Author Topic: GPP-1.1 Arena / ProTrem  (Read 39949 times)

ULTRA Random ViruS

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GPP-1.1 Arena / ProTrem
« on: November 21, 2012, 11:34:12 am »
Anyway basically i've ported some gameplay features to a 1.1 qvm [actually it's my Lolards qvm, but edited beyond recognition game-play wise, but left some places from 1.1 still there that i didn't like on gpp i.e. turret spinup, and instant zap.

The "ProTrem" part comes from the generic "ProMode" physics/gameplay imitation. It isn't really ProMode, but it has fast-weapon switch for weapon combos and has promode physics (youtube it yourself) and loads more.

I'm looking for someone to host this mod.

The following is outdated:
Gameplay Preview Demo [Hopefully no paks required]
https://sites.google.com/site/zdrytchx/home/stuff/gpp-preview.dm_69
tip: Use /timescale to fastforward if for example, you would want to skip to the alien side using /timescale 20 until the map changes.
There are 3 games displayed in the demo:
1. Humans
2. Aliens
3. Bots, and some other weird stuff, and a bug which i fixed already.

Download Instructions, information and all other crap:
https://github.com/ZdrytchX/gpp-1-1


Raw QVMs: Search for "build" or "stable" from these commits to get stable qvms:
https://github.com/ZdrytchX/GPP-1-1/commits?author=ZdrytchX
or just get the latest build (lazy):
https://github.com/ZdrytchX/GPP-1-1/tree/master/build/release-linux-x86/base/vm
« Last Edit: August 18, 2013, 08:43:23 am by ULTRA Random ViruS »

/dev/humancontroller

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Re: GPP-1.1 Port
« Reply #1 on: November 21, 2012, 04:27:33 pm »
wtf?

vcxzet

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Re: GPP-1.1 Port
« Reply #2 on: November 22, 2012, 12:41:40 am »
wtf?
Dunno what you think but tremfusion is a ridiculous requirement considering the end of support notice.

ULTRA Random ViruS

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Re: GPP-1.1 Port
« Reply #3 on: November 22, 2012, 08:32:10 am »
It's just a 1.1 qvm with some gpp-gameplay gimics. Simulates but not completely the same as gpp gameplay. It's also more balanced in some cases such as you don't get simple 3 hit kills on light armured/helmet and the stupid OP zap that can ruin the game.
The tremfusion requirements is there for the tremded.exe becasue i cant find another place to get it, and TJW's never worked for me. End of story.

RAKninja-Decepticon

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Re: GPP-1.1 Port
« Reply #4 on: November 22, 2012, 10:10:23 pm »
It's just a 1.1 qvm with some gpp-gameplay gimics. Simulates but not completely the same as gpp gameplay. It's also more balanced in some cases such as you don't get simple 3 hit kills on light armured/helmet and the stupid OP zap that can ruin the game.
The tremfusion requirements is there for the tremded.exe becasue i cant find another place to get it, and TJW's never worked for me. End of story.

-Mara "pulling" effect remains, as it's quite fun to make humans fly for combos

because pulling with a zap is "balanced"

you do not have a gpp-1.1 port.  you have your own mod.

eliminate all changes that are not defaults to either GPP or 1.1, and you could have something resembling what you are advertizing.  until such a time, this is just lollards.
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ULTRA Random ViruS

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Re: GPP-1.1 Port
« Reply #5 on: November 23, 2012, 04:33:37 am »
because pulling with a zap is "balanced"

you do not have a gpp-1.1 port.  you have your own mod.

eliminate all changes that are not defaults to either GPP or 1.1, and you could have something resembling what you are advertizing.  until such a time, this is just lollards.
No, zap does not pull. Its the claws.
Here's a crappy demonstration: http://www.youtube.com/watch?v=QuN3x0ozHCI&list=UUgeotTTb4AW_l2w8cNPRssA&index=5&feature=plcp
Currently the zap's damage is weaker for the more number of zap-chain victims. I.e., if there is 1 person it does 80 dmg, if there are two people, it does 40 dmg each etc.

And it is not lolards, but the video is. Gameplay for Lolards is COMPLETELY different. Health, damage dealing and other things on Lolards are completely different. If you have watched that video, you would already notice straight away about the health of the marauder and its range.
« Last Edit: November 23, 2012, 04:35:39 am by ULTRA Random ViruS »

RAKninja-Decepticon

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #6 on: November 23, 2012, 10:10:34 am »

Lolards features kept are:
-Mara "pulling" effect remains, as it's quite fun to make humans fly for combos
-Buildable's perma-vampire mode was kept
-Basisuit [Actually it's now a mara-suit because grab doesn't work well for high pingers] upgrade kept
-Kill death messages/ui/cgame stuff
-Dynamic Luci speed [don't think anyone noticed, I had this way before unvanquished put theirs in]
-High knockback on some weapons
-Secondary firing abilities for some weapons
-Troll Mega Upgrade [costs 2000 anyway]
-Insectoid fly speed
-Non-stationary like jetpack
-Hive is now cube, not rectangular
-Trapper continously fires, not letting go of the client. Only way to escape now is by killing the trapper or suiciding or something blocking the trapper's view.


you do not have a gpp-1.1 port.  you have your own mod.

eliminate all changes that are not defaults to either GPP or 1.1, and you could have something resembling what you are advertizing.  until such a time, this is just lollards.
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ULTRA Random ViruS

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #7 on: November 23, 2012, 11:04:44 am »
If you can compare the trem.h files of both mods, they are almost entirely different. It's like comparing X and vanilla.

Whereas mine is more like comparing gameplays of old F and vanilla without the rediculous buildable health changes or CoRx [Camper's "improvement" of KoRx] and standard KoRx etc. etc..
Btw I havnt been to F server recently so i'm not sure if it has changed much since i last saw it.

Okay, maybe i am uncomprehensable. That's my nature. I was never strong in languages and nor will I.
Btw, not sure if u noticed but i changed the title of the thread yesterday, as i realised "port" was not a good word. I have a small vocabulary.

If i extend the list further than it is now, it'll probably reach the character limit, as this is not "just a simple 1.1 mod."
« Last Edit: November 23, 2012, 11:31:25 am by ULTRA Random ViruS »

/dev/humancontroller

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #8 on: November 23, 2012, 03:39:58 pm »
define GPP-1.1 !

RAKninja-Decepticon

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #9 on: November 23, 2012, 05:53:58 pm »
If you can compare the trem.h files of both mods, they are almost entirely different. It's like comparing X and vanilla.

Whereas mine is more like comparing gameplays of old F and vanilla without the rediculous buildable health changes or CoRx [Camper's "improvement" of KoRx] and standard KoRx etc. etc..
Btw I havnt been to F server recently so i'm not sure if it has changed much since i last saw it.

Okay, maybe i am uncomprehensable. That's my nature. I was never strong in languages and nor will I.
Btw, not sure if u noticed but i changed the title of the thread yesterday, as i realised "port" was not a good word. I have a small vocabulary.

If i extend the list further than it is now, it'll probably reach the character limit, as this is not "just a simple 1.1 mod."
even with the edit to the subject, you are still false advertizing.

in order to be gpp-1.1, there can be no other changes.  none.  that section that i quoted last time? you must remove all of that.

because if you do not, what you have is gpp-1.1-lollards.

this is the third time ive said this.  im not "speaking" confusingly, am i?  i thought it was a simple idea i was conveying in simple english.
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ULTRA Random ViruS

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #10 on: November 24, 2012, 07:32:08 am »
you are still false advertizing.

in order to be gpp-1.1, there can be no other changes.

because if you do not, what you have is gpp-1.1-lollard
It's not a complete gpp-1.1 merge silly. That's the reason why i kept some 1.1/lolards changes and the lolards changes are just gameplay gimics that dont effect the balance greatly.

And for the last time, it's not "gpp-1.1-lollard" because that still doesn't make sense. Lollard never existed, and lolards by itself is a completely different mod. My gpp-1.1 gameplay qvm is more closer to gpp and 1.1 than lolards is to 1.1 or F/X/KoRx/Whatelseisoutthere to 1.1. Try it first before you comment. You don't need the client files, but you can't play a proper game with ping without them [client-server stuff mismatches]. All you need is the game.qvm but without some other files things like tyrant view height will be messed up [does not swipe straight] and bbox sizes for adv goon wont fit between the atcs base - wall gap. You guys seriously never appreciate anything.

/dev/humancontroller

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #11 on: November 24, 2012, 03:01:23 pm »
You guys seriously never appreciate anything.
i appreciate the honor to be able to say "WRONG" in appropriate circumstances.

RAKninja-Decepticon

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #12 on: November 24, 2012, 06:44:43 pm »
you are still false advertizing.

in order to be gpp-1.1, there can be no other changes.

because if you do not, what you have is gpp-1.1-lollard
It's not a complete gpp-1.1 merge silly. That's the reason why i kept some 1.1/lolards changes and the lolards changes are just gameplay gimics that dont effect the balance greatly.
those changes are included in neither 1.1 or GPP.  they are from lollards.  that list of features is longer than the list of 1.1-GPP features.  you have modded lollards to be more like 1.1-GPP.  congratulations.

And for the last time, it's not "gpp-1.1-lollard" because that still doesn't make sense. Lollard never existed, and lolards by itself is a completely different mod.
calling it 1.1-GPP makes no sense.  1.1 and GPP by themselves are completely different mods.
My gpp-1.1 gameplay qvm is more closer to gpp and 1.1 than lolards is to 1.1 or F/X/KoRx/Whatelseisoutthere to 1.1.
how close yours is to default compared to others is besides the point.  it has changes from lollards.  thus is cannot be said to be a gpp - 1.1 merge.  it is even more wrong a usage than your "port" title.

Try it first before you comment.
no.  i am commenting on nothing but your name for the "project", based off of the feature list you provided.  i do not need to play to comment on that.
You don't need the client files, but you can't play a proper game with ping without them [client-server stuff mismatches]. All you need is the game.qvm but without some other files things like tyrant view height will be messed up [does not swipe straight] and bbox sizes for adv goon wont fit between the atcs base - wall gap.
i dont care.
You guys seriously never appreciate anything.

did we collectively ask you for this?  is it not obvious i am neither a fan of 1.1 or mods?  why would you expect me to appreciate this, especially when the product you have is not what you say it is?
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/dev/humancontroller

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #13 on: November 24, 2012, 10:19:10 pm »
And for the last time, it's not "gpp-1.1-lollard" because that still doesn't make sense. Lollard never existed, and lolards by itself is a completely different mod.
calling it 1.1-GPP makes no sense.  1.1 and GPP by themselves are completely different mods.
consider using "roflards".

ULTRA Random ViruS

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #14 on: November 25, 2012, 07:47:58 am »
Next mod :D

vcxzet

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #15 on: November 28, 2012, 03:02:27 pm »
Probably, you are the only active trem modder left.

/dev/humancontroller

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #16 on: November 28, 2012, 09:14:32 pm »
you are the only active trem modder left.
WRONG.

RAKninja-Decepticon

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #17 on: November 28, 2012, 09:21:57 pm »
Probably, you are the only active trem modder left.


what, unvanq died?
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kharnov

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #18 on: November 29, 2012, 12:54:15 am »
He meant someone working with the original Tremulous.

We're very much alive.

RAKninja-Decepticon

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #19 on: November 29, 2012, 01:21:53 am »
He meant someone working with the original Tremulous.

We're very much alive.
are you not working with the original tremulous?

my impression based on information posted was that the project started with importing GPP to openwolf, and then....modifying... from there.
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kharnov

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #20 on: November 29, 2012, 01:23:08 am »
I meant that in the sense that he's working with the original Tremulous assets. We're producing our own work, and we're trying to move away from the original game.

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #21 on: November 29, 2012, 01:46:43 am »
I meant that in the sense that he's working with the original Tremulous assets. We're producing our own work, and we're trying to move away from the original game.
i dont see how what art he's using has much to do with it.
you said it yourself, you are trying to move away from original trem....  you are trying to mod it into something different.

you are tremulous modders.  you are modifying the original tremulous.
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kharnov

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #22 on: November 29, 2012, 01:49:54 am »
Things like mods and forks and successor projects exist on a sort of continuum. It's kind of hard to define discrete points between them. In any case, we're kind of getting off-topic here.

ULTRA Random ViruS

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #23 on: November 29, 2012, 10:02:01 am »
congested internet keeps blocking me from sending this message... hopefully it will work this time.
I think i was saying something like:

-I don't mod unvanquished due to its too-frequent updates
-chose CoW qvm for its bot-application + "recent" [when i did start lolards]
-agreeing on I'm probably the last one left modding tremulous in existance, at least i'd make a minor impact to history
-Can't find any free 24/7 server hosters apart from Clutch, which doesn't know about gpp well hence cannot use GPP source
-More players exist in 1.1 [GPP often goes down to '0' players at a certain time of daylight for me, but 1.1 never goes below 3 players, and 1.1 these days can peak at about 30+ while gpp only about 10-20 when i'm awake]
-GPP source is harder to "downgrade" for 1.1 effects since things like a lot of important statements have been modified in such a way i can't reverse the changes* at my current level [Honestly, I never learnt programming, hence this is my first project modified using mere maths and shit]
*1.1 'zap' code was a lot more complicated than gpp you know... and a lot of weird stuff like "pouncing downwards" are illogical "bugfixes" that i don't like
-Trem is in fact, my first FPS game i ever played in my life, i would at least like to contribute to it in some way.
-Most people prefer "vanilla" -or- "gpp" gameplay, hence i started this 1.1-gpp gameplay thing.

RAKninja-Decepticon

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #24 on: November 29, 2012, 07:20:23 pm »
stuff
it's all kind of redundant anyway.  harping on you to make this thing right here *strictly* 1.1-GPP.

there already is such a "mod" though virus.  although some people tend to call it a "fork" or "succession project"...
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ULTRA Random ViruS

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #25 on: December 18, 2012, 08:12:35 am »
Demo example uploaded. As far as i know, demos have the details that support the things that the client needs without requiring the visual mod unless it's something that uses something completely different like adv rant.
Thinking of which, i successfully added the "adv tyrant" to my Lolards qvm, but i can't get the client to except the changes, it said something like unknown default or unregistered model: sarge which is a human, but meh. I abandoned that.

Demo's on the main post [scroll to top]

/dev/humancontroller

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #26 on: December 18, 2012, 09:52:41 am »
As far as i know, demos have the details that support the things that the client needs without requiring the visual mod unless it's something that uses something completely different like adv rant.
that is true with an applicable definition of "completely different", and WRONG for some other applicable definition. where did you get the "as far as i know" shit from?

ULTRA Random ViruS

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #27 on: December 18, 2012, 11:55:58 am »
Trial and error. Pretty much everything i've done to contribute to QVM modding are all trial and error. Even my visual mods.
Just be happy that at least one person out there is still modding the ancient tremulous 1.1.

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #28 on: December 18, 2012, 06:26:36 pm »
Trial and error. Pretty much everything i've done to contribute to QVM modding are all trial and error. Even my visual mods.
Just be happy that at least one person out there is still modding the ancient tremulous 1.1.
i'd be more happy if someone were modding the current version.
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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #29 on: December 19, 2012, 08:54:03 am »
Trial and error. Pretty much everything i've done to contribute to QVM modding are all trial and error. Even my visual mods.
Just be happy that at least one person out there is still modding the ancient tremulous 1.1.
i'd be more happy if someone were modding the current version.
The current 1.1.
GPP has less players... therefore not worth it :P

/dev/humancontroller

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #30 on: December 19, 2012, 09:04:48 am »
GPP has less players
if by GPP you meant the protocol, then allow me to say WRONG by advertizing Amsterdam Unlimited, which allows both 1.1 and GPP clients to connect.

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #31 on: December 19, 2012, 10:56:51 am »
GPP has less players
if by GPP you meant the protocol, then allow me to say WRONG by advertizing Amsterdam Unlimited, which allows both 1.1 and GPP clients to connect.
I have no idea how you relate protocol and advertising a server which doesn't exist anymore.

/dev/humancontroller

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #32 on: December 19, 2012, 12:09:43 pm »
GPP has less players
if by GPP you meant the protocol, then allow me to say WRONG by advertizing Amsterdam Unlimited, which allows both 1.1 and GPP clients to connect.
I have no idea how you relate protocol and advertising a server which doesn't exist anymore.
i also have no idea how one does that; i don't. note: AU runs 23.9999/7.

RAKninja-Decepticon

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #33 on: December 19, 2012, 12:57:36 pm »
The current 1.1.
GPP has less players... therefore not worth it :P
the "current" 1.1?  the 1.1 that is more recent than GPP?

does not your contribution to the legacy version contribute to no one playing the current?

not your fault, though.  i blame the decision to install the current version on top of the legacy.  over the years it has seemed to me that many of the folks in 1.1 were not even aware they were not playing the "current version", having installed it from some repo or another that has not been updated since 2006.
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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #34 on: December 20, 2012, 06:05:11 am »
i also have no idea how one does that; i don't. note: AU runs 23.9999/7.
Maybe it cannot be displayed on my masterlist like F server... Therefore it doesn't exist to me.
Also, FYI I never see players online, even if I stay up to like 3 am or wake up at 6 am. It's like it's your favourite server.
1) the "current" 1.1?  the 1.1 that is more recent than GPP?

2) not your fault, though.  i blame the decision to install the current version on top of the legacy.  over the years it has seemed to me that many of the folks in 1.1 were not even aware they were not playing the "current version", having installed it from some repo or another that has not been updated since 2006.
1) So far, there are more recent 1.1 mods [those that are hosted, that is] than there are gpp. That is, probably the most recent one for gpp would be rotacak's funko gpp port, which isn't complete either. You can't even wallwalk on trees yet.
2) Also, most gpp players i've asked are not even aware that they have a 1.1 client, that is if they're not on macintosh.
3) Although you didn't say it directly, almost no one plays on the "official 1.1" build. Most players play on servers that are "built" in the last two years.

Another point, the approximate ratio of players that know about gpp in 1.1 are about the same for gpp gpp knowing about 1.1.
« Last Edit: December 20, 2012, 06:20:21 am by ULTRA Random ViruS »

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #35 on: December 20, 2012, 07:01:05 pm »
Another point, the approximate ratio of players that know about gpp in 1.1 are about the same for gpp gpp knowing about 1.1.
that cannot be possible.  to install gpp, you need to install 1.1 first, then install gpp.  1.1 is hosted in several software repositories.   gpp, not so much.  we safely can assume that most new players find 1.1 first.

oh, and your point on there being more recent 1.1 mods is pointless.  especially given your pride about being "the last trem modder".  wouldent it be more prestigious to do work where none is being done, and has not been done more recently than where you are working now?

it's not your fault, virus.   every time i see "im not playing gpp because 1.1" i start thinking about what a stupid decision it was to split the game like it is.  it all could have been avoided by making a mod or gametype that preserved 1.1's settings (like what you have in this thread, minus that big list of changes from neither 1.1 or gpp)
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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #36 on: December 21, 2012, 05:28:12 am »
[1]
that cannot be possible.  to install gpp, you need to install 1.1 first, then install gpp.  1.1 is hosted in several software repositories.   gpp, not so much.  [2]we safely can assume that most new players find 1.1 first.

[3]oh, and your point on there being more recent 1.1 mods is pointless.  especially given your pride about being "the last trem modder".  wouldent it be more prestigious to do work where none is being done, and has not been done more recently than where you are working now?

it's not your fault, virus.   every time i see "im not playing gpp because 1.1" i start thinking about what a stupid decision it was to split the game like it is.  it all could have been avoided by making a mod or gametype that preserved 1.1's settings (like what you have in this thread, minus that big list of changes from neither 1.1 or gpp)
[1]Yeah yeeh, i DO know that. But in fact, when i explain that i have a mod for 1.1 tremulous available that involves gpp and 1.1 gameplay into one, they all [On that server] say they don't have trem 1.1 or never heard of it. I explained "By default you should have a 1.1 client, before you can install gpp on any OS that isn't a macintosh." They didn't know what i was talking about. I told them to go to the installation directory of tremulous. They go "Ooooh!"
You go to another server, and try it out. Their reaction is quite funny.  But seriously, this is proof.

[2] Tremulous "1.1" isn't displayed on advertisements, rather stannum's new gun models [now in unvanquished] along with tremulous gpp title.

[3] Actually i'm not the last trem modder. I'm somewhat helping slick on his Z qvm although i don't have access to it.

FYI about that big 'neither' list, i've been slowly decreasing that over time. Such as tyrant no longer has it's healing aura, and basilisks do. However, I'm still on about the scoring system, but since I don't actually do "real" coding it isn't as simple as you think for me. Perhaps the closest to "real" coding I've ever done is probably just declaring new missiles and using maths to change how something works like the lucifer cannon dynamic speed. GPP devs said the speed changes in according to how much you charge it up, but turns out it's a constant, only the sprite image changes.

If you think that "gpp" is more better in numerous ways, start by fixing that stupid "bugfix" that allows you to pounce downwards onto a buildable or person you're standing on.

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #37 on: December 21, 2012, 07:27:09 pm »
[2] Tremulous "1.1" isn't displayed on advertisements, rather stannum's new gun models [now in unvanquished] along with tremulous gpp title.
this is the only part of your reply i take issue to.  remember what i said about repositories?  tell the truth, ive never seen a trem ad, but i HAVE seen it in several linux software repositories.....  as 1.1 (and no, it is not marked as such, it is just labeled "tremulous").  i do not believe i saw the GPP package in those repos.

i am glad to hear your list of extraneous features is shrinking.  if you do manage to fully eliminate it, i may even actually try your mod.
« Last Edit: December 21, 2012, 07:29:49 pm by RAKninja-Decepticon »
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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #38 on: December 22, 2012, 12:19:00 am »
remember what i said about repositories?  tell the truth, ive never seen a trem ad, but i HAVE seen it in several linux software repositories.....  as 1.1 (and no, it is not marked as such, it is just labeled "tremulous").  i do not believe i saw the GPP package in those repos.

i am glad to hear your list of extraneous features is shrinking.  if you do manage to fully eliminate it, i may even actually try your mod.
Repos: No one really gives a shit about gpp, so no one really mods or improves it.
Linux software repos: As far as i know, you download the program, no the repo when installing the game. Also, approximately in 10, how many actually use linux based OS? 2? 3?
In my country, I have never heard of anyone who actually uses linux as a "normal" pc that isn't on a partitian or virtual machine, while I do hear it is somewhat as popular as apple macintosh in europe. But macintosh aren't popular either, they're just a minor alternative to windows.

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #39 on: December 22, 2012, 06:40:26 am »
Repos: No one really gives a shit about gpp, so no one really mods or improves it.
Linux software repos: As far as i know, you download the program, no the repo when installing the game. Also, approximately in 10, how many actually use linux based OS? 2? 3?
In my country, I have never heard of anyone who actually uses linux as a "normal" pc that isn't on a partitian or virtual machine, while I do hear it is somewhat as popular as apple macintosh in europe. But macintosh aren't popular either, they're just a minor alternative to windows.
!!!!!!!!

i concede. i am just not equipped to respond to that.
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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #40 on: December 23, 2012, 05:05:32 am »
Maybe you're just depressed that gpp is moreso dead than 1.1.
Some people love older generations than newer ones, such as i liked the old F rather than the new one, I liked the old "overmind 2x regen" thing, I rather old super mario bros over the super-easy new ones [You can hover, jump of walls, triple jump = higher jump]. Some game revives bring out features that are loved in exchanged for crappy ones.
FYI we should bring this out on a new thread. More than half this discussion here is off-topic, making visitors wondering what the hell like the last one i just chatted to.
« Last Edit: December 23, 2012, 05:23:24 am by ULTRA Random ViruS »

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #41 on: December 23, 2012, 07:45:41 am »
Maybe you're just depressed that gpp is moreso dead than 1.1.
Some people love older generations than newer ones, such as i liked the old F rather than the new one, I liked the old "overmind 2x regen" thing, I rather old super mario bros over the super-easy new ones [You can hover, jump of walls, triple jump = higher jump]. Some game revives bring out features that are loved in exchanged for crappy ones.
FYI we should bring this out on a new thread. More than half this discussion here is off-topic, making visitors wondering what the hell like the last one i just chatted to.

ok, let me ask you this: why import balance changes from gpp into 1.1, when you can import balance changes from 1-1 into GPP, and take advantage of all the non-gameplay improvements?
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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #42 on: December 23, 2012, 01:26:37 pm »
ok, let me ask you this: why import balance changes from gpp into 1.1, when you can import balance changes from 1-1 into GPP, and take advantage of all the non-gameplay improvements?
1st - Some things are harder to change just by tweaking a few values and minor modding: Pounce, well you can't make it 5-hit kill battlesuits AND one-hit kill nakeds without effecting the armour damage modifier. I also cannot create new "clean" code by myself so I can't simpy duplicate the 1.1 zap effect into gpp. Same goes for tyrant crush, but tyrant crush are more accidental things since they needed to be aimed ahead [unlagged doesn't help it, it's all server-side positioning without back-tracking]
2nd - GPP lacks players.
3rd - It's easier to simulate GPP effects in 1.1. I.e., instant zap -> Reduce counter to 1 msec [cannot divide by 0], Pounce Damage -> 115 - 4 hit kill battlesuits, and IS NOT OVERPOWERED AGAINTS LARMOUR
4th - There aren't any "As good as" or "better than" the CoW path bot system. There's only a p-bot port to gpp which doesn't even work for me [signal 11 whether another person built it or not] and the CoW bots aren't aimbotty long range unlike P-BOT. They have dynamic aiming, they aim ahead to counter projectile speeds, they use luci primary, they aim for the head - they heal your base etc. whereas pathbots can only shoot and aim with a "squarish speed" [Aimbot long range, such shit close range].
5th - Do you play 1.1? I don't think you do as much as you play gpp, well if you actually do play tremulous. I play both despite that I like 1.1 better.

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #43 on: December 23, 2012, 02:52:20 pm »

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #44 on: December 24, 2012, 03:14:59 am »
signal 11
i can haz debugz?
I'm guessing it's related to that blackout-b1 + AMP problem i had earlier... [some 1.1 files aren't compatable with gpp despite that gpp loads them from /base]

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #45 on: December 24, 2012, 05:35:38 am »
blackout-b1 + AMP problem i had earlier...
which is?

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #46 on: December 24, 2012, 05:45:10 pm »
ok, let me ask you this: why import balance changes from gpp into 1.1, when you can import balance changes from 1-1 into GPP, and take advantage of all the non-gameplay improvements?
1st - Some things are harder to change just by tweaking a few values and minor modding: Pounce, well you can't make it 5-hit kill battlesuits AND one-hit kill nakeds without effecting the armour damage modifier. I also cannot create new "clean" code by myself so I can't simpy duplicate the 1.1 zap effect into gpp. Same goes for tyrant crush, but tyrant crush are more accidental things since they needed to be aimed ahead [unlagged doesn't help it, it's all server-side positioning without back-tracking]
2nd - GPP lacks players.
3rd - It's easier to simulate GPP effects in 1.1. I.e., instant zap -> Reduce counter to 1 msec [cannot divide by 0], Pounce Damage -> 115 - 4 hit kill battlesuits, and IS NOT OVERPOWERED AGAINTS LARMOUR
4th - There aren't any "As good as" or "better than" the CoW path bot system. There's only a p-bot port to gpp which doesn't even work for me [signal 11 whether another person built it or not] and the CoW bots aren't aimbotty long range unlike P-BOT. They have dynamic aiming, they aim ahead to counter projectile speeds, they use luci primary, they aim for the head - they heal your base etc. whereas pathbots can only shoot and aim with a "squarish speed" [Aimbot long range, such shit close range].
5th - Do you play 1.1? I don't think you do as much as you play gpp, well if you actually do play tremulous. I play both despite that I like 1.1 better.
1. sure you can.  you could do that all the way back to doom 2.  sure it is a little more involved than copying code or tweaking variables.  you just might have to make an effort and actually learn a bit of the programming language.

2. the point would be to import 1.1 into GPP so this problem is less an issue.  you'd be directly combating it.

3. sounds like a repeat of point 1. 

4. bots?  why bots?

5. i do not.  i find 1.1 unbalanced and unfun.
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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #47 on: December 25, 2012, 04:09:08 am »

2. the point would be to import 1.1 into GPP so this problem is less an issue.  you'd be directly combating it.

3. sounds like a repeat of point 1. 

4. bots?  why bots?

5. i do not.  i find 1.1 unbalanced and unfun.
1. I can't afford learning lessons, and gloom2 is dead. No one plays according to its masterlist.
2. Lies. It isn't simple. Try to duplicate 1.1 in gpp. I challenge you.
3. The gpp devs modded the code beyond the point to where i can revert changes. But, I can grow the 1.1 source.
4. They are fun. They also help encourage players to come when people aren't online, such as what unvanquished is doing with its official server.
5. Derp, gpp is more so unbalanced. 1.1 is only unbalanced when there's a wide range of pings on the server, because it doesn't support things like projectilenudge [hence it's implemeneted into my mod]. When the game is played on 'lagged', aliens win about as many times as humans do, and same for the kill count. When was the last time you played on a lagged server?
Also you find it "unfun" because you don't play it often to know it.

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #48 on: December 25, 2012, 06:09:35 am »
1. I can't afford learning lessons, and gloom2 is dead. No one plays according to its masterlist.
2. Lies. It isn't simple. Try to duplicate 1.1 in gpp. I challenge you.
3. The gpp devs modded the code beyond the point to where i can revert changes. But, I can grow the 1.1 source.
4. They are fun. They also help encourage players to come when people aren't online, such as what unvanquished is doing with its official server.
5. Derp, gpp is more so unbalanced. 1.1 is only unbalanced when there's a wide range of pings on the server, because it doesn't support things like projectilenudge [hence it's implemeneted into my mod]. When the game is played on 'lagged', aliens win about as many times as humans do, and same for the kill count. When was the last time you played on a lagged server?
Also you find it "unfun" because you don't play it often to know it.
1. teach yourself.  there exists many free resources to do so.  tis how i learned both morrowind scripting and python.

2.  i have no plans on learning a C variant language, so no.  ive assisted in designing far more complex effects than what you have described thus far in doom 2.  basically, what you are needing to do is introduce damage "types" that armor reacts to differently.  this is nearly identical in implementation to my "armor piercing weapons and alien armor" suggestion.

3.  reversion for changes that are not simple variable adjustments is not needed.  you need to adapt the code to emulate 1.1 functionality.  i have no clue why you would want to preserve stupid things like zapping through walls and such.

4. you are entitled to your opinion.  personally, if i wanted bots, i would not be playing an arena deathmatch FPS.  seeing bots on a server is enough to drain any desire for me to play on that server.

5.again, you are allowed your own opinion.  in my personal experience, the most lopsided matches i ever participated in were on 1.1.  to me, 1.1 is unbalanced regardless of lagged or unlagged, or even number of players currently playing.  1.1's unbalance is what made me swear off tremulous for two or three years, till i found GPP, which yes, is unbalanced, but less so than 1.1.  and for the record, i do not know when the last time i played on a lagged server is.  was us1 unlagged in 1.1?  i dont even remember if i played on us1 in 1.1, i seem to remember all of the servers using  █ repeated a number of times.
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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #49 on: December 25, 2012, 08:18:04 am »
as if someone cares about your arguing.

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #50 on: December 25, 2012, 09:08:33 am »
as if someone cares about your arguing.
as if someone just above isn't WRONG.

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #51 on: December 25, 2012, 09:56:41 am »
not bad. next time try not to write "wrong" in full caps then you might sound more intelligible

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #52 on: December 25, 2012, 01:13:39 pm »
3. i have no clue why you would want to preserve stupid things like zapping through walls and such.

4. you are entitled to your opinion.  personally, if i wanted bots, i would not be playing an arena deathmatch FPS.  seeing bots on a server is enough to drain any desire for me to play on that server.

5. in my personal experience, the most lopsided matches i ever participated in were on 1.1.  to me, 1.1 is unbalanced regardless of lagged or unlagged, or even number of players currently playing.  1.1's unbalance is what made me swear off tremulous for two or three years, till i found GPP, which yes, is unbalanced, but less so than 1.1.
3. You can't in 1.1, to intiate a zap. In gpp, you can't to intiate a zap. It's the same bloody thing, just that gpp zap has no duration.
4. For most people i've seen so far enjoy bots to some extent. You are you, not you are the community. You are a portion of the community, however.
5. -> How long did you play trem 1.1?
   -> GPP has specific things which are overpowered.
   ->>zap is just a longer claw with a free headshot damage dealer [except larmoured people] to me, with the ability to strike up to 3 players.
   ->>Pouncing down onto a rc can kill ir in less than 8 seconds while chomping away takes over 10 seconds.
   ->> As (some) australians dubbed it, the lucifercannon "like a powerful mass driver with only a 3 second charge and a somewhat high damage"
   ->> Tyrant is overpowered, IF you as a user, have low ping.
   ->> I'll click on a random guy on the first page of "most active players" of US1. This is what is the first thing i find:
Code: [Select]
Player: GT-Lucid
...
Kills by Weapon
...
Dragoon's Pounce 4200
...
Dragoon's Claw 1925
   -> If I had taken a screenshot of the old aussieassault statistics board of how balanced the games were in wins and kills [when it was still tracking tremulous 1.1] I could've compared it to GPP and show you the differences.

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #53 on: December 25, 2012, 10:38:19 pm »

3. You can't in 1.1, to intiate a zap. In gpp, you can't to intiate a zap. It's the same bloody thing, just that gpp zap has no duration.
4. For most people i've seen so far enjoy bots to some extent. You are you, not you are the community. You are a portion of the community, however.
5. -> How long did you play trem 1.1?
   -> GPP has specific things which are overpowered.
   ->>zap is just a longer claw with a free headshot damage dealer [except larmoured people] to me, with the ability to strike up to 3 players.
   ->>Pouncing down onto a rc can kill ir in less than 8 seconds while chomping away takes over 10 seconds.
   ->> As (some) australians dubbed it, the lucifercannon "like a powerful mass driver with only a 3 second charge and a somewhat high damage"
   ->> Tyrant is overpowered, IF you as a user, have low ping.
   ->> I'll click on a random guy on the first page of "most active players" of US1. This is what is the first thing i find:
Code: [Select]
Player: GT-Lucid
...
Kills by Weapon
...
Dragoon's Pounce 4200
...
Dragoon's Claw 1925
   -> If I had taken a screenshot of the old aussieassault statistics board of how balanced the games were in wins and kills [when it was still tracking tremulous 1.1] I could've compared it to GPP and show you the differences.
1. no duration.... so i start a zap, put a wall in my LOS to the target, and continue to do damage?  and wasent the zap code some sort of hack up till last year's "new zap changes"?  i seem to remember reading that zap had not been functioning as intended all along till said change.

2. this is why i labeled the statement as my personal opinion.

3. two or three months, as i said, the unbalance put me off.  i ended up playing nexuiz instead.

3. a.  yes.  remember, in my last post i did explicitly state "GPP is unbalanced"

3. b.  yes, and?  it also has 3-4X the delay of claw, if not more.  you could say "claw is just a close ranged zap that is restricted to one target, is affected by armor and damage location, and has almost no delay" instead.  also of note, the best mara players i have specced typically claw almost exclusively, they reserve zapping for destroying bases.

3. c.  new structure property - structure armor.  if damage type == [POUNCE]:  reduce damage by 80%.  (this is what i was talking about in point 2 of my last reply)

3. d.  (some) australians are fucking retarded.  not just retarded, fucking retarded.  how retarded?  let me count the ways.  1 - luci is not hitscan, MD is.  2 - luci has splash damage, MD has none.  3 - luci has two fire modes, MD has zoom.  the missile launcher and the railgun are as different as you can get in terms of quake weapons.

3. e.  rant is OP in 1.1 with or without low ping.

3. f.  i have more basi kills than goon pounces and chomps combined.  clearly basi is overpowered and needs to be nerfed.  we are not talking punce vs chump, though, there are topic for that.  specifics of balance issues aside, the point was you CAN implement 1.1 style balance in gpp.
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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #54 on: December 26, 2012, 08:47:28 am »
and wasent the zap code some sort of hack up till last year's "new zap changes"?  i seem to remember reading that zap had not been functioning as intended all along till said change.
fact: the zap ranges and tracing was retarded until RECENT(TM)ly.


I.e., instant zap -> Reduce counter to 1 msec [cannot divide by 0], Pounce Damage -> 115 - 4 hit kill battlesuits, and IS NOT OVERPOWERED AGAINTS LARMOUR
use of "->" to mean "<insert_appropriate_meaning_near_here>" is just of abomination as the use of the n word.

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #55 on: December 26, 2012, 09:07:07 am »
1. no duration.... so i start a zap, put a wall in my LOS to the target, and continue to do damage?  and wasent the zap code some sort of hack up till last year's "new zap changes"?  i seem to remember reading that zap had not been functioning as intended all along till said change.

3. two or three months, as i said, the unbalance put me off.  i ended up playing nexuiz instead.

3. a.  yes.  remember, in my last post i did explicitly state "GPP is unbalanced"

3. b.  yes, and?  it also has 3-4X the delay of claw, if not more.  you could say "claw is just a close ranged zap that is restricted to one target, is affected by armor and damage location, and has almost no delay" instead.  also of note, the best mara players i have specced typically claw almost exclusively, they reserve zapping for destroying bases.

3. c.  new structure property - structure armor.  if damage type == [POUNCE]:  reduce damage by 80%.  (this is what i was talking about in point 2 of my last reply)

3. d.  (some) australians are fucking retarded.  not just retarded, fucking retarded.  how retarded?  let me count the ways.  1 - luci is not hitscan, MD is.  2 - luci has splash damage, MD has none.  3 - luci has two fire modes, MD has zoom.  the missile launcher and the railgun are as different as you can get in terms of quake weapons.

3. e.  rant is OP in 1.1 with or without low ping.

3. f.  i have more basi kills than goon pounces and chomps combined.  clearly basi is overpowered and needs to be nerfed.  we are not talking punce vs chump, though, there are topic for that.  specifics of balance issues aside, the point was you CAN implement 1.1 style balance in gpp.
1. It's exactly the same for me. There's no difference as far as i can tell between old gpp [since instant zap] and new gpp [last few updates] in terms of zap except damage division. If you're talking graphics, i still can run behind a wall after zapping and still see the graphics, even when zapping a structure on a low ping server.
3. [pre-a]LOL That's nothing. To have fun in the game, you'll need to play more than just 3 months. Before my friend started liking trem, he had already played for about half a year. It's the same for me, for both 1.1 and gpp. I didn't like gpp gameplay but got used to it after half a year.
0
3.b >Strafe jumping allows me and lots of players to do hit-and-run easily. If it's atcs middle, i can circle the bunker outside easily without having my horizontal speed below 600-700-ish. I can even go up to 1100 and touch the skybox using gpp's ramp jump feature without using the two walls of the corners off the pillar things. I've managed to last as the last one remaining with 4 players on humans while i have no eggs, simply by being a maurader and whizzing past people doing hit and runs and died when there was only one human left with no nodes while giving himself ammo [i didn't know devmap was on at the time]
>I also enjoy using claw than zapping, so obviously my strike kills are higher than zaps. People like christmas though...
3.c. I can't construct new code just like that. The closest to producing "brand new" code was actually simply adding health to the user as he deals out damage [permanent vampire mode, toggled off for now]. It intially was a sample vampire code from a pre-made modder's pack for quake 3. BTW I lost that pack when i lost my virtual machine.
3.d Not literally idiot. We just dubbed it that way because it's about as fast as the pulse rifle bullet.
3.e Not on aussie assault. People actually knew how to use the luci, pulse etc. unlike americans which simply aim and spam and run straight when chasing down tyrants. Some of us actually luci ump ahead of the tyrant while others simply preserve ammo and get another mate to corner off the tyrant.
3.f Probably because you're a low pinger. Do so on a high ping server. I have 300+ping [298 actually] on every server but asia unofficials on gpp, with 98 ping. [actually gets as small as ~85 if lucky]

and wasent the zap code some sort of hack up till last year's "new zap changes"?  i seem to remember reading that zap had not been functioning as intended all along till said change.
1.fact: the zap ranges and tracing was retarded until RECENT(TM)ly.


I.e., instant zap -> Reduce counter to 1 msec [cannot divide by 0], Pounce Damage -> 115 - 4 hit kill battlesuits, and IS NOT OVERPOWERED AGAINTS LARMOUR
2.use of "->" to mean "<insert_appropriate_meaning_near_here>" is just of abomination as the use of the n word.
1. Ranges - I've already done that in my qvm. Tracing - ??? It's just click and it will hit if nothing's blocking. If you're talking about how the attack "kills itself" if it hits the <world> first, well whatever. I never liked how you can chomp and zap stuff behind metal grills in gpp anyway.
2. I have no idea what you're talking about.

RAKninja-Decepticon

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #56 on: December 26, 2012, 05:15:40 pm »

1. It's exactly the same for me. There's no difference as far as i can tell between old gpp [since instant zap] and new gpp [last few updates] in terms of zap except damage division. If you're talking graphics, i still can run behind a wall after zapping and still see the graphics, even when zapping a structure on a low ping server.
3. [pre-a]LOL That's nothing. To have fun in the game, you'll need to play more than just 3 months. Before my friend started liking trem, he had already played for about half a year. It's the same for me, for both 1.1 and gpp. I didn't like gpp gameplay but got used to it after half a year.
0
3.b >Strafe jumping allows me and lots of players to do hit-and-run easily. If it's atcs middle, i can circle the bunker outside easily without having my horizontal speed below 600-700-ish. I can even go up to 1100 and touch the skybox using gpp's ramp jump feature without using the two walls of the corners off the pillar things. I've managed to last as the last one remaining with 4 players on humans while i have no eggs, simply by being a maurader and whizzing past people doing hit and runs and died when there was only one human left with no nodes while giving himself ammo [i didn't know devmap was on at the time]
>I also enjoy using claw than zapping, so obviously my strike kills are higher than zaps. People like christmas though...
3.c. I can't construct new code just like that. The closest to producing "brand new" code was actually simply adding health to the user as he deals out damage [permanent vampire mode, toggled off for now]. It intially was a sample vampire code from a pre-made modder's pack for quake 3. BTW I lost that pack when i lost my virtual machine.
3.d Not literally idiot. We just dubbed it that way because it's about as fast as the pulse rifle bullet.
3.e Not on aussie assault. People actually knew how to use the luci, pulse etc. unlike americans which simply aim and spam and run straight when chasing down tyrants. Some of us actually luci ump ahead of the tyrant while others simply preserve ammo and get another mate to corner off the tyrant.
3.f Probably because you're a low pinger. Do so on a high ping server. I have 300+ping [298 actually] on every server but asia unofficials on gpp, with 98 ping. [actually gets as small as ~85 if lucky]
1.  range.  range was changed.  look at the changelog.  what do you mean by "duration"?  what do you mean by "instant zap"?

2. "to have fun with the game you need to play more than three months"???  i need to use a quarter of a year before i start having fun?  fuck that.  i'll play gpp where i have fun INSTANTLY.

3b.  strafejump works for zap as well as claw.  what was the point you were trying to make?

3c.  i refer you to point 1.

3d.  that is even more stupid.  you say the luci is "a powerful MD" because the luciball is as fast as a pulse shot?  are you seeing how little sense this makes?

3e.  yes on aussie assault.  something does not go from "balanced" to "unbalanced" based on player action.  i also find your generalization of americans offensive.  i have played many an american that knows movement.  it is not rocket science after all.

3f.  you missed my point again, even though i clearly marked and stated it.  instead of making excuses for my meaningless stats (point of fact, i have more basi kills than combined goon kills because i like to play basi more than goon, and spend more time as a basi than as a goon).  also in point of fact, when i have a high ping (on EU1) i do worse with pounce, and much, much better with chomp.  pounce and unlagged do not play nice, while the same effect gives me a 30 foot range chomp.

new point -
    virus, if you're going to monkey around in the source, you would do well to have a basic understanding of the language used.  that example for "structure armor" is about as simple as you can get - you add a new variable to damage sources, and ad a conditional block to armor.  all you need to know to implement it is how to declare and modify variables, and how to use a conditional block.  those are typically two of the first things you learn when learning any language.

these snippy side discussions are fun, but they distract from the main point.  i want to help you help trem.  what i would really like to see is you (or anyone) bridging the gap, and uniting the two versions and playerbases of trem into one (with two gametypes).  divided as we are, each group sees the game as a whole as more dead than it really is, and this contributes to the total slow death of the game as a whole.
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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #59 on: December 28, 2012, 04:29:24 pm »
->

I cbf using bullet point thingies.
3rd - It's easier to simulate GPP effects in 1.1. I.e., instant zap • Reduce counter to 1 msec [cannot divide by 0], Pounce Damage • 115 - 4 hit kill battlesuits, and IS NOT OVERPOWERED AGAINTS LARMOUR
wtf?

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #60 on: December 29, 2012, 09:20:19 am »
3rd - It's easier to simulate GPP effects in 1.1. I.e., instant zap • Reduce counter to 1 msec [cannot divide by 0], Pounce Damage • 115 - 4 hit kill battlesuits, and IS NOT OVERPOWERED AGAINTS LARMOUR
wtf?
Oh that one. I thought you meant the ones that are displayed like
->point one
->point two
In this context, it is an assignment i.e.
instant zap = reducing the duration of zap to 1 msec
pounce damage = 115 (4 hit kills bsuits)

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #61 on: December 29, 2012, 09:21:38 pm »
In this context, it is an assignment i.e.
instant zap = reducing the duration of zap to 1 msec
pounce damage = 115 (4 hit kills bsuits)
my point stands. there is no standard and no de facto standard definition for "->". as a result, whenever anyone uses "->", he/she's using it as "insert appropriate meaning here, because i fail at communication". the colon (":") signifies resolution, explanation, or addition of detail, and is thus a proper choice here. it can be argued that neither of ":" and "=" is the best choice, but it's a fact that each of them is better than "->".

RAKninja-Decepticon

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #62 on: December 30, 2012, 08:41:23 am »
instant zap = reducing the duration of zap to 1 msec
pounce damage = 115 (4 hit kills bsuits)
Quote from: RAKninja-Decepticon
1.  range.  range was changed.  look at the changelog.  what do you mean by "duration"?  what do you mean by "instant zap"?
circular definitions do not explain what you mean to me.

lets say that my understanding of zap is that i press the button and lighting shoots out and does damage.  could you please explain to me the difference between 1.1 and gpp zap without assuming i understand the math behind it (because i do not, i have not even looked at it)
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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #63 on: December 30, 2012, 10:49:17 am »
Quote from: RAKninja-Decepticon
1.  range.  range was changed.  look at the changelog.  what do you mean by "duration"?  what do you mean by "instant zap"?
circular definitions do not explain what you mean to me.

lets say that my understanding of zap is that i press the button and lighting shoots out and does damage.  could you please explain to me the difference between 1.1 and gpp zap without assuming i understand the math behind it (because i do not, i have not even looked at it)
In 1.1 you need to be within range at all times when the zap is in effect else it won't do full damage, so you can't simply just zap someone as you whiz by them.
To make it simple to understand, let's create a situation
- Zap range is default, 300.
- Zap "duration" is 1000 msec i.e. one second. 1.1 never had a zap that happens straight away as you click, rather it was delt uniformly over time.
- Zap damage is 100.
Hence, if you just zap from the corner of a wall like gpp style and run, you'll end up only doing a mere 5-20 damage only, if you're only zapping one enemy.* Also, enemies are chained differently to gpp - in a "catapillar" kind of form rather than a "Y" form. I.e., one zaps another, linked to another, linked to another instead of one zaps another, linking to two others. In KoRx, it's just user zaps 3 without having to aim, which is even better in my opinion, and also the secondary needs to be held down to deal damage slowly which is pretty sweet.

*Total damage to first enemy depends on how many are chained to it. A maximum of two are to be chained to it, so the first one would receive a minimum of 66 damage while the next one  receives 44 while the last 2 or something like that. I didn't quite like this part, rather i'd like it to go 100-50-25, which is more simplified and rewarding.

Anyway in the 1,1 example, the marauder needs to stay within 300 units of its enemy fr one whole second to deal out 100 damage if he's not wearing armour. Hence it would be a one hit kill as long as he stays close. To intiate the zap, it is also 300 units, which can kinda be annoying to sustain, so i modded this in my lolards qvm so to intiate the zap you'll need to be 200 units close and to sustain, it's 400 units.

However, this is not related to gpp - gpp zap ranges depends ONLY if the target is a victim from another zap victim i.e. in a chain, where the other type is the first one in the chain.
First one in the chain needs to be at most 300 units from the marauder, while its chain victims have to be at least 200 units from the first victim. Honestly i'd rather the two sets of numbers swapped around, so you need to be 200 units close to ur first zap victim while its chain-ees are 300 from it, for gameplay's sake.

TL;DR: Play both games for an extended period of time and examine it thoroughly, like I did. Or you can read the source code, although it's really complicated for the 1.1 side.

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #64 on: December 30, 2012, 05:27:39 pm »
ah, thank you.  it is never too long for me to read.

man, 1.1 zap is stupid as hell.
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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #65 on: December 31, 2012, 02:16:13 am »
ah, thank you.  it is never too long for me to read.

man, 1.1 zap is stupid as hell.
Yes and no in my opinion.
I like how chain-ees receive less damage and how the zap isn't instant, but i hate how the more chain-ees = less damage to first/other victims.

Honestly i reckon KoRx has the best zap system. I recommend you to try it. You don't have to aim, and deals damage over time.

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #66 on: December 31, 2012, 07:09:13 pm »
Yes and no in my opinion.
I like how chain-ees receive less damage and how the zap isn't instant, but i hate how the more chain-ees = less damage to first/other victims.

Honestly i reckon KoRx has the best zap system. I recommend you to try it. You don't have to aim, and deals damage over time.
i'll pass.  i prefer mechanics that take at least a small amount of skill.

admittedly, the point of aim could be made to be slightly more generous.
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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #67 on: January 01, 2013, 06:22:44 am »
i'll pass.  i prefer mechanics that take at least a small amount of skill.

admittedly, the point of aim could be made to be slightly more generous.
:D
AFAIK, the gpp zap was "supposed" to not require aiming from one of the updates, I might have read wrong.

Although the KoRx zap barely does damage, it also drains energy from jetpacks [they have "batteries"] and energy type weapons. However, the mass driver in the mod isn't a energy-type weapon [it has its own ups though] so you can't really lose a whole clip each time you see an advance marauder.

Actually, my favourite part about zapping jettards is blowing up their jetpacks [slim chance when they are running out of fuel], it's gotta be one of the best features in the mod. Sadly no one really plays korx anymore [only server(s) that are online with it are lagged due to complaints about unlagged-related bugs] so i miss the old days.
http://www.youtube.com/watch?v=Gr2mJZlr6UI