Author Topic: Tremulous 1.2 Suggestions And Feedback Thread  (Read 9421 times)

Kaleo

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Tremulous 1.2 Suggestions And Feedback Thread
« on: February 17, 2008, 07:41:53 am »
Because of all the mish-mash thread starting up all the time here, I thought that maybe a proper 1.2 suggestion thread should start.
This thread intends to be serious and hopefully a good indication to the Devs on what the community wants, without having to look around in every other 1.2 related thread in this forum.
As I said, this thread is intended to be a serious thread, so make serious suggestions.

I'll go first.

I would like to see the research idea posted somewhere on the forums a while ago implemented into 1.2. I think that adding more RTS elements to Tremulous could really move its uniqueness along a hell of a lot. This said, I think that steering clear of the whole "commander" thing is a very good idea. Perhaps a team leader to give orders, like in BF2, but even then, that could get a little complicated.  (not for the Devs, but for new players).

EDIT: It was Troy who thought up the research thing. The original thread is in the Mods section.
« Last Edit: February 17, 2008, 07:52:05 am by Kaleo »
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Lava Croft

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Re: Tremulous 1.2 Suggestions And Feedback Thread
« Reply #1 on: February 17, 2008, 08:01:35 am »
As is said a multitide of times, 1.2 will be mostly bugfixes and balancing, no new features like the ones you suggested will be added for 1.2.

Lakitu7

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Re: Tremulous 1.2 Suggestions And Feedback Thread
« Reply #2 on: February 17, 2008, 08:36:24 am »
It is, however, worth noting that 1.2 release will force the legions of luddites out there to update their clients, which will give them the capability to use autodownload (once they choose to enable it). That will at least somewhat improve the chances of a mod server being even remotely populated, so folks' zany ideas can be implemented without being automatically relegated to obscurity.

Slayer.

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Re: Tremulous 1.2 Suggestions And Feedback Thread
« Reply #3 on: February 18, 2008, 01:35:54 pm »
I would like to see integratd Teamspeak. Insted of having to 999 for a scrim.

Prince_Andrei

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Re: Tremulous 1.2 Suggestions And Feedback Thread
« Reply #4 on: February 18, 2008, 02:34:40 pm »
As is said a multitide of times, 1.2 will be mostly bugfixes and balancing, no new features like the ones you suggested will be added for 1.2.

About the balancing changes... Some people will prefer the gameplay to be as it is now (for whatever reason, valid or not). Some servers may remain 1.1 due to that preference. Is there a chance that this will be a sizable percentage? That is, will the balance changes create a rift in an already small community?

benmachine

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Re: Tremulous 1.2 Suggestions And Feedback Thread
« Reply #5 on: February 18, 2008, 03:21:48 pm »
About the balancing changes... Some people will prefer the gameplay to be as it is now (for whatever reason, valid or not). Some servers may remain 1.1 due to that preference. Is there a chance that this will be a sizable percentage? That is, will the balance changes create a rift in an already small community?

I'd love to know how you worked out we're a small community.
And it would be such a shame to lose the closeness and friendliness the trem.net forums are so famous for, would it not?
benmachine

tuple

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Re: Tremulous 1.2 Suggestions And Feedback Thread
« Reply #6 on: February 18, 2008, 03:23:20 pm »
I should think that someone could release a mod of classic tremulous.  My only hope is that it will be ACTUAL classic tremulous, and not some servers mod >.>

Prince_Andrei

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Re: Tremulous 1.2 Suggestions And Feedback Thread
« Reply #7 on: February 18, 2008, 03:52:16 pm »
Benmachine:
Quote
I'd love to know how you worked out we're a small community.
And it would be such a shame to lose the closeness and friendliness the trem.net forums are so famous for, would it not?

Small is a relative term, and if I attempt to objectively define it, the likelihood of us veering off-topic is high! :P Irrespective of community size, do you think such a rift will occur, and if so, how big? A mod like Tuple suggests would eliminate compatibility issues, but it might inhibit adoption of 1.2...

Superpie

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Re: Tremulous 1.2 Suggestions And Feedback Thread
« Reply #8 on: February 18, 2008, 04:01:10 pm »
I wonder if it would be difficult to implement backwards compatibility so that people with the 1.2 client could also view/join 1.1 servers...
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Atom Eve

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Re: Tremulous 1.2 Suggestions And Feedback Thread
« Reply #9 on: February 18, 2008, 04:12:10 pm »
Just drop 1.1 server support from the Trem master server. Best way to "facilitate" the "change", imo.
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benmachine

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Re: Tremulous 1.2 Suggestions And Feedback Thread
« Reply #10 on: February 18, 2008, 05:15:58 pm »
Basically, I don't think the community is small. A community half this size would still prosper.
Secondly, I don't think the community is coherent enough for the notion of a split to even make sense, let alone be something we should worry about. Even if there was, I have no worries for the future of Tremulous post-1.2. I think the changes brought by 1.2 will eventually win over the vast majority of the old populace (and lest we forget, the number of Tremulous players is still rising) and only a few 1.1 servers will remain.
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rotacak

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Re: Tremulous 1.2 Suggestions And Feedback Thread
« Reply #11 on: February 19, 2008, 03:31:47 pm »
About the balancing changes... Some people will prefer the gameplay to be as it is now (for whatever reason, valid or not). Some servers may remain 1.1 due to that preference.

Yes. For example me. I saw few gameplays on server with "trem 1.2 rules" - that is new trem 1.2? I don't like it. Tremulous is now very good balanced. No need turbo lucis, weak tyrants, strong tyrant run, modified tyrant run, unusable chaingun etc.
Needed is implement all good patches from many peoples here, good admin comands and fixed bugs. No balance changes and if - then with option cvars for easily disabling.

That is my opinion.

laspace

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Re: Tremulous 1.2 Suggestions And Feedback Thread
« Reply #12 on: March 03, 2008, 06:02:45 pm »
I completely agree, I think they are screwing around with the game a little more then they should. Not that I don't love you guys  :police:
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==Troy==

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Re: Tremulous 1.2 Suggestions And Feedback Thread
« Reply #13 on: March 03, 2008, 06:30:25 pm »
The only thing I would suggest, as I have noted on MGdev already, is in markdecon, when the structure is being moved, the old one "de-spawns", instead of just vanishing.


On the other note, Amsterdam Unlimited will be gradually including the gameplay changes into the server-side qvm, and possible client-side mod. Our traffic is mostly new players, who are either not used to trem, or see it for the first time. Getting them used to the new balance changes (even on ubp server) will get 1.2 accepted a bit faster.

E-Mxp

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Re: Tremulous 1.2 Suggestions And Feedback Thread
« Reply #14 on: March 03, 2008, 08:14:18 pm »
Transparent console?? :)

your face

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Re: Tremulous 1.2 Suggestions And Feedback Thread
« Reply #15 on: March 03, 2008, 08:49:16 pm »
transparent console = win! ;D

but anyways, on most tremstats, its a 2/3 that humans win on atcs... due to camp xD
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Revan

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Re: Tremulous 1.2 Suggestions And Feedback Thread
« Reply #16 on: March 03, 2008, 09:37:19 pm »
How about lisks and grangers can see red hot human foot prints? they would fade over time and disappear

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player1

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Re: Tremulous 1.2 Balancing & Bugfix Thread
« Reply #17 on: March 03, 2008, 11:41:00 pm »
...this thread is intended to be a serious thread, so make serious suggestions.

As is said a multitide of times, 1.2 will be mostly bugfixes and balancing, no new features like the ones you suggested will be added for 1.2.

It is, however, worth noting that 1.2 release will force the legions of luddites out there to update their clients, which will give them the capability to use autodownload (once they choose to enable it). That will at least somewhat improve the chances of a mod server being even remotely populated, so folks' zany ideas can be implemented without being automatically relegated to obscurity.

If there was a slightly patched version of the client readily available, I think more of us Luddites would DL it in a heartbeat. I've got the Mac client linked to in the FAQ, and the tjw backport for it, and I still need to go search the patchfile or go to the right servers (plus I have to know enough to enable guidserveruniq & allowdownload) to get sort-by-ping, the Options pane on the main menu (Play/Mods/Quit), and brightness as a menu item. I know, the Mac client is unsupported, blah... meh. (Well, I don't hafta enable guidserveruniq, but if I don't, who in their right mind would give me admin powers?)

Just one bottom-feeding, end-using, TGIF4GUI-type individual's opinion. And yes, I know that finding, backporting and patching your client is what separates those who should play Tremulous from those who simply can, but hey, you guys brought it up....

P.S. Anyone with any other silly ideas should see lava's reply above, and post ideas about glowing footprintz in one of the aforementioned "that'll never happen" threads.

Cheers!

P.P.S. Transparent console does equal win, but is it possible? If so, is there a reason it ain't already that way?   

techhead

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Re: Tremulous 1.2 Suggestions And Feedback Thread
« Reply #18 on: March 04, 2008, 12:46:21 am »
GUI is what end-user interface is all about. If someone has to go through text and console commands to get your program to work right at all, your program probably is either unfinished or unintended for their use. Especially is said text and console commands are the same deal for every user every time.
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player1

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Re: Tremulous 1.2 Updated Client Thread Derailment
« Reply #19 on: March 04, 2008, 12:49:56 am »
unintended for their use

I think you hit the nail right on the head. It seems that those who can't figure it out would be more welcome elsewhere...

benmachine

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Re: Tremulous 1.2 Balancing & Bugfix Thread
« Reply #20 on: March 05, 2008, 08:17:46 pm »
P.P.S. Transparent console does equal win, but is it possible? If so, is there a reason it ain't already that way?   
Let me answer the first part of your question with a picture.

As for the second, it's pretty useless. The only likely effect is more difficult to read text.

The above was created simply by replacing the console shader in scripts/core.shader with
Code: [Select]
console
{
    nopicmip
    nomipmaps
  {
        map gfx/colors/black.tga
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
        alphaGen const 0.5
    }
}
I'm not sure if both blendFunc parameters are necessary but I didn't feel like checking. Note that this is both hard-coded and against pure check, and I don't see a simple way to make it cvar-controlled or client-only.
benmachine

Dragula

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Re: Tremulous 1.2 Suggestions And Feedback Thread
« Reply #21 on: March 07, 2008, 12:26:48 am »
Well, IDK what trem devs have against the color orange, but I and I'm sure a lot of others would like to see more text colors. These text colors really suck, and the ones that I see being used on MGDev server are far, far worse. Good colors please!

.. Please?
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blood2.0

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Re: Tremulous 1.2 Suggestions And Feedback Thread
« Reply #22 on: March 07, 2008, 05:03:47 am »
please keep granger the speed they are in 1.1 i have played a 1.2 server and the slow grangers suck. as soon as humans rush grangers and dead or cant escape. There is never a egg hunt or any search for a granger is basically like this humans rush=aliens loose.  Where with aliens aliens rush=they get owned by camping chainguners and ultra fast lusi's and are left with no evolves

player1

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Re: The English Language, and Due Respect Given
« Reply #23 on: March 07, 2008, 05:36:03 am »
Don't take this as an insult, blood 2.0, I don't mean to be rude. But sometimes I really think that you are trolling when you write a reply like that. It's really hard to read, and it's almost like you don't really care if we can read what you are saying, or understand what you mean. Just once, I'm going to parse one of your quotes, and see if I can figure out just what you mean. But just this once, and then never again, unless you try to use English as if you actually mean to communicate with other people.

Quote from: blood 2.0 (if he cared about my sanity)
Please keep grangers the same speed as they are in 1.1. I have played on a 1.2 server, and the slow grangers suck. As soon as humans rush, the grangers are dead or can't escape. There is never an egg hunt or any search for a granger. It is basically like this: humans rush=aliens lose. Whereas with aliens, aliens rush=they get owned by camping chaingunners and ultra-fast luci's, and are left with no evolves.

See, not that much different. But it sure makes it a whole lot easier for anyone to care about what you're talking about. Now, someone might actually reply to your post. Good luck with it, and we here at the Tremulous forums would certainly appreciate any effort you could put forth regarding this matter. Cheers, and have fun with your newfound respect for communicating clearly.

P.S. Might I draw you attention to the "Modify" button?
                                                   
modified to point out that message down there

@benmachine: Oh, yeah, white on clear. I wonder why that's a bad idea. :-[ (whoops) Thanks for showing me, and for pointing that out. Me am forget obvious. Of course, the transparent console people will say: then use black text or red text or orange text I suppose, (but you showed me a dark room to point out why that won't help). :P Nice. There is a reason we don't still throw virgins in volcanoes, but thanks for suggesting it, fellas. ::) Oops. :-[

benmachine

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Re: The English Language, and Due Respect Given
« Reply #24 on: March 07, 2008, 09:11:50 pm »
@benmachine: Oh, yeah, white on clear. I wonder why that's a bad idea. :-[ (whoops) Thanks for showing me, and for pointing that out. Me am forget obvious. Of course, the transparent console people will say: then use black text or red text or orange text I suppose, (but you showed me a dark room to point out why that won't help). :P Nice. There is a reason we don't still throw virgins in volcanoes, but thanks for suggesting it, fellas. ::) Oops. :-[
It's not impossible to read, and it is kinda neat. You can vary the transparency so that it's still mostly readable. But since Q3 uses console to also give you mouse control (and thus you can't look around), it's still useless.
If I could make it client-side only, that would be awesome, but I don't see a way.
benmachine