Author Topic: Shooting alien structures  (Read 12691 times)

Taiyo.uk

  • Posts: 2309
  • Turrets: +222/-191
    • Haos Redro
Shooting alien structures
« on: November 30, 2006, 01:17:33 pm »
Would it be better if there were alien blood particles (instead of the normal "shooting the wall" particles) and no ricochet sound when shooting alien structures with the rifle, SG and CG?

Odin

  • Spam Killer
  • *
  • Posts: 1767
  • Turrets: +113/-204
    • My Website
Shooting alien structures
« Reply #1 on: November 30, 2006, 05:54:15 pm »
Yes. Oh, and somebody fix the problem with the eggs where you have to shoot the root to hurt it.

Risujin

  • Posts: 739
  • Turrets: +33/-13
    • http://risujin.org
Shooting alien structures
« Reply #2 on: November 30, 2006, 06:44:40 pm »
Quote from: "Odin"
Yes. Oh, and somebody fix the problem with the eggs where you have to shoot the root to hurt it.

That would require giving eggs two hitboxes which, one for client collisions and one for missile collisions. Damned if I know how to hack that in. :D

rasz_pl

  • Guest
Shooting alien structures
« Reply #3 on: November 30, 2006, 06:58:01 pm »
Quote from: "Odin"
Yes. Oh, and somebody fix the problem with the eggs where you have to shoot the root to hurt it.


why? only the root is an actual egg, that upper stuff is like a plant leaves

Lava Croft

  • Guest
Shooting alien structures
« Reply #4 on: November 30, 2006, 07:38:44 pm »
Quote from: "rasz_pl"
Quote from: "Odin"
Yes. Oh, and somebody fix the problem with the eggs where you have to shoot the root to hurt it.


why? only the root is an actual egg, that upper stuff is like a plant leaves

Besides, all Alien structures have a distinct animation when being shot.

PIE

  • Posts: 1471
  • Turrets: +96/-52
    • http://www.mercenariesguild.net
Shooting alien structures
« Reply #5 on: November 30, 2006, 07:44:10 pm »
Ricochet sound?.. Why would they ricochet off of alien structures?

I agree with rasz about the egg.. the hitbox is fine. You can, with a little effort, shoot eggs anywhere on a map as it is.. adding in more of a hitbox would just make it a little too easy.

Stof

  • Posts: 1343
  • Turrets: +1/-1
Shooting alien structures
« Reply #6 on: November 30, 2006, 09:09:31 pm »
Egg hitbox is lame and completly counter intuitive. It has to be fixed somehow and should be considered a major bug.
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.

IJsje

  • Posts: 58
  • Turrets: +1/-1
Shooting alien structures
« Reply #7 on: November 30, 2006, 09:16:37 pm »
Egg hitbox should at least be put in the manual.

_Equilibrium_

  • Posts: 1845
  • Turrets: +96/-89
Shooting alien structures
« Reply #8 on: November 30, 2006, 10:35:26 pm »
yeah, when i first started playing, i saw an egg once and started shooting hte top part. i think i emptied 4 clips into it before a dretch killed me. good times.

DIGI_Byte

  • Posts: 508
  • Turrets: +5/-1
Shooting alien structures
« Reply #9 on: November 30, 2006, 10:38:38 pm »
Quote from: "IJsje"
Egg hitbox should at least be put in the manual.


i agree i was shooting one for the first time and i was wondering, why isn't it dieing? then a dretch owned me.

Neo

  • Posts: 760
  • Turrets: +2/-0
Shooting alien structures
« Reply #10 on: November 30, 2006, 10:54:24 pm »
Its hardly difficult to figure out. If you hit the hitbox you see bullet puffs, if you don't then you see nothing, hardly rocket science.

Caveman

  • Guest
Shooting alien structures
« Reply #11 on: November 30, 2006, 11:08:08 pm »
Quote from: "Neo"
Its hardly difficult to figure out. If you hit the hitbox you see bullet puffs, if you don't then you see nothing, hardly rocket science.


It's also no rocket science to change ones name, but still UnnamedPlayers hound the game .)

Survivor

  • Posts: 1660
  • Turrets: +164/-159
Shooting alien structures
« Reply #12 on: November 30, 2006, 11:14:50 pm »
Hey sometimes i have difficulty winning. I also found a solution!

At the start of the match there's a coin toss. heads aliens win, tails humans win!
I’m busy. I’ll ignore you later.

DIGI_Byte

  • Posts: 508
  • Turrets: +5/-1
Shooting alien structures
« Reply #13 on: November 30, 2006, 11:20:39 pm »
Quote from: "Survivor"
Hey sometimes i have difficulty winning. I also found a solution!

At the start of the match there's a coin toss. heads aliens win, tails humans win!


what if the coin lands on its rim?   :O

Survivor

  • Posts: 1660
  • Turrets: +164/-159
Shooting alien structures
« Reply #14 on: November 30, 2006, 11:24:34 pm »
Then obviously the devs should do something about the coin.
I’m busy. I’ll ignore you later.

Stof

  • Posts: 1343
  • Turrets: +1/-1
Shooting alien structures
« Reply #15 on: November 30, 2006, 11:54:03 pm »
Quote from: "Survivor"
Hey sometimes i have difficulty winning. I also found a solution!

At the start of the match there's a coin toss. heads aliens win, tails humans win!

This is not a stupid idea! It is mathematicaly provable that the game would be perfectly balanced like that. Think about it, no more balance threads on the forum!
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.

_Equilibrium_

  • Posts: 1845
  • Turrets: +96/-89
Shooting alien structures
« Reply #16 on: December 01, 2006, 03:02:23 am »
Quote from: "DIGI_Byte"
i agree i was shooting one for the first time and i was wondering, why isn't it dieing? then a dretch owned me.
you basically said the exact same thing as me.  :D

do a lot of trem players go through this?

kozak6

  • Posts: 1089
  • Turrets: +20/-26
Shooting alien structures
« Reply #17 on: December 01, 2006, 03:10:29 am »
Yeah, I went through it.

I have emptied the entire ammo supplies of the pulse rifle and lasgun into the top section of eggs before.

techhead

  • Posts: 1496
  • Turrets: +77/-73
    • My (Virtually) Infinite Source of Knowledge (and Trivia)
Shooting alien structures
« Reply #18 on: December 01, 2006, 03:22:42 am »
Fun>Balance

However, sever imbalance leads to a lack of fun.
I still think that there should be more variety in weapon and class choice so that the balance equation is much harder to figure out.
Besides, the humans can fly, why can't the aliens???
I'm playing Tremulous on a Mac!
MGDev fan-club member
Techhead||TH
/"/""\"\
\"\""/"/
\\:.V.://
Copy and paste Granger into your signature!

kozak6

  • Posts: 1089
  • Turrets: +20/-26
Shooting alien structures
« Reply #19 on: December 01, 2006, 03:49:58 am »
Because they can wallwalk.

jal

  • Posts: 249
  • Turrets: +8/-7
Shooting alien structures
« Reply #20 on: December 01, 2006, 10:20:54 am »
Quote from: "Caveman"
It's also no rocket science to change ones name, but still UnnamedPlayers hound the game .)


Actually they have no chance to set a name before connected to a server (unless they are Quakers and know the console command).

David

  • Spam Killer
  • *
  • Posts: 3543
  • Turrets: +249/-273
Shooting alien structures
« Reply #21 on: December 01, 2006, 12:41:16 pm »
Quote from: "jal"
Quote from: "Caveman"
It's also no rocket science to change ones name, but still UnnamedPlayers hound the game .)


Actually they have no chance to set a name before connected to a server (unless they are Quakers and know the console command).


I had never played any quake game before trem, but I still guessed /name first try.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
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.

Neo

  • Posts: 760
  • Turrets: +2/-0
Shooting alien structures
« Reply #22 on: December 01, 2006, 01:55:45 pm »
Most games draw their console commands from Quake, so you don't have to play a Quake game to figure it out.

IRC also helps.

PIE

  • Posts: 1471
  • Turrets: +96/-52
    • http://www.mercenariesguild.net
Shooting alien structures
« Reply #23 on: December 01, 2006, 05:59:04 pm »
Quote from: "_Equilibrium_"
Quote from: "DIGI_Byte"
i agree i was shooting one for the first time and i was wondering, why isn't it dieing? then a dretch owned me.
you basically said the exact same thing as me.  :D

do a lot of trem players go through this?

No.. I did it.. realized it didn't sound right.. saw my bullets were going through.. aimed at a different spot.. heard it hitting, learned my lesson, all within 1 clip... if you use up all your ammo shooting something and you don't see or hear any reasonable reaction from it, you are a dunce... this goes for anything, because as we all know some people know how to place certain things where the hitboxs don't really line up at all. Learn the cues, learn how to move your aim around to find the hitbox again.



About the name thing.. yeah
/name
is the command... though it doesn't work with spaces so if you are
}MG{ PIE
and you do
/name }MG{ PIE
you end up being
}MG{
:/... I wish someone would just write up all the documentation for trem instead of simply saying "go look up ... for Q3".. and then add it into the manual.

Survivor

  • Posts: 1660
  • Turrets: +164/-159
Shooting alien structures
« Reply #24 on: December 01, 2006, 06:32:24 pm »
/name "bla bla" works. some servers limit the amount and location of spaces.
I’m busy. I’ll ignore you later.

Undeference

  • Tremulous Developers
  • *
  • Posts: 1254
  • Turrets: +122/-45
Shooting alien structures
« Reply #25 on: December 01, 2006, 06:33:13 pm »
People never learn. I'm not kidding.

I have seen people use up all their ammo shooting through an egg, only to walk up to it with a blaster and destroy it.
There is one player I know who is for the most part pretty good, but every time he is going to destroy an egg, he walks up to it, right where the aliens spawn. More often than not, he gets killed by a dretch popping out and accidentally getting a head bite.
Need help? Ask intelligently. Please share solutions you find.

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

Survivor

  • Posts: 1660
  • Turrets: +164/-159
Shooting alien structures
« Reply #26 on: December 01, 2006, 06:39:16 pm »
Quote from: "Undeference"
People never learn. I'm not kidding.

I have seen people use up all their ammo shooting through an egg, only to walk up to it with a blaster and destroy it.
There is one player I know who is for the most part pretty good, but every time he is going to destroy an egg, he walks up to it, right where the aliens spawn. More often than not, he gets killed by a dretch popping out and accidentally getting a head bite.


Actually if you jump on top of the egg aliens can't spawn. Which might be safer than picking them off spawning while you are killing the egg.
I’m busy. I’ll ignore you later.

Lava Croft

  • Guest
Shooting alien structures
« Reply #27 on: December 01, 2006, 07:40:21 pm »
Quote from: "Caveman"
It's also no rocket science to change ones name, but still UnnamedPlayers hound the game .)

Yes, and therefore Tremulous must be made easier, so the idiots it attracts hang around longer, making it even more pleasurable for people having some remote sense of how a game like this should be played. I, for one, cannot wait.

jal

  • Posts: 249
  • Turrets: +8/-7
Shooting alien structures
« Reply #28 on: December 01, 2006, 09:26:09 pm »
What is not acceptable is welcoming a new player with a kick. It's not expected that a new player sets his name if the option is not in the menus before connecting. I played all quakes, I even code on quake engines, I knew the name command, and every other console command in Q3 engine. When I entered the first time I didn't bother opening the console before trying the game, so I connected as unnamedPlayer, and after spectating for 5 minutes I decided to join. Then, I set up a name and joined. If it would have been today I would have been kicked.

Being user friendly is always the right decission.

rasz_pl

  • Guest
Shooting alien structures
« Reply #29 on: December 02, 2006, 12:20:26 pm »
Quote from: "jal"
What is not acceptable is welcoming a new player with a kick. It's not expected that a new player sets his name if the option is not in the menus before connecting. I played all quakes, I even code on quake engines, I knew the name command, and every other console command in Q3 engine. When I entered the first time I didn't bother opening the console before trying the game, so I connected as unnamedPlayer, and after spectating for 5 minutes I decided to join. Then, I set up a name and joined. If it would have been today I would have been kicked.


[Hun]Oli does that :/ it pisses me off