Author Topic: 1.2 Gameplay Changes  (Read 1114939 times)

Norfenstein

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Re: 1.2 Gameplay Changes
« Reply #270 on: November 07, 2009, 02:32:02 pm »
The most a team will be able to scrape together will be maybe two or three people.
Which is often enough. You don't usually need to organize every player on your team, just more than the other team does.

snb

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Re: 1.2 Gameplay Changes
« Reply #271 on: November 09, 2009, 09:46:07 pm »
Hey I have a question, can the quake (3 is it? cant remember) engine handle a graphics upgrade? or would have to just make a whole new engine, or alternatively, can you upgrade this one? A graphics upgrade would be in the range of maybe a thousand more ploys handled on each model at max, with out any more lag than it has now, for example.

Also is it possible to create bump mapped textures for this engine?  or any advanced textures for that matter...


ALSO will 1.2 be a download by its own? or will it be simply an update download for the current version (note that I would prefer that it be its own new thing, since tremfusion messed up my console with tremulous, and I don't feel that I should have to go through the trouble of doing the work they said would fix it.  I just want to start over)
« Last Edit: November 09, 2009, 09:52:31 pm by snb »
Half Life head crab by the way
On Topic:
My favorite type of metal has to be whatever type Demons and Wizards fall into.

Lakitu7

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Re: 1.2 Gameplay Changes
« Reply #272 on: November 09, 2009, 09:57:37 pm »
Beta is an add-on to your existing, not-broken install. Final will be standalone.

snb

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Re: 1.2 Gameplay Changes
« Reply #273 on: November 09, 2009, 10:00:42 pm »
Beta is an add-on to your existing, not-broken install. Final will be standalone.


Yeah I know the beta, thanks though, for answering the question. I'm getting a freaking boner from it being standalone in final, I wont make the stupid mistakes I did before with the some of the add ons.
Half Life head crab by the way
On Topic:
My favorite type of metal has to be whatever type Demons and Wizards fall into.

Demolution

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Re: 1.2 Gameplay Changes
« Reply #274 on: November 09, 2009, 11:26:48 pm »
Hey I have a question, can the quake (3 is it? cant remember) engine handle a graphics upgrade? or would have to just make a whole new engine, or alternatively, can you upgrade this one? A graphics upgrade would be in the range of maybe a thousand more ploys handled on each model at max, with out any more lag than it has now, for example.

Also is it possible to create bump mapped textures for this engine?  or any advanced textures for that matter...

Could someone answer these as well?

Clan [AC] - For all your air conditioning needs please visit: http://s1.zetaboards.com/AC_NoS/index/
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and i am VERY stupid.

snb

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Re: 1.2 Gameplay Changes
« Reply #275 on: November 10, 2009, 10:57:08 pm »
Hey I have a question, can the quake (3 is it? cant remember) engine handle a graphics upgrade? or would have to just make a whole new engine, or alternatively, can you upgrade this one? A graphics upgrade would be in the range of maybe a thousand more ploys handled on each model at max, with out any more lag than it has now, for example.

Also is it possible to create bump mapped textures for this engine?  or any advanced textures for that matter...

Could someone answer these as well?

What he said

AND

CAN WE PLEASE HAVE SOME SORT OF FRIENDLY NO COLLIDE PLEASE!!!, not structures of course but player, its really annoying when you constantly bump into other players. Also maybe some structures should have no collide to friendlies too, like the booster, for example, or if not no collide, the ability to walk over it with out jumping.
Half Life head crab by the way
On Topic:
My favorite type of metal has to be whatever type Demons and Wizards fall into.

Norfenstein

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Re: 1.2 Gameplay Changes
« Reply #276 on: November 11, 2009, 12:38:14 am »
Use this thread for feedback (or, you know, the feedback forum). This thread is for asking about changes you want explained.
Split doomagent13's and wolfbr's suggestions into separate threads.

Norfenstein

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Re: 1.2 Gameplay Changes
« Reply #277 on: December 05, 2009, 04:37:39 am »
Please post feedback for 1.2 in the feedback forum; this thread is for asking about changes you'd like explained. Better to not bury your post ten pages deep anyway.

iRa`

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Re: 1.2 Gameplay Changes
« Reply #278 on: December 07, 2009, 08:46:40 am »
ok i dont know if u all will like my idea but what ever i think the best way for no camping is extreme suddendeath for me it was the best in Trem but now it's gone :(

maybe extremsd will be back ?


and another thing is that uhm hmm idk how to explain but if i push attack with my mouse
it feels like it attack a little bit later maybe its my mouse but on trem 1.1 it work all good

Rubuco

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Re: 1.2 Gameplay Changes
« Reply #279 on: December 07, 2009, 02:44:54 pm »
Tremulous 1.2 is really nice game for me. For extreme camp you can make for example ''promod'' like it was before. With this flying reapter.
Anyway im glad that i can come back to this game. (Finally something new)
Anyway from recent changes, basi is too much overpower now imo. Now you can kill 3 ppl with helmet without any scratch O.o , really easy one. But i like it. :)
Basi <3

HellsAngelz

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Re: 1.2 Gameplay Changes
« Reply #280 on: December 07, 2009, 06:40:14 pm »
Honestly guys as long as you keep the changes balanced, I don't care if I have to adapt to using a granger with 10000hp.

All I care about at the moment is the skins, especially that md I saw.

"Anyway from recent changes, basi is too much overpower now imo. Now you can kill 3 ppl with helmet without any scratch O.o , really easy one. But i like it. 
Basi <3"

Basi's were always strong, people just never clued in that basi swipe indeed had a longer range than basi grab.
Which leads to my next issue:
Why did you make basi grab longer than basi swipe?
That'd be like suggesting I would be able to properly and effectively grab someone before
I punch their teeth in.  ???

Norfenstein

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Re: 1.2 Gameplay Changes
« Reply #281 on: December 08, 2009, 12:56:01 am »
That'd be like suggesting I would be able to properly and effectively grab someone before
I punch their teeth in.  ???
Basilisks slash, not bite. And no one brought up realism when the slash was longer than the grab.

Realism has never been priority; Tremulous really isn't a particularly atmospheric game, and is definitely not a simulation, so I've never thought approaching its design from that standpoint was the right way to go.

I'm not sure I remember why those basilisk changes were made, but I'm pretty sure the grab range was increased simply because I wanted it to be easier, and then the slash range was reduced, probably to put it at parity with the painsaw (which is at 64 now). So basilisks still have the advantage if they can position themselves well, but painsaws aren't quite as helpless. And 64 for the basilisk slash is much more appropriate than 96 -- that's almost what the tyrant's reach is.

Paradox

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Re: 1.2 Gameplay Changes
« Reply #282 on: December 08, 2009, 08:59:59 pm »
Realism ruins games.

If it were realistic, when you died, well, you could never play the game again.

∧OMG ENTROPY∧

your face

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Re: 1.2 Gameplay Changes
« Reply #283 on: December 09, 2009, 02:36:33 am »
Psh, in 2000 years they will have clones and teleportation. ;D
spam spam spam, waste waste waste!

Hendrich

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Re: 1.2 Gameplay Changes
« Reply #284 on: December 09, 2009, 03:16:51 am »
It doesn't have to be realistic, it just has to make sense.

rotacak

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Re: 1.2 Gameplay Changes
« Reply #285 on: December 09, 2009, 12:48:26 pm »
ok i dont know if u all will like my idea but what ever i think the best way for no camping is extreme suddendeath for me it was the best in Trem but now it's gone :(

ESD = everyone camp. Only dead players not camp, because they doing absolutely nothing.

UniqPhoeniX

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Re: 1.2 Gameplay Changes
« Reply #286 on: December 09, 2009, 07:45:20 pm »
ESD / SD don't fix camping, they just make it end faster. The problem with camping is that a team can have all players sit in one place and not lose instantly. Domination mod pl0x.

David

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Re: 1.2 Gameplay Changes
« Reply #287 on: December 09, 2009, 08:47:54 pm »
I've already spoken to risujin about getting domination mod updated.  The }MG{Domination server is/was my all time favourite trem server.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
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I am not a dev.  Nothing I say counts for anything.

MitSugna

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Re: 1.2 Gameplay Changes
« Reply #288 on: December 09, 2009, 10:33:12 pm »
I've already spoken to risujin about getting domination mod updated.  The }MG{Domination server is/was my all time favourite trem server.
Talking to yourself again? Risujin left us for a few dollars :(

David

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Re: 1.2 Gameplay Changes
« Reply #289 on: December 09, 2009, 10:44:01 pm »
Just because he's not active in trem stuff doesn't mean he's dead.
He's still around and said it probably wouldn't be too hard and hopefully he'll have time some point over christmas.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

iRa`

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Re: 1.2 Gameplay Changes
« Reply #290 on: December 10, 2009, 11:30:22 am »
 pls i wanna have XD Extreme suddendeath !! <3 XD

daenyth

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Re: 1.2 Gameplay Changes
« Reply #291 on: December 10, 2009, 04:42:42 pm »
I've packaged tremulous-gpp for Arch Linux. It's available in AUR and as a binary from the Arch-Games repo.
Quote from: Bullislander05
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Demolution

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Re: 1.2 Gameplay Changes
« Reply #292 on: December 10, 2009, 05:51:50 pm »
I've packaged tremulous-gpp for Arch Linux. It's available in AUR and as a binary from the Arch-Games repo.

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Colynn'

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Re: 1.2 Gameplay Changes
« Reply #293 on: December 10, 2009, 10:51:36 pm »
Lucy is now WAY TOO FAR OVERPOWERED. I played many games, and that's what I disliked the most.
It becomes now very difficult a lucy with a rant or a goon...

And I find goon's and rant's range too short, but I didn't play those classes enough to have a real opinion.
Currently working on: REAL LIFE STUDIES BULLSHIT

Rubuco

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Re: 1.2 Gameplay Changes
« Reply #294 on: December 11, 2009, 08:25:29 am »
Im too lazy to search, so when will be full release? In thursday?
Or we need to wait littlebit more?

kevlarman

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Re: 1.2 Gameplay Changes
« Reply #295 on: December 11, 2009, 06:27:40 pm »
Im too lazy to search, so when will be full release? In thursday?
Or we need to wait littlebit more?
yes
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
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Norfenstein

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Re: 1.2 Gameplay Changes
« Reply #296 on: December 11, 2009, 10:26:53 pm »
Or we need to wait littlebit more?
Wait plus play a lot on the official servers.

kozak6

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Re: 1.2 Gameplay Changes
« Reply #297 on: December 13, 2009, 03:41:09 am »
Is the increased basi grab range intended to allow it to grab humans for other aliens to kill?

Would it be worthwhile to disable friendly fire damage for the basi while grabbing?

Norfenstein

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Re: 1.2 Gameplay Changes
« Reply #298 on: December 13, 2009, 02:59:13 pm »
Is the increased basi grab range intended to allow it to grab humans for other aliens to kill?
It was intended to make it somewhat easier to grab in general.

Would it be worthwhile to disable friendly fire damage for the basi while grabbing?
Why would it be worthwhile to single out one class in one situation to be killable by teammates when friendly fire is off, especially when that one situation is an act of teamwork?

mooseberry

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Re: 1.2 Gameplay Changes
« Reply #299 on: December 13, 2009, 07:59:44 pm »
Would it be worthwhile to disable friendly fire damage for the basi while grabbing?
Why would it be worthwhile to single out one class in one situation to be killable by teammates when friendly fire is off, especially when that one situation is an act of teamwork?

Correct answer: On the official servers, FF is off anyways.
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