Author Topic: What do you want to see in 1.2?  (Read 91956 times)

Xonya

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What do you want to see in 1.2?
« Reply #120 on: April 29, 2007, 10:47:33 pm »
I would like to see someday server groups, where in order to get in, you have to have enough points, exp. You would get that from every server where this kinda patch would be installed.

This exp would work like tremstats and it would deny to join some leet server if player is too nyybi.
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player1

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« Reply #121 on: April 30, 2007, 01:35:30 am »
I second:

RAILGUN!

GIBS!

Robo-Turrets, so Humans can Hunt with Drones! (Since nobody else wants to leave base.)

& if the Fire Mara hasn't been mentioned, it should be, along with the Vampire Basi 8]

The Neutral

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What do you want to see in 1.2?
« Reply #122 on: April 30, 2007, 03:57:27 am »
Quote from: "Plague Bringer"
Quote from: "Vector_Matt"
Quote from: "frogg"
Let me add one other thing: ability to add a binding that does not output any error messages. For example, I want to do

bind b "class ackit; class ckit; sell weapons; buy ackit; buy ckit"

so that I can press b to spawn as [a]ckit, and if I am already alive, buy [a]ckit.

The problem is this prints a bunch of errors. So I'd like something like

silent bind b ...

so it doesn't print errors if it encounters them.
Seconded.
+1


+5Billion.  It is very annoying when you bind and the error messages cover up the chat/Kills section!
n our world, neutral is non-exsistant.

dextertrax

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What do you want to see in 1.2?
« Reply #123 on: April 30, 2007, 09:16:40 am »
+1 for silent binds

I'd really like to see a more useful advanced mara -- currently, the standard mara is a great s1 unit (perhaps too great ;)), but when aliens get S2 it really isn't much of an upgrade.  The electrical shock attack I find more trouble than it's worth as it disables your claws for its duration (which is a pain if you miss, given the duration is the same if you miss) & it also binds you to the human, so if they have a shotty friend it's very hard to avoid significant damage while the shock is ongoing.

One of the major benefits of the mara during s1 is the jump-HS attack; jump up strike, land, strike again, dead.  But when Humans get the helmet maras aren't worth the evo points, the s1 basi is more effective -- I often find the dretch is more effective vs human s2 also as its headbites do more damage.

It would be nice if the adv mara claw damage was increased significantly or if the electric shock did a static amount of damage & didn't bind you to your target.  Currently you have to land too many hits for a kill IMO, meaning you have to find a stray human meandering around the map -- which usually means they aren't wearing a helmet anyway and they're running about with a rifle.

kevlarman

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What do you want to see in 1.2?
« Reply #124 on: April 30, 2007, 07:55:41 pm »
Quote from: "dextertrax"
+1 for silent binds

I'd really like to see a more useful advanced mara -- currently, the standard mara is a great s1 unit (perhaps too great ;)), but when aliens get S2 it really isn't much of an upgrade.  The electrical shock attack I find more trouble than it's worth as it disables your claws for its duration (which is a pain if you miss, given the duration is the same if you miss) & it also binds you to the human, so if they have a shotty friend it's very hard to avoid significant damage while the shock is ongoing.

One of the major benefits of the mara during s1 is the jump-HS attack; jump up strike, land, strike again, dead.  But when Humans get the helmet maras aren't worth the evo points, the s1 basi is more effective -- I often find the dretch is more effective vs human s2 also as its headbites do more damage.

It would be nice if the adv mara claw damage was increased significantly or if the electric shock did a static amount of damage & didn't bind you to your target.  Currently you have to land too many hits for a kill IMO, meaning you have to find a stray human meandering around the map -- which usually means they aren't wearing a helmet anyway and they're running about with a rifle.
adv mara claw damage is 20% higher than regular mara if you're comparing pure numbers, in reality it's more than that because the lower repeat rate means the difference between getting 1 headshot on a jump, and getting 2.
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?
the dretch bites.
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dextertrax

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What do you want to see in 1.2?
« Reply #125 on: April 30, 2007, 09:58:48 pm »
I forgot to factor in the higher claw rate, but you'd be pretty hard pressed to land two headshots in a jump unless you were pinging really low.  Although, when I used to use the mara exclusively I found a lot of humies would remain stationary when they were s2 or s3, so you could jump on their head & keep slashing.

I just find that on the whole the mara class becomes antiquated when s2 kicks in & particularly s3 because of how easy maras are to luci at close range.

I'm worried with 1.2 that it will lean moreso in this direction as from what I've heard basis are given significantly increased features whilst the mara's chomp/slash width is going to be reduced & the lightning will deal more damage but have no chain effect.

Thinking about it, perhaps just flattening the adv mara's jump trajectory could help, so they "float" less while in the air.

B1ackmagic

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What do you want to see in 1.2?
« Reply #126 on: May 01, 2007, 09:14:08 pm »
Quote from: "dextertrax"
+1 for silent binds


eh? you sillies making silent binds is easy!

just do...

bind [key] "set cl_noprint 1;<your commands here>;set cl_noprint 0"

(it would be nice to have a single buy command that simply
buys the most advanced ckit available)

I am using that alot in my up-coming work codenamed
Avalon which runs on 1.1.0 without any qvm
or exe changes, only hud and cfg files.

some features:
* easy to change hud theme file for color and font sizes
* on screen customizable menus like the cs-radio menus
* automatic cfg profiling controls (for humans, aliens, etc..)
[i would make it fully automatic but the trem devs
did not grace us by enabling hud scripting =( ]
* all new hud codenamed mystica
* programmable menu and config profile load events
for extra customizing flexibility

the menus can do anything from chat binds,
to buying and selling weapons, to toggling
options, etc... and they can be bound to any key!
the keys which activate menu options are fully
configurable don't even have to be unused when
a menu isn't open.  (eg. reload when not in menu
hit option 3 when menu is open)

and so much more!  8)

However, i just installed xubuntu,
that has slowed down development,
since i'm working on configuring that instead.

~ B1ackmagic
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Vector_Matt

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What do you want to see in 1.2?
« Reply #127 on: May 02, 2007, 12:50:35 pm »
Quote from: "B1ackmagic"
bind [key] "set cl_noprint 1;<your commands here>;set cl_noprint 0"
But would that block any chat text that was printed just as you hit the key?

B1ackmagic

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« Reply #128 on: May 02, 2007, 06:05:53 pm »
very unlikely...
the command runs almost instantaniously.

it would be nice to know if bind commands,
vstred cvars and incoming
game information echos to the hud console
can all run at the same or if they have a queue.

if they all print at the same time,
it would be nice to have a command
that prevents echo of commands
run by the same config exec or by the
same cvars in some sort of configurable fashion,
while allowing other processes to print normally.

personally, i wouldn't worry about it..
only a few binds or commands really need it
and the chances of you missing a chat are very
very small, if it's even possible.

I haven't honestly been worried about it enough
to fully check into it.

while i suppose you could open a private server with your
friend and spam binds with it while he spams chats
to see if you miss anything, it would be nice
to have input from someone who looked at the source
code.  i'm not going to spend any time on it.

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kevlarman

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What do you want to see in 1.2?
« Reply #129 on: May 02, 2007, 06:21:21 pm »
Quote from: "B1ackmagic"
very unlikely...
the command runs almost instantaniously.

it would be nice to know if bind commands,
vstred cvars and incoming
game information echos to the hud console
can all run at the same or if they have a queue.

if they all print at the same time,
it would be nice to have a command
that prevents echo of commands
run by the same config exec or by the
same cvars in some sort of configurable fashion,
while allowing other processes to print normally.

personally, i wouldn't worry about it..
only a few binds or commands really need it
and the chances of you missing a chat are very
very small, if it's even possible.

I haven't honestly been worried about it enough
to fully check into it.

while i suppose you could open a private server with your
friend and spam binds with it while he spams chats
to see if you miss anything, it would be nice
to have input from someone who looked at the source
code.  i'm not going to spend any time on it.

~ B1ackmagic
that isn't possible, most of the spam from commands is sent to you by the server, and there is no way of differentiating all spam from a single vstr or bind or exec from everything else. however, most of the annoying spam from binds is sent to you as a menu, with cg_disablewarningdialogs printing out some text instead, it would be fairly trivial to extend it to print nothing when cg_disablewarningdialogs is 2.
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?
the dretch bites.
-----
|..d| #
|.@.-##
-----

B1ackmagic

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What do you want to see in 1.2?
« Reply #130 on: May 02, 2007, 06:39:00 pm »
what are you talking about...
vstred cvars are command executed client side...
if you mean vstred cvars that produce menu warnings
then yes those are from the server... but not all
echos are of that nature.

what i was talking about was holding off
on messages from the server while running
a client side command, then printing them
when it's done.

something like: "cl_holdmessages 1;<commands>;cl_holdmessages 0"

this would delay all server messages
and suspend all client side messages.
now obviously if you turn it off for a long
time you get spamed when you turn it back
on... but that would be a silly usage of it.

and yes the cg_disablewarningdialogs 2
is a nice mod, i've seen it before. i'd
love to see it in the svn/in 1.2

the combination of this and cl_holdmessages
should be able to cover all bases...

i'm all for having as many options as possible. ^_^

note:
what i really wanted to know in my last post was
not how to filter server messages but instead
if server messages are in the same queue as
client run console commands... in other words,
does it process commands one at a time
or will it dump chat text while client commands
are running?

either way i'm not really worried about losing
chat text from cl_noprint... but i'm also
definately not saying it's most elegant thing
possible.

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kevlarman

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What do you want to see in 1.2?
« Reply #131 on: May 02, 2007, 08:03:49 pm »
almost no commands are executed client side (echo, cp, vstr, and exec are it i think). it's all sent to the server, and the server produces all the error messages, some of them are menus, but most are just trap_SendServerCommand(ent - gentities, va("print \"%s\n\", message));
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?
the dretch bites.
-----
|..d| #
|.@.-##
-----

B1ackmagic

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What do you want to see in 1.2?
« Reply #132 on: May 02, 2007, 09:32:23 pm »
yes, that's what i just said...
(don't forget commands like writeconfig, condump, or record though)

what we need is:
1) the ability to filter client side only (for echo and exec mainly)
2) the ability to filter the menu error messages

i believe there already is a 'block chat messages' cvar

in the meantime, filter everything with
cl_noprint

my question is still if queued client commands
execute in a separate process
from the console echoes from the server messages,
such that while running "set cl_noprint 1;<commmand>;set cl_noprint 0"
no server side messages other than ones caused the command will run.

one helpful note might be if someone knows
if bound console commands run concurrently or one at a time.
and then if the game will process that concurrently with
independently caused server messages printouts, such as team chats.

either way the chances of cl_noprint
over lapping a chat of any kind in the absence of intense
spam is minimal.

~ B1ackmagic
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frogg

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What do you want to see in 1.2?
« Reply #133 on: May 03, 2007, 07:21:47 am »
Quote from: "B1ackmagic"
bind [key] "set cl_noprint 1;<your commands here>;set cl_noprint 0"


I tried that and it didn't work:

Code: [Select]
bind b "set cl_noprint 1; class ackit; class ckit; class builderupg; class builder; sell weapons; buy ackit; buy ckit; set cl_noprint 0"

still ouputs many errors...

Fragged

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What do you want to see in 1.2?
« Reply #134 on: May 03, 2007, 01:07:47 pm »
ok if you want to add all this stuff yiou might as well make tremulous 2. This is changing tremulous so much it might as well be called Tremulous 2.0.1 or something. The one that looks like any good to add in 1.2 is the gibs.
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[insert name here]

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What do you want to see in 1.2?
« Reply #135 on: May 03, 2007, 03:16:36 pm »
One thing I would like to see is the jumping being a little more improved. Basically,
 - the longer you hold space bar the higher you jump.
For both aliens and humans who just want to make little hops past an obstacle and especially for marauders who sometimes have to walk because there's a little thing on top blocking their jump.

Glunnator

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What do you want to see in 1.2?
« Reply #136 on: May 03, 2007, 03:50:11 pm »
Quote from: "Fragged"
ok if you want to add all this stuff yiou might as well make tremulous 2. This is changing tremulous so much it might as well be called Tremulous 2.0.1 or something. The one that looks like any good to add in 1.2 is the gibs.

Y'know, I agree...

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gman19

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What do you want to see in 1.2?
« Reply #137 on: May 03, 2007, 09:50:33 pm »
Someone has mentioned a form of this already, but this is what I thought of as galactic conquest;

Make each room be a "universe" of sorts with a visual representation of the various planets (maps) and who controls them. That would add a bit of depth to the game. Like one part of the galaxy would have Nexus 6 based on a planet and you could see if humans or aliens owned that planet in real time. This could be based upon the last battle fought there or the percentage of wins each side had on that map; whoever has won more games there would have control of the planet/map. Now, this could be purely eye candy, or it could add an advantage to a particular team. That could be like the "home" team (the one in control) would have a homefield advantage over the other team, or exactly opposite; the other team is so jacked up over taking the place that they get speed bonuses, health bonuses, etc. (or an adrenaline mode, for example) to give them the edge.

Also, this would be a bit more difficult, you could make variations of a map that changes depending on whatever team controls the area. Example: Nexus 6 is owned by the humans, perfect, clean condition. Nexus 6 is contested (equally owned or almost-equally owned by both teams) and shows the same map with minor variations showing signs of struggle, a grittier atmosphere, and a clear point where you can see which places are human and which are alien territory. Nexus 6 is owned by aliens, same map with major variations showing that the place is totally alien. To clarify, I'll designate human control as H, contested as C, and alien as A.

Map H is the normal Nexus 6 map.

Map C is the normal Nexus 6 map with more blood/signs of battle and key alien areas (areas where aliens most frequent during the game, such as default base, certain hallways, the second reactor room, etc.) showing that aliens own that place; creep, slime, organic structures, etc. all over the place.

Map A is the Map C Nexus 6 map with more alien presence; the entire map is slimy, creepy, organic, etc.

Now, that would primarily be a texture variation, so the only difficulty is not feasibility but rather time. The game could be coded like:

Code: [Select]
if
map_control "team"//map is map name, team is H, C, A (human, contested, alien)
then
play_map "Map_H/C/A" //decides which map to load, maps included in base install of Tremulous

example

if
nexus_control "Human"
then
play_map "Nexus6_Human"


And that should be pretty simple to code. The only problem is time; you'd have to retexture the maps and redistribute them with the base install, which could triple the install size. Unless the maps could have multiple texture sets and have those load instead of three identical maps with different textures, which I have no idea on how to do.

Share your thoughts on this, if you don't mind.
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techhead

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What do you want to see in 1.2?
« Reply #138 on: May 04, 2007, 01:29:18 am »
Heh, Tremulous as MMOFPS.
Gibs for all!!!
I'm playing Tremulous on a Mac!
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DHRUVINATOR

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What do you want to see in 1.2?
« Reply #139 on: May 04, 2007, 05:26:48 pm »
Tutorials.
Maybe xp for players to create their own account like a game called rakion. Were people play to reach high levels. This will keep people active more trying to reach a goal.

Or a logging in procedure were kills/objects destruction of the oppsoing team is taken down and is added to your profile to show ur score etc etc.
Just me.

Plague Bringer

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What do you want to see in 1.2?
« Reply #140 on: May 04, 2007, 08:40:06 pm »
How about some non-gameplay changes, more atmospheric that just affect the mood;

The ability to change what hand you hold your gun in, gibs, alien claws on the screen, an assortment of different taunts you can choose to use (humans), a few diffferent crosshairs to choose from.
U R A Q T

B1ackmagic

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What do you want to see in 1.2?
« Reply #141 on: May 06, 2007, 10:41:11 pm »
Quote from: "frogg"
Quote from: "B1ackmagic"
bind [key] "set cl_noprint 1;<your commands here>;set cl_noprint 0"


I tried that and it didn't work:

Code: [Select]
bind b "set cl_noprint 1; class ackit; class ckit; class builderupg; class builder; sell weapons; buy ackit; buy ckit; set cl_noprint 0"

still ouputs many errors...


hmm interesting... it suppressed the errors for me.
i didn't try it for class choices though.. maybe it
doesn't work for those o.0

are you using the TJW Client?

try making that into a config file with one command per line
and run it with "set cl_noprint 1;exec <file>;set cl_noprint 0"

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treminator

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« Reply #142 on: May 07, 2007, 05:41:42 am »
+hook instead of a jetpack.  

Just think of the entertainment for the sole remaining human with a ckit - spiderman your way to safety from the horde feeding frenzy below.

B1ackmagic

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« Reply #143 on: May 07, 2007, 06:34:50 pm »
Quote from: "treminator"
+hook instead of a jetpack.  

Just think of the entertainment for the sole remaining human with a ckit - spiderman your way to safety from the horde feeding frenzy below.


rofl! that's funny.

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Ceaser342

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What do you want to see in 1.2?
« Reply #144 on: May 09, 2007, 12:42:00 pm »
"I'm Free!"  *Whack* "Wall there..."

"RAWR!"-goon

"Shit"
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FreaK

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What do you want to see in 1.2?
« Reply #145 on: May 09, 2007, 08:42:01 pm »
Maybe when you host a server you can pick bots, hard/medium or easy :/ Would make it easier to practice stuff lol.

bcc>ascii

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Group Bonus for Screaming Humans/Aliens
« Reply #146 on: May 10, 2007, 08:32:59 pm »
Group Bonus for Screaming Humans/Aliens

It would be nice to have some kind of group bonus (+ 25 %? Armor)
But for this feature you have to buld a Techcenter or something like that ... There u can choose if the bonus is armor / Fire upgrade / defence ...

Angel of Death

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What do you want to see in 1.2?
« Reply #147 on: May 10, 2007, 09:50:58 pm »
what I want to see:
1: Vehicles (maybe, not really sure.)
2: MORE weapons, definately
3: Possible, one-two new races to play as?
4: more gamemodes
5: more armor/items to use
6: more alien types
7: Ability to have RP servers (If any of you know what that is.)
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David

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What do you want to see in 1.2?
« Reply #148 on: May 10, 2007, 10:01:24 pm »
>> Ability to have RP servers (If any of you know what that is.)

What would need to change for this, other than the server name?
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Dracone

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What do you want to see in 1.2?
« Reply #149 on: May 11, 2007, 12:09:13 pm »
The abililty to give away your medkit to a fellow human who is badly hurt near their base, or if it's SD and you have no medi, but you have full hp.
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