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Risujin's Balance Mod for SVN 879 revision 16

Started by Risujin, November 17, 2006, 08:55:18 PM

Risujin

Quote from: vcxzetlast 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

Quote from: techheadAnyone want to face an Advanced Dragoon with an effective power greater than that of a Tyrant?

Quote from: Vector_Mattthe 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_

Quote from: Risujin
Quote from: vcxzetlast 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

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.
I'm playing Tremulous on a Mac!
MGDev fan-club member
Techhead||TH
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Mangler

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

Quote from: ManglerWhat about this:

Elite versions of Regular Alien / Marine classes
Not worth adding 500kb to the PK3 per skin. :(

douglaz

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

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

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

Quote from: whitebearElite 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

Quote from: douglazUnpacking 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: ManglerDarn, 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: Mangler500Kb 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

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

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

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

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

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

Quote from: vcxzetyou 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

Quote from: Risujin
Quote from: ParadoxYou 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

Quote from: kotokoThe 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

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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loodbud
.:AoH:.Opwn3nt        In game
http://www.freepowerboards.com/flamewars/
^My forum^

David

I seem to recall reading somewhere that you cant use it with a listen server....  might be wrong though.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
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My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Risujin

Quote from: floodbudAm 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

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.
I'm playing Tremulous on a Mac!
MGDev fan-club member
Techhead||TH
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Copy and paste Granger into your signature!

daenyth

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?
Quote from: Bullislander05
It's like trying to take apple seeds out of a zebra to plant a giraffe tree.

whitebear

Quote from: vcxzetbounty 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

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

Quote from: DoorKnobAbout 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

Quote from: daenythHow 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

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

booster near egg means more bps for aliens
too bad repeaters are free and they need to be free(SD and other stuff )