Author Topic: Risujin's Balance Mod for SVN 879 revision 16  (Read 570472 times)

Risujin

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #390 on: February 21, 2007, 01:24:53 am »
Quote from: "vcxzet"
last time chompers left the community for > 2 months

good luck risujin ^^

If he's not back by May I'll finish the model myself.

Vector_Matt

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #391 on: February 21, 2007, 01:41:21 am »
Quote from: "techhead"
Anyone want to face an Advanced Dragoon with an effective power greater than that of a Tyrant?


Quote from: "Vector_Matt"
the server limiting the number of spendable points
These would probably be only minor increases, and each person could only have 5-10 or so.

_Equilibrium_

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #392 on: February 21, 2007, 01:54:00 am »
Quote from: "Risujin"
Quote from: "vcxzet"
last time chompers left the community for > 2 months

good luck risujin ^^

If he's not back by May I'll finish the model myself.
may is a long time :(

techhead

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #393 on: February 21, 2007, 11:13:43 pm »
A valid (d)evolve feature request(s).
1. Interchangeable Granger/Adv., even when not near OM, as long as Om is up.
2. Menu will not pop up if Granger build-timer is still going.
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Mangler

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Elite Aliens and Humans
« Reply #394 on: February 25, 2007, 12:48:59 am »
What about this:

Elite versions of Regular Alien / Marine classes;

The LOOK of the player is different. This happens when you get a Higher ratio of Kills to Deaths than most other players. (like 4:1 or something)

Marines get a "Cool" Black/Camo uniform, with some kind of shiny medals and/or a black headband. Battlesuits get painted with Skulls or other designs, ect...

Tyrants and/or Dragoons look generally more evil and dangerous, also they show signs of battle damage, scars, ect...

To utilize the 'Elite' uniform / battlesuit, it must be bought (same prices as regular stuff). For Aliens this is accomplished with a 'free' evolve.

Elites also get some extra minor features, like:

Thermal Vision in Battlesuits (aliens have a glowing skin, see the Predators movie for ideas...)

Tyrants get a Stunning Roar, that works just like the regular roar but causes all unhelmeted marines in 10' to have their views shake for 10 seconds (and their aim to be messed up). (Cause if you know an Elite tyrant is next to you, and you don't have a Bsuit, running like hell and hoping he eats your teammates first is the best option ;) )

Risujin

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Re: Elite Aliens and Humans
« Reply #395 on: February 25, 2007, 12:56:56 am »
Quote from: "Mangler"
What about this:

Elite versions of Regular Alien / Marine classes

Not worth adding 500kb to the PK3 per skin. :(

douglaz

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #396 on: February 25, 2007, 08:45:07 pm »
I downloaded
http://www.missirina.com/rhttp://www.missirina.com/risujin/tremulous/balance/balance-svn879-16.patch  
and compiled it successfully on linux.

The server works, but I get some problems. When I connect  the client says:

^1ERROR: failed to register particle system humanTelenodeSpawnPS
^1ERROR: failed to register particle system humanTelenodeTeleportPS
^1ERROR: failed to register particle system models/weapons/tsaw/impactPS
^1ERROR: impact particle system not found models/weapons/tsaw/impactPS
trying gfx/xael2/primary.TGA...
^1ERROR: missile sprite not found gfx/xael2/primary
^1ERROR: failed to register particle system models/weapons/xael2/missilePS
^1ERROR: missile particle system not found models/weapons/xael2/missilePS
^1ERROR: failed to register particle system models/weapons/xael2/impactPS
^1ERROR: impact particle system not found models/weapons/xael2/impactPS
^1ERROR: missile sprite not found gfx/xael2/primary
^1ERROR: failed to register particle system models/weapons/xael2/secondaryImpactPS
^1ERROR: impact particle system not found models/weapons/xael2/secondaryImpactPS


For example. the xael2 is invisible. I'm using http://www.missirina.com/risujin/tremulous/balance/balance-879-16.pk3


Unpacking the pk3, I see:
./gfx/xael2/primary_1.jpg
./gfx/xael2/primary_2.jpg

But the client is looking for the wrong file:
trying gfx/xael2/primary.TGA...
^1ERROR: missile sprite not found gfx/xael2/primary

Any ideas?

Mangler

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #397 on: February 26, 2007, 01:10:01 am »
Darn, the 'Q3' Engine does not support additional textures layered onto other textures...

500Kb for Just Two textures? that seems a little high (unless they are straight bitmaps... but even TGA I think is a little bit compressed.)

Besides, everyone KNOWS a Multi-gigabyte mod is more fun than a 1-2 MB one right? :roll:  :wink:

whitebear

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #398 on: February 26, 2007, 01:45:02 pm »
Elite versions would rawk but futures of theirs need to go throug wind mill first ^^ (if ya understand what I mean)

my version:
Every player with atleast 10 kills and less deaths than kills would.
Human elite gets double damage and increse to all armor bonuses.
Alien elite gets double speed and properties of being boosted.

Stof

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #399 on: February 26, 2007, 02:16:04 pm »
Quote from: "whitebear"
Elite versions would rawk but futures of theirs need to go throug wind mill first ^^ (if ya understand what I mean)

my version:
Every player with atleast 10 kills and less deaths than kills would.
Human elite gets double damage and increse to all armor bonuses.
Alien elite gets double speed and properties of being boosted.

Not that I wouldn't mind but I *think* this is slightly overpowered in favor of humans :D
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

Risujin

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #400 on: February 28, 2007, 03:34:04 pm »
Quote from: "douglaz"
Unpacking the pk3, I see:
./gfx/xael2/primary_1.jpg
./gfx/xael2/primary_2.jpg

But the client is looking for the wrong file:
trying gfx/xael2/primary.TGA...
^1ERROR: missile sprite not found gfx/xael2/primary

Any ideas?

It cannot find the data files. It tries to look for the TGA version of a file when it cannot find the specified filename. Your PK3 may not be in the right place.

First, remove the Balance VMs from the PK3 and put it in its own folder (not balance but, say, balance2) and add your own compiled VMs folder to the PK3. When you start Tremulous make sure it is starting in the right mod folder by adding +set fs_game balance2 to the command line.

Quote from: "Mangler"
Darn, the 'Q3' Engine does not support additional textures layered onto other textures...

Yes it does, but you need to use a TGA file on top with holes cut into its alpha layer.

Quote from: "Mangler"
500Kb for Just Two textures? that seems a little high (unless they are straight bitmaps... but even TGA I think is a little bit compressed.)

Chompers used a TGA texture to add effects to the firefly skin and it doubled the size of the PK3!

Vector_Matt

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #401 on: March 03, 2007, 01:44:37 pm »
On elite classes:

If elites are added, that will only help the already good players, leaving newbs getting killed even more frequently and likeing the game less.

However if elite was purchaseable, then it might work well. It would have to cost alot though, something along the lines of 1500, 1250, so that if you have 2000 and no equipment, you can't get it, but once you've bought stuff and gotten more cash, you can buy it.

Luker

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #402 on: March 03, 2007, 02:33:14 pm »
A new feature i'd like to have is being able to set how much damage/how fast a weapon is.

for example there can be a bar in the armory menu which you can move to have a faster-shooting or a more single-shot-damage weapon...
this can be set for every weapon...
you just need to keep the actual damage/shoot-time rate...

for aliens this can be translated by choosing a faster-hitting alien instead of a powerful alien...

an other thing like this would be to set your player at spawn-time to have a faster or stronger(=more health) player. for both aliens and humans...

maybe even for structures, at least with turrets/teslas/acid-tubes/hives...


i think this can lead to interesting situations, and even introduce some tactic...
for example it can lead to a more hit-and-run strategy or to a massive-attack one...

vcxzet

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #403 on: March 03, 2007, 03:05:10 pm »
bounty suit:
more stamina
helmet/larmor is standard
no blaster/shotgun is standard weapon
can buy another weapon
can carry up to 3 grenades
regens health +1/sec - +5/sec near powered zones
have the same armor class as bsuit

human team may only have one bounty

--------------------------------

Mangler

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #404 on: March 04, 2007, 01:34:19 am »
Anyone ever play Gunman? (Little known Halflife engine game).

It had slider configurable weapons.

The shotgun for instance could have its cone of fire, and number of shells consumed when firing changed.

The basic pistol had like 3 different modes as well.

Being able to say; configure the 3 basic properties of a weapon
DOT: Damage Over Time, a shotgun can fire 1 shell fast-ish or 4 shells once in a blue moon.
--Changes firing speed or number of projectiles created. (low values mean put all damage into as few shots as possible. Also affects recoil and accuracy.

Total Capacity: Bigger Mag = Heavier gun and fewer reserve clips, also more expensive. Less reloading. Won't be running any 1 minute miles there Rambo!

Absolute Damage: How much damage all the ammunition will do added together. More ammo == Weak bullets. Less Ammo == Anti-Tank Slugs.

So for a Rifle lets alter its properties as an example.
(exact values unknown, I'm just guessing)

--Standard Rifle--
DOT; Normal ROF = 500RPM/1 (8.3 bullets/sec)
TC; 30 Mag, 6 Mags total = 180 bullets
AD; 20~, x 180 = 3600 Damage Total.

--Turbo Rifle--
2X | DOT; 2X ROF = 1000RPM/1 (16.6 bullets, second :) )
2X | TC; 60 Mag, 4 Mags total = 240 Bullets.
-0.25X | AD; 15~, x 180 = 3600 Total Damage.
3.75X Normal cost.

--Heavy Rifle--
-0.20X | DOT; Normal ROF = 400RPM/1 (6.6 bullets/sec)
-0.25X | TC; 25 Mag,  4 Mags total  = 100 bullets
1.8X | AD; 36~, 100x  = 3600 Damage Total.
1.35X Normal Cost

--Rambo Special--
2.5X | DOT; 2.5X ROF = 1250RPM (20.8 bullets, sec. !)
2X    | TC; 60 mag, 2 Mags total = 120 Bullets
1.5X | AD; 30~, x 120 = 3600
6X Normal Cost.

So with that in mind these are all the 'same' weapons from a balance point of view. Averaged out over time, they will all perform the same.

When the Rifle is being bought, you would have an extra 'customize' UI button that lets you tweak the values with 3 sliders (range of 3X +/-)

This could be very interesting as you could customize the weapon for the situation.

vcxzet

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #405 on: March 04, 2007, 09:58:06 am »
you catch a granger make juice from its body
put the juice on your clothes
voila aliens now follow you and obey your orders

E-Mxp

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #406 on: March 04, 2007, 06:41:37 pm »
Quote from: "vcxzet"
you catch a granger make juice from its body
put the juice on your clothes
voila aliens now follow you and obey your orders
NOOOO!!! Poor :granger:s!
ps: I think the smell would be unbearable! :D

kotoko

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #407 on: March 05, 2007, 02:41:25 am »
Quote from: "Risujin"
Quote from: "Paradox"
You could make the slap death message: NAME was slapped silly by NAME

I did have that death message. I gotta do some hacking to make it work without giving kill credit to the slapper ("UberN00b was slapped to death by TEAMMATE Risujin" => -1 evo).

In the meantime here is rev 15, largely a bug fix release. The team overlay isnt quite so gimpy anymore. :) There are weapon icons for bile, xael2, and tsaw. The Xael 2 insta-kill bug should now be fixed (Ive said that before but this is a new attempt). Xael 2 has a bouncy secondary fire instead of being a half-Luci-clone.

EDIT: no, the droids arent here yet

EDIT2: The Xael2 bug was nasty. It happens when a Xael2 shot bounces off of a moving entity. Because the target hasnt moved this frame (relative to the projectile), if the target is moving toward the projectile, during the next frame the projectile ends up inside the target and insta-kills. I put in a bit of a hack but it seems to have stopped this from happening in most cases.


The xael 2 seems still kill every alien moving towards the fireball in rev16. An question here: is it the original xael fireball expected to exsist after touching an object(ex:teammate, self, an alien but not wall) ?

Risujin

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #408 on: March 05, 2007, 05:19:26 pm »
Quote from: "kotoko"
The xael 2 seems still kill every alien moving towards the fireball in rev16. An question here: is it the original xael fireball expected to exsist after touching an object(ex:teammate, self, an alien but not wall) ?

Yes it is supposed to keep bouncing. I good idea of how to fix it for rev 17. The movement glitch shouldn't happen any more. Also If I only allow one fireball to be fired at a time, it should fix the spam factor. :)

floodbud

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n00b question
« Reply #409 on: March 05, 2007, 06:43:12 pm »
Am I alone in that I can't start a local Balance server?  I get client/server mismatch, even though I am running balance mod for both client and server.  Don't tell me to use the search engine please, it sucks like crazy and you can't find anything with it.
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David

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #410 on: March 05, 2007, 07:20:17 pm »
I seem to recall reading somewhere that you cant use it with a listen server....  might be wrong though.
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Risujin

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Re: n00b question
« Reply #411 on: March 06, 2007, 12:17:40 am »
Quote from: "floodbud"
Am I alone in that I can't start a local Balance server?  I get client/server mismatch, even though I am running balance mod for both client and server.  Don't tell me to use the search engine please, it sucks like crazy and you can't find anything with it.

You will be able to starting with rev 17 but for now you must start an SVN tremded and join it.

techhead

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #412 on: March 06, 2007, 01:15:47 am »
I know how to make the Xael awesome while balancing it.
When shots hit a target, they disappear.
If shots don't hit anything and "expire", then they do splash damage there.
How does that sound?
Now there is an anti-dretch countermeasure besides spamming.
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daenyth

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #413 on: March 06, 2007, 07:37:10 pm »
One feature which might be interesting to play with is being able to increase the bp available by donating creds/evos. Maybe something like
3ep(675c)=4bp?

Numbers would need tweaking obviously, but it could be interesting. Maybe something like a g_credBPexchange variable to select what percentage of 9ep(2000c) equals 8(?)bp? (example above is 67%=8bp). Could set variable to 0 to deny exchange altogether. Should you have a minimum donation amount? I think a minimum donation of 33% sounds fine.

So, what do you think?
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whitebear

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #414 on: March 06, 2007, 08:32:33 pm »
Quote from: "vcxzet"
bounty suit:
more stamina
helmet/larmor is standard
no blaster/shotgun is standard weapon
can buy another weapon
can carry up to 3 grenades
regens health +1/sec - +5/sec near powered zones
have the same armor class as bsuit

human team may only have one bounty

--------------------------------

And everyone sits on armory end of the game waiting the one with bounty suit to die... oh this is great!

why don't we instal nuke on everyones back and have leeroy fest

DoorKnob

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #415 on: March 06, 2007, 09:09:56 pm »
About daenyth's post it wouldn't be fair. It would mean the winning team and would have more BP so they can have a better base...
roud Ex-Leader of the Mighty UVache!

daenyth

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #416 on: March 06, 2007, 09:17:08 pm »
Quote from: "DoorKnob"
About daenyth's post it wouldn't be fair. It would mean the winning team and would have more BP so they can have a better base...

True.. How about this:

When you /donateBP 6 (evos), the enemy team would get 1350c /donated to them. Or maybe even more? Perhaps double, if you /donateBP 2000, aliens get 18 evos /donated to them.
Quote from: Bullislander05
It's like trying to take apple seeds out of a zebra to plant a giraffe tree.

Vector_Matt

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #417 on: March 07, 2007, 03:47:09 am »
Quote from: "daenyth"
How about this:

When you /donateBP 6 (evos), the enemy team would get 1350c /donated to them. Or maybe even more? Perhaps double, if you /donateBP 2000, aliens get 18 evos /donated to them.
Then the aliens donate, giving the humans cash, then the humans donate giving the aliens evos etc...

Risujin

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #418 on: March 07, 2007, 05:57:35 am »
A good suggestion I heard was (apologies to the source, I forgot who said it) that you have each repeater produce its own BP, usable only for buildings that power off of that repeater. So with that you can build forward bases without emptying the core defense.

Aliens would need a new building ... a kind of alien "repeater" or something. That or major hackery with the eggs. :)

vcxzet

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Risujin's Balance Mod for SVN 879 revision 16
« Reply #419 on: March 07, 2007, 09:30:40 am »
booster near egg means more bps for aliens
too bad repeaters are free and they need to be free(SD and other stuff )