Author Topic: Risujin's Balance Mod for SVN 879 revision 16  (Read 574430 times)

Risujin

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #180 on: December 19, 2006, 05:17:14 pm »
Quote from: "techhead"
Tyrants should have minor fall damage, ever seen an elephant fall 5 stories?

To be perfectly honest, no. :) On the other hand, if youre physically bigger, you have bigger legs etc and can absorb more damage. Tyrants arent built quite like elephants.

My only real objection is that I dont get how this would affect gameplay at all... how often do tyrants fall far enough for this to matter? Give me an example of a map where there is a drop a tyrant would take significant damage from.

Quote from: "benmachine"
In the game, everything seems to be normal, but the console turns up all the wrong messages.

Yes, there is something screwy with the !slap command messages. I have some of these issues worked out in the new revision. Thanks for telling me about the console ones, I didnt really think about it.

Quote from: "vcxzet"
New admin command: !slap
abusive
Play in third person!
abusive

All admin commands are abusive. 3rd person perspective has not been effectively abused so far... it makes the game HARDER. :)

Quote
Revamped voting system:
nice

You're one of the few who likes it. :)

Quote
did you take it from tremx or use the same crappy hue value
and you dont see the explosion after you die
make it instantaneous ?

I've only played your mod once and havent looked at your source. Once I get done fixing my bugs I'll get to stealing your code. 8)

Theres a problem with seeing the explosion. I can fix it but, since your entity is killed and explodes, you need to be temporarily given a new entity and hang around for a bit. Its kind of a messy hack but I'll do it eventually.

Quote
Backwards-compatibility with +zoom.
obsolete

Bad developer. It was easier to add it back in than explain to every single person why zoom doesnt work anymore.

Quote from: "robug"
it would be nice to be able to save with each map layout different values for
g_humanbuildpoints and g_alienbuildpoints

Ok, I'll find a way to hack this in.

Quote from: "robug"
I have noticed that if !layout edit is exec'd and all people disconect, that the map does not rotate. Is it posible to put a timout on !layout edit if the last player with the !layout flag disconnects?

Good point!

Quote from: "vcxzet"
!layout must be a devmap dependant command anyway

No, "devmap" is a dumb idea anyway. Admin rights is much smoother. The layout command can be used to fix (player) abuses such as rebuilding deconned bases (when all eggs gone etc).

Quote from: "vcxzet"
it is not good to design a layout while ppl are online

The new layout patch prevents normal players from doing anything, which is probably boring for them but its fair. Besides, cooperative editing is the new thing (heard of the Cube Engine?).

Quote
do you know you can spawn other things?
movers particle systems hurt zones

Yes, thats true but its tricky to decon these things (especially ones w/o bounding boxes) and you cant use in-game placer to put them down. Its over-doing it a bit. Of course, patch away if you can manage it!

techhead

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #181 on: December 19, 2006, 05:23:40 pm »
Rebuilding the bases after every onslaught opens up a whole new field of admin abuse.
The human spawn/teleport noise is somewhat annoying.
To make tyrants walk on dretches, make tyrant step height 30.

And a jetpack idea someone had was to put a constant acceration on it, instead of constant speed.
The effect would be similar to Quake trickjumping where you can speed up until you hit something.
This would allow for a somewhat higher learning curve, and allowing for drifting, true strafing, and other aeral tricks. It would also cut down on jettarding, as a perfect stop would require more fine-tuning.
Also, this could allow for a flying alien to be introduced without making the jetpack obsolete.
As tremulous uses the Quake engine, is this possible?
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Risujin

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #182 on: December 19, 2006, 05:35:58 pm »
Quote from: "techhead"
To make tyrants walk on dretches, make tyrant step height 30.

Where?? :o

Quote from: "techhead"
And a jetpack idea someone had was to put a constant acceration on it, instead of constant speed.

This is easy but I don't see how it affects the jetpack... could you explain it more? Is it constant acceleration in any direction?

pyrax

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #183 on: December 19, 2006, 06:07:13 pm »
Quote from: "Risujin"
Quote from: "techhead"
Tyrants should have minor fall damage, ever seen an elephant fall 5 stories?

To be perfectly honest, no. :) On the other hand, if youre physically bigger, you have bigger legs etc and can absorb more damage. Tyrants arent built quite like elephants.

I assume that the aliens don't have a skeletal system that is the same as Earthly mammals but there is something to be said about the biology of scale.  If tyrants had bones similar to animals on earth, it wouldn't even be able to walk with its knees bent like it has.  However, aside from that, something the size of a tyrant probably couldn't fall down a single stair without its legs breaking...

Quote from: "Risujin"
My only real objection is that I dont get how this would affect gameplay at all... how often do tyrants fall far enough for this to matter? Give me an example of a map where there is a drop a tyrant would take significant damage from.

...Let alone falling down the elevator in M.E.E.P.

Edit: Or over the railing in Transit (by the human base).  Or off the top balcony in Karith (outside alien base).

I also don't think the tyrant should take fall damage BTW.

Risujin

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #184 on: December 19, 2006, 08:25:18 pm »
Quote from: "pyrax"
I assume that the aliens don't have a skeletal system that is the same as Earthly mammals but there is something to be said about the biology of scale.  If tyrants had bones similar to animals on earth, it wouldn't even be able to walk with its knees bent like it has.  However, aside from that, something the size of a tyrant probably couldn't fall down a single stair without its legs breaking...

Great link! :D

We can use the same kind of analogy as the article. Looking closely, the tyrant is actually a giant insect. Technically, if it was, it couldnt even exist because the insect biology doesnt scale well (see: tarantula). It would have to be made of a new kind of supermaterial: polygons. Since polygons only take damage from G_Damage() it is only natural that they do not take any falling damage. In fact, humans shouldnt take damage either. Tremulous should be a peaceful happyworld where no polygons need ever be hurt again. Watch for this in the next revision.

techhead

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« Reply #185 on: December 19, 2006, 09:42:24 pm »
Holding down the forwards key makes you go travel forwards faster.
Let go, and you keep drifting at the same velocity, until you hit something or slow down.
Accelerate in the opposite direction to slow down.
Turning you camera does not affect velocity on its own, but does affect the vectors of your controls.
Accelerate forward, and then sideways, and you will go diagonally.
Sideways, backward, and up/down movement work similarly.
Play a space flight sim for more on this.

I am thinking it would be nice for speed to have a fixed "air resistance" cap, in all directions, to avoid the "Human bullet" effect in open spaces (like transit).
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Risujin

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« Reply #186 on: December 19, 2006, 11:29:19 pm »
Quote from: "techhead"
Play a space flight sim for more on this.

Ok I gotcha. I'll play around with it and see how it feels. :jetpack:

Rawr

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« Reply #187 on: December 20, 2006, 06:04:47 am »
once again...
whats the toggle for bile and tsaw?
img]http://dvclan.org/statsig/statsig.php/3826/4.jpg[/img]

Risujin

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« Reply #188 on: December 20, 2006, 03:33:01 pm »
Quote from: "bazuka_poo"
once again...
whats the toggle for bile and tsaw?

There isnt one. There are too many changes in the game for me to simply toggle it out with a server switch.

realityx

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #189 on: December 20, 2006, 03:57:51 pm »
First I'd like to say that this mod is just amazing. It really brings a whole new level to the style of play (telenodes are my fav  :)  ). I've found a small problem however, when using the !layout tools to set new layouts for difrent maps.

The problem is not really with the !layout commands, its more so when the server loads the layouts from the file when the map is started or restarted. It seems to only load the 2nd layout in the list if there is more than one. I would have thought it would have loaded them just like with the !layout random command (which works fine btw), using a random layout every time the map starts. Just a thought.

Rawr

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« Reply #190 on: December 20, 2006, 07:24:56 pm »
Quote from: "Risujin"
Quote from: "bazuka_poo"
once again...
whats the toggle for bile and tsaw?

There isnt one. There are too many changes in the game for me to simply toggle it out with a server switch.



you said you'd make one  :(  :(  :(  :(
img]http://dvclan.org/statsig/statsig.php/3826/4.jpg[/img]

techhead

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #191 on: December 20, 2006, 09:35:52 pm »
Quote from: "bazuka_poo"
Quote from: "Risujin"
Quote from: "bazuka_poo"
once again...
whats the toggle for bile and tsaw?

There isnt one. There are too many changes in the game for me to simply toggle it out with a server switch.



you said you'd make one  :(  :(  :(  :(

You could run the balance mod and simply disallow the Bile Dretch and Tranqsaw in the server preferences.

Also, if you keep the current jet-pack, a vertical wobble makes a lot more sense than a horizontal one.
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Risujin

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« Reply #192 on: December 20, 2006, 10:03:40 pm »
Quote from: "realityx"
First I'd like to say that this mod is just amazing.

Thanks. :oops:

Quote from: "realityx"
It seems to only load the 2nd layout in the list if there is more than one. I would have thought it would have loaded them just like with the !layout random command (which works fine btw), using a random layout every time the map starts. Just a thought.

Actually it runs !layout random under the hood. :) Thanks for pointing this out, I just tested and indeed it loads the exact same layout every time! Maybe random numbers are seeded well when the map inits...

Risujin

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #193 on: December 21, 2006, 08:09:57 pm »
Revision 12 for your gaming pleasure. Please test out the modified bile dretch and the new Xael MkII for balance issues.

EDIT: please wait for rev 13, there are a number of show stopping bugs :) in layout and with Xael kills...

Rawr

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« Reply #194 on: December 22, 2006, 04:11:02 am »
for the !layout command...
i found this only somewhat usefull. I suggest adding a few commands to make things better. For instance, making !layout clear, into !layout clear h/a. This is because your !layout build is somewhat unclear. IE !layout build overmind: doesnt work. Perhaps make a list of all the structure names you made.
I dont really get the point of the !layout placement(mistake?) with the rotational?
img]http://dvclan.org/statsig/statsig.php/3826/4.jpg[/img]

Undeference

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« Reply #195 on: December 22, 2006, 04:18:14 am »
Quote from: "Risujin"
Maybe random numbers aren't seeded well when the map inits...
fixed
Need help? Ask intelligently. Please share solutions you find.

Thats what we need, helpful players, not more powerful admins.

Risujin

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« Reply #196 on: December 22, 2006, 04:57:57 am »
Quote from: "Undeference"
Quote from: "Risujin"
Maybe random numbers aren't seeded well when the map inits...
fixed

The problem was that they were being seeded with the frame number every server frame, I fixed that in the patch.

techhead

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« Reply #197 on: December 22, 2006, 08:47:07 pm »
Uh, the team health doesn't show up, unless I'm looking in the wrong places.
I even tried shooting my teammate, I noticed no changes, except for pissing him off.
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n00b pl0x

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« Reply #198 on: December 22, 2006, 09:39:34 pm »
the new cannon thing is a bit...odd.

if you kill yourself, the message that comes back is "UnnamedPlayer's armored marine was killed by 's fireball."

nothing in front of the random 's  :O

and it can still atk human base structures if base friendly fire is off...

lastly, it can kill every single human in one hit :( i wanted a fireball jump with my bs and just ended up pwning myself
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Kolaris

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« Reply #199 on: December 22, 2006, 11:38:24 pm »
The new gun is...awful. Frankly. I look forward to it being usable in game, but...

It one hit kills everything for less money than a lucifer cannon. Is that intended, or a bug? Not only do I have a problem with the one hit thing...it makes the luci obsolete. I'm basing this off of 323 hp gone on a charge of about 1.5 seconds. Fun stuff.

Then a bug, possibly to 'balance' it, it kills humans and buildings even when FF is off.

n00b pl0x

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« Reply #200 on: December 23, 2006, 01:07:04 am »
it completely phails against a semi-decent dretch tho :$ against dretches its like luci...cept no splash...which means you barely ever hit if they wallclimb and all that fun stuff...and btw...i just noticed you can devolve at the lil screen between games LOL you cant evolve tho because it says there inst enuf room :D

oh yes, another bug. if you kill someone with the new gun, it takes away one of his kills like he killed himself...i got a person to -7 messin around with it lol
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holyknight

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« Reply #201 on: December 23, 2006, 01:35:03 am »
that new weapon was freaking hilirious...
It keep missing when you are out in the open, so it's alright.
It bounces and hits your human teammates. Friendly Fire.
When you get killed by it, you get -1... huh...
but I bet you already knew about that

anyways, did human weapons grow stronger? As in, the Lasgun. A lot of people questioned me about that when I used lasgun

techhead

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« Reply #202 on: December 23, 2006, 12:27:19 pm »
When anything gets hit by it, it treats it as getting killed by the environment.
Thats probably why it does friendly fire when FF is off.
Thats probably why it doesn't tell you who shot it.
Thats probably why you lose kills by getting hit by it.
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Risujin

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« Reply #203 on: December 23, 2006, 06:38:27 pm »
Quote from: "techhead"
When anything gets hit by it, it treats it as getting killed by the environment.
Thats probably why it does friendly fire when FF is off.
Thats probably why it doesn't tell you who shot it.
Thats probably why you lose kills by getting hit by it.

I fixed this the day I released rev 12 ... but sadly, you will have to wait til rev 13 and yes it is mostly usable now. The only thing I can't get right is client side prediction for the bouncing... :(

Quote from: "holyknight"
anyways, did human weapons grow stronger? As in, the Lasgun. A lot of people questioned me about that when I used lasgun

Unlagged makes you a much better shot. I noticed this with the mass driver. :)

Quote from: "n00b pl0x"
i just noticed you can devolve at the lil screen between games

I'll have to fix that. :)

Amtie

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« Reply #204 on: December 23, 2006, 09:37:20 pm »
Umm theres something wrong here... I downloaded the .pk3 file for the 12th rev, and I get this:



The mara is gassing, not some hidden lisk...



Me, a human player, with alien radar and HUD.



Tsaw shooting lasgun thingies.

Any ideas?

P.S. This was done with devmap, but there was no difference when i tried it without.
Meow.

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n00b pl0x

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« Reply #205 on: December 23, 2006, 09:53:07 pm »
erm...it just looks like ur using 3rdperson... /cg_thirdperson 0

nice tyrant crosshair btw
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Amtie

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« Reply #206 on: December 23, 2006, 10:00:40 pm »
You looked at the old screenies,  not the new ones. There was something bugged with the screenies...
Meow.

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Risujin

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« Reply #207 on: December 23, 2006, 11:51:30 pm »
Quote from: "amt111"
Umm theres something wrong here... I downloaded the .pk3 file for the 12th rev

I'm going to guess that you were running a listen server. The only way to play Balance mod (since rev 11) is to connect to an SVN tremded that is running the pk3 and game.qvm.

Amtie

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« Reply #208 on: December 24, 2006, 10:16:09 am »
If you mean listen server as a private server, then yes. But rev 11 works perfectly well for me, unlike rev 12... But ah well, ill have to get to s3 the hard way. Thanks for your info though.
Meow.

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Risujin

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« Reply #209 on: December 24, 2006, 05:59:58 pm »
Revision 13 fixes many bugs (mostly Xael2 related) and integrates the latest !layout patch. The new !layout patch finally allows you to build on walls and ceilings and has some bug fixes and improvements (insta-spawning buildables etc). Merry christmas!