
I dunno if there is anything can be done to mod this weapon. We want to include it in this mod but this weapon is pretty much broken. A battlesuit with t-saw can easily win a tyrant 1on1. I dunno if we can add something similar to the basilisk grab time on it. Dunno how that value works actually. And whether one can quickly re-grab something after the grab time is reached.
-
Recently I tried instant domination mode, found a bug that domination points are sometimes not capturable. A DP may stick to a certain team after a few dominations, and the opponent team can't capture that DP even if they clear all enemy and buildings. I have never seen a neutral DP or more than 1 DP at a time having this problem though.
EDIT: I found out the problem with some tests, the radius which indicates if a building has control over a DP is large and goes through walls, causing the alien or human starting base holding a DP from the beginning. In the stock layout of atcszalpha building on the sideway can hold both A and B. In theBunker the starting human base already has control over the bedroom so a DP there will be human's.
Also, in traditional domination, radiation relic and human building explosion will "damage" a DP and reverse the capturing process graphically. It does not really reverse the process though, just may confuse new players sometimes.
-
I prefer 2x faster building for both teams in domination, while capturing all DP further empowers it by 50%.
...
Making unknown relic only spawn on a unknown font is good. It can make map exploring more fun and rewardable.
...
1. Half relic makes damage truncated which gives alien a obvious advantage
...
2. Vampire
...
3. Similar to 2., heal relic and resurrection relic should work based on percentage instead of a set value.
...
4. Radiation doesn't seem to take armor level in calculating the damage. Making it very useful for alien in damaging battlesuit while the damage done to a tyrant is too subtle to mention.
...
Also, in traditional domination, radiation relic and human building explosion will "damage" a DP
Thanks for the feedback, I will be working on the mod today and I will try and fix these things.
EDIT: I hope I have made things better, swing by my server and have a peek sometime. I'll upload the patch if you're interested.
-
I'll upload the patch if you're interested.
plz do so
-
I'll upload the patch if you're interested.
plz do so
I changed the name of the mod to Arcade mod but it's still what used to be "Risujin's mod", here is the patch:
http://risujin.org/pub/tremulous/arcade
There is now a list of features up on my website:
http://risujin.org/tremulous#arcade
-
will it run in my arcade machine?
-
To Risujin,
I really want a change log stating exactly what the change/bug fixes are from the last version : (
-
@Ris: Awesome!!!
-
will it run in my arcade machine?
As soon as you gut it and replace the innards with a PC.
I really want a change log stating exactly what the change/bug fixes are from the last version : (
I realize maintaining the Relimination mod isn't easy when I don't distribute the changes separately. It might be easier to maintain Relimination as a patch against Arcade.
I keep a paper record of most of my changes, here is what it says changed since version 7 of Risujin mod:
Risujin 8 --
* Spectators no longer inherit Feeds
* Improved team change messages
* Dragoon pounce range reduced to melee range
* Silent relic silences death sounds
* Granger slash has sound effect
* Vampire relic prevents activation of medkit
* Allow deconstruction of dead buildables with marking
Risujin 9 --
* Fixed spelling "Font" to "Fount"
* g_relicFountsOnly
* Heal, plague, and radiation relics now percentage based
* Invisible ejects when OM/Reactor is down
* New blank Fount texture
* Heal relic scales health instantly
Arcade 10 --
* 2 second invulnerability after spawning
* Silence relic silences ambient building sounds
* Plague relic interaction bugs fixed
* Domination timer warning sound plays when the timer is low
* \share and \donate integrated with new SVN
* Team overlay moved to upper left hand corner
Arcade 11 --
* Handicap system with client side display
* Various fixes regarding health scaling
* Overlay will not bump down console during intermission
* g_chatBalloons 0 will disable chat balloons
* Domination tick sound a little louder
I also have a small list of bugs for the next version already.
-
To Risujin,
With the change log, you have turned 100% to a perfect modder and gain /me 's love. Let s kiss >3<
-
With the change log, you have turned 100% to a perfect modder and gain /me 's love. Let s kiss >3<
I've uploaded the patch for version 11 as well. The changelog is pretty deceptive though. A small change like the spelling fix "font" to "fount" changed 5 files and more than 25 instances in the code...
-
Changelog for version 12:
Arcade 12 --
* g_relic* and other variables will not spam when changed
* Tyrant health nerfed, charge restored, health aura gone
* Basilisks have healing aura and some buffs from TJWs mod
* "Server isn't allowed to set g_domination..." message fixed
* invisible.bmp reformated to a JPEG, apparently this caused issues with some Linux players
* Handicap icons are now ... handicap icons :)
* Mini relic no longer slows the player down, damage and health are halved
* Fixed a bug that caused players to get stuck after their Mini relic was ejected
* Medkit is no longer usable for players with Vampire relic
* Ammo relic spread reduced
* Team overlay still shows when the scoreboard is up during normal play
* Radiation relic damage is now half constant half maximum percentage based
* Barricades are now obscenely cheap at 6 bps
-
Is your server still up, Ris?
I'll have to look for it.
Sounds like you're starting to incorporate some 1.2 changes...
-
how many servers are running this mod actually? :-?
-
Is your server still up, Ris?
I'll have to look for it.
Sounds like you're starting to incorporate some 1.2 changes...
Yes, it went down last night due to a power outage but I started it up again this morning. I'm trying to be very careful about which 1.2 changes I'm incorporating. I don't like many of the 1.2 changes. Everyone seems to agree that the better basis are more fun though. :)
how many servers are running this mod actually? :-?
Just mine. :(
I think a lot more people hosted Balance because I spammed the General Discussion section. Mod releases is a pretty quiet place though...
EDIT: The server VM download now includes sample config set.
-
New version run in my casual server (in my home :)) {M}Machines Arcade.
It made success between the experienced players.
I am using domination for the first time activated.
The game is very agitated!
I adored the configurations that now come ready.
It lacked layouts ready for other maps beyond the ATCS.
Tip:
To edit alone layout, it adds in server.cfg:
g_doWarmup 0
-
OK there's 2 servers...
-
I got an error,
Bad corpseNum on corpse entity. -1
-
Risujin, I see from your website that you're using Mosse's credit overflow patch. Have you looked at it closely, or debugged it at all?
I ask because it's currently the leading candidate for causing a crippling infinite loop on a server I know a while back, not to mention several other potential problems with incorrect uses of playerState (it seems wide open to assorted bugs from spectators et al).
At the moment, I'd advise that any servers that run it keep it switched off. I couldn't replicate the bug in my brief test but the code is certainly worth checking.
-
bugs are natural in tremulous
-
theyre tremulice
-
I got an error, Bad corpseNum on corpse entity. -1
When does this happen? When playing on someone else's server or when you host locally?
Risujin, I see from your website that you're using Mosse's credit overflow patch. Have you looked at it closely, or debugged it at all?
Actually I haven't even used it once... I'd better look at it as you say, I don't trust Mosse at all. :)
-
Referring to the credit overflow thing, the players of our clan server indicates that the credit overflow can give some players (depending on the cvar setting to 1 or 2 ..) will be given full evo/credits and then the next players .. And finally every1 get full evo/credits
-
I got an error,
Code:
Bad corpseNum on corpse entity. -1
I have same problem. Im currently trying to host this mod but on server connection the list of changes comes up but then goes back to main menu and says that bad corpsenum please Help soon!!! :(
-
There is a critical flaw about the handicap system that alien and human regenerate speed is the same in any handicapped level. Which means you can heal yourself while setting the difficulty to nightmare and reverse back the difficulty.
Also, while playing aliens for a few games, I noticed many strange behaviors in arcade v12.
1. Larger aliens (goon and above) seems unable to hit anything at very close range, that significantly makes them hard to hit buildings and sawers.
2. Booster has no healing aura, but sometimes I notice very quick regeneration near it (like 3x-4x).
3. My tyrant hp is still 400.
4. Basi healing aura is not working, it only applies to self. Normal basi is healing at 3hp/s and adv.basi is at 6hp/s? There is absolutely no way to speed up regeneration of other alien classes.
I can't say for the relics now, need more testing.
-
I got an error,
Code:
Bad corpseNum on corpse entity. -1
I have same problem. Im currently trying to host this mod but on server connection the list of changes comes up but then goes back to main menu and says that bad corpsenum please Help soon!!! :(
I need more info:
1) Are you hosting with TJW's tremded?
2) Are you connecting with the stock Tremulous client?
3) Is the server pure (sv_pure 1)?
4) Did you get the server VM from the website?
There is a critical flaw about the handicap system that alien and human regenerate speed is the same in any handicapped level. Which means you can heal yourself while setting the difficulty to nightmare and reverse back the difficulty.
Yikes ...
1. Larger aliens (goon and above) seems unable to hit anything at very close range, that significantly makes them hard to hit buildings and sawers.
Yes, I know what the problem here is and I've fixed it for the next version.
2. Booster has no healing aura, but sometimes I notice very quick regeneration near it (like 3x-4x).
It should have a 3x healing aura (as in TJW's mod).
3. My tyrant hp is still 400.
:eek:
4. Basi healing aura is not working, it only applies to self. Normal basi is healing at 3hp/s and adv.basi is at 6hp/s? There is absolutely no way to speed up regeneration of other alien classes.
Hmm ... that's strange. Perhaps the original Tyrant healing aura was bugged..? I will test this.
I can't say for the relics now, need more testing.
Thanks for testing the mod, I will get to fixing those bugs right away.
EDIT: I found the infinite loop bug in Mosse's credit overflow patch. I will rewrite the code so it works.
-
1)Tremded.exe
2)Umm ?
3)No
-
I played some more, there is really no regeneration aura for booster and both basilisk. Yes they don't increase regeneration for any alien classes. While I sometimes get 3x regeneration when I was not near any building. Strange.
Something about the UI:
Most of our players dislike the new position of the teamoverlay, they need larger eye movement to see it now. Could we have options to set it on the top or the middle, for both sides of the screen?
The new smaller font with shadow is great, we want it all the time and not just during spec :D
-
1)Tremded.exe
Should be fine then.
2)Umm ?
I recommend either mine or TJW's client.
3)No
Please enable it! Also, (I added 4 in an edit) go download the VM tarball, I think you're missing it (link below).
I played some more, there is really no regeneration aura for booster and both basilisk.
I've fix this and other issues. Here is the new (12b) server VMs (http://risujin.org/pub/tremulous/arcade/arcade-svn964t-12b-vm.tar.gz) and patch (http://risujin.org/pub/tremulous/arcade/arcade-svn964t-12b-patch.tar.gz).
Most of our players dislike the new position of the teamoverlay, they need larger eye movement to see it now. Could we have options to set it on the top or the middle, for both sides of the screen?
It was really in the way of everything when it was in the center but yes I can make the team overlay positionable.
The new smaller font with shadow is great, we want it all the time and not just during spec :D
Then disable your custom HUDs fools! ;)
Alternatively, just copy the Console section from the three HUD UI files in the PK3 to your custom HUD files.
-
I think letting the messages overlapping with the teamoverlay on the left top will be okay with teamoverlay alpha = 0.02-0.05.
Also for your HUD and 1280x1024, there seems to be a problem with the teamoverlay that half of the topmost player's states disappeared
-
Another bug with handicap:
Setting it higher than 100 will not affect your hp, but it will show Handicapped symbols on the scoreboard.
-
I think letting the messages overlapping with the teamoverlay on the left top will be okay with teamoverlay alpha = 0.02-0.05.
Also for your HUD and 1280x1024, there seems to be a problem with the teamoverlay that half of the topmost player's states disappeared
that is what you get for hardcoded gui
-
I think letting the messages overlapping with the teamoverlay on the left top will be okay with teamoverlay alpha = 0.02-0.05.
No, I tried it ... it is illegible. :(
If you would like to enable the overlap, edit out the Console nudge hack in cg_draw.c.
Also for your HUD and 1280x1024, there seems to be a problem with the teamoverlay that half of the topmost player's states disappeared
What do you mean by "states disappeared"? I don't see any problems at 1280x1024 or any other resolution...
Another bug with handicap:
Setting it higher than 100 will not affect your hp, but it will show Handicapped symbols on the scoreboard.
I tried various numbers, I do not see handicap symbols with anything above 100 or below 0. What number did you use? :?
that is what you get for hardcoded gui
Actually it is possible that there is a problem with a custom HUD. However, if I didn't hardcode the overlay no one with a custom HUD (i.e. everyone) would see it. It's not easy being a modder...
-
Nice 12b, it fixed all the mentioned problems above :)
Though, there are still a few minor problems.
1. Evolving/De-evolving gives you full hp instantly.
2. Breaker relic seems unable to eject teammate when friendly fire is off.
3. There is a bug in the overflow system that sometimes you will receive a message saying you have received donation from the opposite team players, like alien receiving credits.
The push force of push relic is too strong. See how a human with push relic pushes a goon to no end and uses luci jump to evade all trappers in an alien base. But this relic is almost useless for alien..
The time for a relic to disappear itself is too long IMO and can lead to situations which relics are everywhere on the map but not on any relic founts. I think relics should disappear themselves in about every 20-30 seconds to refill the relic founts more rapidly, making it more rewardable to visit them.
Also, when I build a relic fount on the ceiling, the relic will drop on the floor when spawned, is there any ways to make the spawning relic hang on the fount instead?
The DP "nobuild" area of RC/OM needs to be a lot larger, but not extend through walls. It is really sad to see that a human team tries to abuse the range as hard as possible to build near a DP every games.
About the UI, maybe you should make your own custom HUD too, most of the players nowadays more or less use a custom HUD and they can't see the new font. Just a simple yet powerful HUD like chomper's would do :D
-
I got an error, Bad corpseNum on corpse entity. -1
I think this happens when too many people/things die at once.
-
1. Evolving/De-evolving gives you full hp instantly.
I noticed this, I thought I fixed it in 12b... maybe not, I didn't get a chance to test.
2. Breaker relic seems unable to eject teammate when friendly fire is off.
Yeah, it relies on damage ... I will fix that.
3. There is a bug in the overflow system that sometimes you will receive a message saying you have received donation from the opposite team players, like alien receiving credits.
Crap.. I'll look into that. At least it doesn't crash the server, eh? :)
The push force of push relic is too strong.
The fine process of tweaking ... the relic used to be too weak! Time for another round I guess.
The time for a relic to disappear itself is too long IMO and can lead to situations which relics are everywhere on the map but not on any relic founts.
They won't disappear if someone is close to them. Normally I think they disappear after 5 minutes. I can tweak it though.
Also, when I build a relic fount on the ceiling, the relic will drop on the floor when spawned, is there any ways to make the spawning relic hang on the fount instead?
I can't see any benefit in it. Relics obey the laws of physics though so, no, they have to drop.
The DP "nobuild" area of RC/OM needs to be a lot larger, but not extend through walls. It is really sad to see that a human team tries to abuse the range as hard as possible to build near a DP every games.
It has to extend through walls, otherwise all you need to do is round the corner and you can build your reactor. I can raise the range a bit, I also think it's not large enough, but I think it will cause problems.
About the UI, maybe you should make your own custom HUD too
You know I use the standard HUD, there's nothing wrong with it. :roll:
-
I found a bug in the heal relic. When an alien picks up a heal relic while not in full health, the max hp is not calculated correctly.
Reverse relic can heal teammate beyond full health, a feature?
I noticed this, I thought I fixed it in 12b... maybe not, I didn't get a chance to test.
Not yet fixed in 12b.
I can't see any benefit in it. Relics obey the laws of physics though so, no, they have to drop.
No benefit, I just think it would be funny to have some relic founts that can only be accessed by wall-walking aliens and jets.
It has to extend through walls, otherwise all you need to do is round the corner and you can build your reactor. I can raise the range a bit, I also think it's not large enough, but I think it will cause problems.
Extending through wall will cause many problems in certain map designs, maps like flap, thebunker and atcszlpha etc, which two large areas are just actually separated by a thin wall. Though, I can understand moving base near DP is something hard to fix perfectly.
You know I use the standard HUD, there's nothing wrong with it. :roll:
:wink:
-
The team overlay problem mentioned only exist while game resolution = windows resolution and the game running in window mode ..
Here are some screenshots
http://hsp.hk:83/files/windows.jpg
http://hsp.hk:83/files/fullscreen.jpg
Plz start tremulous to adjust the brightness : ))
-
I used 120, and got 3 symbols.
-
I used 120, and got 3 symbols.
Cannot reproduce.
I found a bug in the heal relic. When an alien picks up a heal relic while not in full health, the max hp is not calculated correctly.
Cannot reproduce. I'll admit some of the health numbers look weird, 350 * 3 / 4 = 263 max health for Tyrant for instance.
Reverse relic can heal teammate beyond full health, a feature?
I forgot to post a changelog, sorry, this is intentional.
No benefit, I just think it would be funny to have some relic founts that can only be accessed by wall-walking aliens and jets.
Well you have to do it the old fashioned way, putting them on out-of-reach ledges. :)
I have updated the VM and patch. Some of the changes also apply to the client PK3 but I don't think there are enough important changes to make a new PK3 yet.
http://risujin.org/pub/tremulous/arcade
Now finally a changelog:
Arcade 12c --
* Muzzle offset now in center of model as it should be
* Mosse's credit overflow rerouted to donate system
* Donate bugs should be fixed
* No more free-floating 3rd-person spectators
* Relic founts spawn relics slower (20 sec)
* Teamoverlay no longer drops a player when you are in limbo
* Evolving no longer gives full health
* Breaker relic works with friendly-fire off
* Booster and basilisk regeneration auras fixed
* Reverse damage relic will now give up to 150% hp to a player
* Team overlay can be placed in the upper left or the left center
* Relics will disappear faster (20 sec)
* Push relic significantly weaker for low damage weapons
* Domination Reactor/Overmind no-build range extended
* Teammate overfull health is colored cyan
* Infopanes more complete, show new features in yellow
-
I forgot a problem from 12b, that the resurrect relic resurrection gives players 2 seconds invulnerability. Also, it has been a long time issue, that dead players with resurrect relic do not disappear on both the alien and human radar, can it be fixed?
Some of our players suggested that there should be icons showing players in invulnerable state and they shouldn't be able to damage enemies during it.
In the arcade 12c change log, one fix should be "Breaker relic works with friendly-fire off"
-
EDIT: I found the infinite loop bug in Mosse's credit overflow patch. I will rewrite the code so it works.
Out of curiousity, have you done this yet? And what about all the uses of ps. instead of pers.?
Not meaning to be pestering, if it was that important to me I'd do it myself, but I'm anxious to see it fixed so that nobody else has any problems with it.
-
I forgot a problem from 12b, that the resurrect relic resurrection gives players 2 seconds invulnerability.
This is intentional. The invulnerability time is a bit longer than it really needs to be but it lets resurrecting players and just-spawned players get on their way. I think I will add a cvar for the time period and as you suggest an icon or a Quad-damage style aura.
Also, it has been a long time issue, that dead players with resurrect relic do not disappear on both the alien and human radar, can it be fixed?
Yep, will do.
In the arcade 12c change log, one fix should be "Breaker relic works with friendly-fire off"
You don't miss a thing! I hope that's a true statement, I haven't actually tested it. :)
EDIT: I found the infinite loop bug in Mosse's credit overflow patch. I will rewrite the code so it works.
Out of curiousity, have you done this yet?
I have fixed the code so that in theory there are no problems, but I haven't tested it well enough yet. I can release a full patch once all the little annoyances are out of the way. Basically, the fix amounts to this:
void G_OverflowCredits( gclient_t *ent, int credits )
{
if( g_creditOverflow.integer )
G_Donate( ent, credits, qfalse );
}
Do not use the old Donate function, it has problems (and the syntax changed anyway).
-
I wish you had written Donate the right way
so many servers using it. all have that unfunny donate bug
-
I wish you had written Donate the right way
so many servers using it. all have that unfunny donate bug
The trap is set. By now they will be so used to Donate they will have no choice but to use my mod!!! Ahahahahahhahaha!!! :medstat: :battpack: :advmarauder:
-
This will be on sst for a bit, called SST|Arcade.
-
This will be on sst for a bit, called SST|Arcade.
Oh snap, time for emergency bug fix release. :eek:
Could you let me know when you plan to run it? I still have a few bugs on the list which I need to fix before a large server should run it.
Additionally, layouts make or break this mod. I only include a sample layout for ATCS. If you'd like I can make more. Let me know what maps you would want.
-
We ran it yesterday, and yes it was buggy.
Layouts for the default maps, i can make the others.
-
We ran it yesterday, and yes it was buggy.
I'd appreciate specifics. ;)
-
Well, it crashed as soon as one or the other or both teams reached s3, or about at 20:00 each game.
-
Well, it crashed as soon as one or the other or both teams reached s3, or about at 20:00 each game.
I've had two crashes on my server so far .. I guess it'll need more testing. Sorry about that.
-
Risujin, I tested it too, probably was an older version that I tried it on. I think it was the first one with handicap....
-
The difficulty is causing some players troubles that newbies don't know what it means and turned it up. As a result they are being slaughtered and keep feeding during the game.
One suggestion to solve the problem is to apply a force-difficulty system that forcing the players in one server to use a default difficulty.
-
The difficulty is causing some players troubles that newbies don't know what it means and turned it up. As a result they are being slaughtered and keep feeding during the game.
One suggestion to solve the problem is to apply a force-difficulty system that forcing the players in one server to use a default difficulty.
Well people will notice fairly quickly what it means when they see they've just set their max HP to 20. If you have a n00b that refuses to turn down their own difficulty then there isn't much you can do, because they would probably feed anyway.
-
this very good mod I want to play but no server
-
New version 14 is mostly a long-delayed bugfix release. Changelog:
Arcade 14 --
* Silence relic silences more sounds
* Evolving will not remove boosting
* Can no longer donate during intermission
* Goomba damage increased
* Mini relic no longer slows you down
* Warmup does not interfere with devmap
* Radiation does not team poison players when FF is on
* Can no longer donate teammates credits (!!!)
* New cvar g_relicSpawn # will spawn players with a relic, set this relic to the same number as you would use with \give relic #
* Aliens can replenish boost by touching booster while boosted
* Reverse damage does not cause blood spurts, sound effect changed
* New variables popupText0 through popupText16 control the text displayed in the help popup shown every map
* Server package now comes with layouts from my server
* Relic trails update correctly in 3rd person view
* Vampire relic bugs fixed, leeches 3/4 of damage
* Spectators are no longer affected by builder relic speed handicap
The popupText cvars let you explain the game rules before the start of every map. Use them with map_configs as in the server package to make every map have unique gameplay! (Play UTCSB2 on my server and you'll see what I mean.) ;)
-
thanks I hop it will make servers I play
-
EDIT: sorry indeed i forgot something it works fine now
Risujin, nice mod! i like it very much
Another server running Arcade Mod from Risujin now :) just drop by on '[n00b] Arcade Mod' server :)
something wrong with the buildpoints system? noticed that sometimes i had 32 buildpoints and a moment later i have 0 and cant build anything while a few turrets got destroyed in the meantime
I like the mod, its one of the best out there for tremulous (tremx is just sucky and balance makes it unbalanced.. or it did on older version, havent tried recent though :P)
this mod just speeds it up even more, although the smaller hummies and aliens look funny and its harder to hit :P
-
something wrong with the buildpoints system? noticed that sometimes i had 32 buildpoints and a moment later i have 0 and cant build anything while a few turrets got destroyed in the meantime
Domination points give more BPS to whatever team controls them.
-
something wrong with the buildpoints system? noticed that sometimes i had 32 buildpoints and a moment later i have 0 and cant build anything while a few turrets got destroyed in the meantime
Domination points give more BPS to whatever team controls them.
ah k, explains :P
btw how about a function that allows admins and such start the game while not having to wait for another playing, so we can build layouts or w/e? and function to change the standard layout of a map?
i dont know but these small things could make an admin life much easier :p
-
btw how about a function that allows admins and such start the game while not having to wait for another playing
You should be able to as long as warmup is off. Add g_doWarmup 0 to the server config if it isn't there already.
so we can build layouts or w/e? and function to change the standard layout of a map?
You can use the "!devmap atcs" (or whatever map) command to enter development mode where you can insta-build layouts. Save with "!layoutsave arcade" and it'll work in game. Read the FAQ for Arcade mod for more info: http://risujin.org/tremulous#arcade (http://risujin.org/tremulous#arcade)
-
Nevermind, I had a problem running the mod on my server but I fixed it by putting the client pk3 in the arcade folder.
-
Version 15 also came out, but I couldn't tell the difference, to be honest.
-
Okay, I can run the mod on my server, but I have three problems. In order of annoying-ness:
1. Sometimes when a game is over, it won't load the next map. I can try both !allready and !nextmap, but that doesn't work either. Only thing that works is to do !map. Quite annoying, and normal players can't fix that themselves.
2. The relics don't seem to be able to spawn at random, only from Relic Founts. So there are no relics in the maps without relic founts.
3. The map information in the beginning of the game sometimes (or pretty often) show the info for wrong map, e.g. on ATCS it sometimes show the info for Tremor or DEFAULT, but the domination points and everything still are in the right place and the map is playable.
I used the map configs that came with the mod and I've checked the settings on them and they seem all right.
-
Okay, I can run the mod on my server, but I have three problems.
Sorry, but I'm no longer developing Arcade mod. In fact, I'm not working on Tremulous at all currently so I won't be able to fix bugs and version 15 (which did just have a tiny fix in it) will probably be the final one. If and when 1.2 is released, I might get back into modding, but I can't promise anything new until then.
2. The relics don't seem to be able to spawn at random, only from Relic Founts. So there are no relics in the maps without relic founts.
There is a cvar you should disable, g_relicFountsOnly 0. It should be in the default config.
3. The map information in the beginning of the game sometimes (or pretty often) show the info for wrong map, e.g. on ATCS it sometimes show the info for Tremor or DEFAULT, but the domination points and everything still are in the right place and the map is playable.
Yeah, I think this is just a visual glitch with the server not updating the variables properly.
-
Oh well, ok.
Thanks for number 2 anyway :)
-
hey guys i get this one problemb on trying to run this mod on my own server.
i keep getting this error:
Bad corpseNum on corpse entity: -1
help me out pls
-
wow what a necro
if you used the search you would have found risujin offering some advice to fix that very error
http://tremulous.net/forum/index.php?topic=5103.msg85959#msg85959
now for some real info what version are you trying to run under what tremded and have you placed all the files in the correct positions
if you are running version 14 get version 15 atleast here http://risujin.org/tremulous/ afaik that was the last release by risujin
if your getting it from his site there's http://code.google.com/p/arcade-mod/ that was being worked on in 2009 but seems dead now(and i dont think its official) it seems to have vers16 on it i haven't tried it though there's also a .patch provided here http://code.google.com/p/slackers-qvm/wiki/Mods that should be version 15 hopefully fully working with my qvm with little testing(and features/bugfixes that comes with a newer qvm to boot)(and close enough to latiku7SVN you should be able to port it with little trouble)
-
thanks for your help slacker
got it to work