Author Topic: some info on Tremulous 1.2 development  (Read 77723 times)

mooseberry

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Re: some info on Tremulous 1.2 development
« Reply #30 on: April 03, 2008, 04:47:51 am »
A Very short piece on 1.2 weapons, I will be expanding soon. While there is not very many words yet,  ;) There are pictures for those of you who are still n00bz and have not yet seen the new weapon models.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

mooseberry

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Re: some info on Tremulous 1.2 development
« Reply #31 on: April 03, 2008, 06:02:40 am »
We also have a list of all the released vsays commands. (Think counter strike or Call of Duty.) Here is one example:

http://milesmac.com/blogs/media/blogs/tremnews/sounds/voice-chat/smith_hold_pos_1.wav

I don't know how close these are to finished, I think some of them would get really annoying to listen to after a while.  :)
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

Dr_Salvador

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Re: some info on Tremulous 1.2 development
« Reply #32 on: April 03, 2008, 01:07:39 pm »
We also have a list of all the released vsays commands. (Think counter strike or Call of Duty.) Here is one example:

http://milesmac.com/blogs/media/blogs/tremnews/sounds/voice-chat/smith_hold_pos_1.wav

I don't know how close these are to finished, I think some of them would get really annoying to listen to after a while.  :)

I just hope they aren't spamed as much as they are in Enemy territory: quake wars. ~_~

Code: [Select]
SSS
I need a gunner
SSS
SSS
SSS
I need a gunner
I need a driver
SSS
I need a medic
I need a medic
SSS
SSS
SSS
SSS
SSS
SSS
I need a gunner

OVER AND OVER AGAIN. After awhile I just turn off my speakers. ~_~

3of12

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Re: some info on Tremulous 1.2 development
« Reply #33 on: April 03, 2008, 04:12:46 pm »
Ohhh IC ic...Let's get that release date out there!  :laugh:
not happening

I thought we've had one for awhile now.......

"When it's done." Right?  :P

Death On Ice

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Re: some info on Tremulous 1.2 development
« Reply #34 on: April 03, 2008, 11:45:30 pm »
Ohhh IC ic...Let's get that release date out there!  :laugh:
not happening

I thought we've had one for awhile now.......

"When it's done." Right?  :P
Precisely, down to the hour.

Superpie

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Re: some info on Tremulous 1.2 development
« Reply #35 on: April 10, 2008, 02:26:03 pm »
There really hasn't been anything new lately, I'm going to work on a post about mark decon today but that's pretty old/general knowledge. We were going to post a link to the manual for 1.2, but DeathOnIce didn't want to because Khalsa made him feel bad about it. Death's a pansy :(

So far this little website has been pretty successful, dot.tk tells me that tremulousnews.tk (which only directs to trem.milesmac.com) has recieved over 350 hits (although there have only been a few in the last couple days as the amount of things to report declines and people switch to RSS and Atom feeds) which is a quite a few for some simple little blog less than a couple of weeks after it started. Me, DeathOnIce and Mooseberry make no money from this, as we don't use any advertisements--although I'm sure that dot.tk has made a considerable amount.

Tips@tremulousnews.tk now forwards to my personal email. You can submit your own story or new information to it and you will will be credited (meaning we say your name in the post, not monetary :) for your effort unless you wish to remain anonymous. When DeathOnIce and Mooseberry get done with school today I plan to ask their permission for tremulousnews.tk email forwards to their personal ones.
« Last Edit: April 11, 2008, 12:35:45 am by Superpie »
Where is the good in goodbye? -Meredith Willson

Pete

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Re: some info on Tremulous 1.2 development
« Reply #36 on: April 10, 2008, 02:34:37 pm »
I just use the trem.milesmac.com address, since I don't really like .tk.

For example, the address to my old old site WestGames now leads to a... less comfortable site. And there are still links out there, I just hope no kids click them.

Death On Ice

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Re: some info on Tremulous 1.2 development
« Reply #37 on: April 11, 2008, 03:59:25 am »
When DeathOnIce and Mooseberry get done with school today I plan to ask their permission for tremulousnews.tk email forwards to their personal ones.
I didn't have school today and I talked to you for like an hour on MSN

>_>

Superpie

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Re: some info on Tremulous 1.2 development
« Reply #38 on: April 11, 2008, 04:20:48 am »
Well Death, when it rains outside my primary computer's internet stops working because I have my DSL phone line hanging out my bedroom window (I don't have an ethernet cable quite that long) which shorts out when it gets wet. So when it rains, I have to move my modem and other various networky things upstairs to the room where I run the phone line from. The reason I need to do this is because my parents will not allow me to drill holes through the walls in our house and because my current operating system is incompatible with the Windows-only wifi usb adapters I own. I cannot use other computers to set up the emails because I do not know my dot.tk password, but my primary computer does while refusing to relinquish it in any form besides asterisks.
Where is the good in goodbye? -Meredith Willson

Death On Ice

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Re: some info on Tremulous 1.2 development
« Reply #39 on: April 11, 2008, 04:36:49 am »
Buy an umbrella?
:D

doomagent13

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Re: some info on Tremulous 1.2 development
« Reply #40 on: April 11, 2008, 04:57:07 am »
I thought we've had one for awhile now.......

"When it's done." Right?  :P
Precisely, down to the hour.

Technically not correct.  Once it is done, they will still have to compile the different versions and zip all the scattered files and package the entire release.

NOTE:
I am taking "done" to mean they are done making changes.

Lava Croft

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Re: some info on Tremulous 1.2 development
« Reply #41 on: April 11, 2008, 04:58:22 am »
I thought we've had one for awhile now.......

"When it's done." Right?  :P
Precisely, down to the hour.

Technically not correct.  Once it is done, they will still have to compile the different versions and zip all the scattered files and package the entire release.

NOTE:
I am taking "done" to mean they are done making changes.
That's like saying the pie is finished right after mixing the ingredients.

maple14

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Re: some info on Tremulous 1.2 development
« Reply #42 on: April 11, 2008, 09:04:00 am »
Thanks! I am new here. I have been playing Tremulous, and learned of a new version. this is helpful.

Death On Ice

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Re: some info on Tremulous 1.2 development
« Reply #43 on: April 11, 2008, 09:00:18 pm »
Thanks! I am new here. I have been playing Tremulous, and learned of a new version. this is helpful.
You make us feel warm and fuzzy inside.
« Last Edit: April 28, 2008, 12:02:23 am by Death On Ice »

thirdstreettito

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Re: some info on Tremulous 1.2 development
« Reply #44 on: April 13, 2008, 11:17:14 pm »
Copy and paste the asterisk's, works for me.

Death On Ice

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Re: some info on Tremulous 1.2 development
« Reply #45 on: April 14, 2008, 12:06:04 am »
Whaaaaa?

doomagent13

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Re: some info on Tremulous 1.2 development
« Reply #46 on: April 14, 2008, 11:44:27 pm »
I thought we've had one for awhile now.......

"When it's done." Right?  :P
Precisely, down to the hour.

Technically not correct.  Once it is done, they will still have to compile the different versions and zip all the scattered files and package the entire release.

NOTE:
I am taking "done" to mean they are done making changes.
That's like saying the pie is finished right after mixing the ingredients.

All you have to do is take it out of the oven...  But my point was that it all depends on how you define "done".

mooseberry

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Re: some info on Tremulous 1.2 development
« Reply #47 on: April 16, 2008, 01:30:16 am »
Because no one has heard of mark decon, I suggest you read our article.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

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[insert name here]

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Re: some info on Tremulous 1.2 development
« Reply #48 on: April 26, 2008, 10:26:23 pm »
about the mark decon, how will a person be able to build another structure directly where the older marked structure is? any info on this?

Taiyo.uk

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Re: some info on Tremulous 1.2 development
« Reply #49 on: April 26, 2008, 10:38:12 pm »
For a long time now, new structures can be built in the space occupied by a marked structure.

sticks

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Re: some info on Tremulous 1.2 development
« Reply #50 on: April 27, 2008, 12:55:54 am »
One thing that I didn't see on there was if we would be able to keep cfg's from 1.1 and use them on 1.2; just finding it hard to let go of since I just finished refining it all.

Taiyo.uk

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Re: some info on Tremulous 1.2 development
« Reply #51 on: April 27, 2008, 02:07:07 am »
I'd be surprised if the configs need substantial modification from 1.1 to 1.2 - There probably won't be any syntax or format changes unless trem moves to a different engine altogether.

[insert name here]

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Re: some info on Tremulous 1.2 development
« Reply #52 on: April 27, 2008, 07:52:00 am »
For a long time now, new structures can be built in the space occupied by a marked structure.

Thanks, I didn't know about this because I haven't been playing for a LONG time. Think I will start when 1.2 officially releases. 1.2 is looking to be a big improvement and this would be and understatement.

sticks

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Re: some info on Tremulous 1.2 development
« Reply #53 on: April 27, 2008, 04:28:00 pm »
Well the thing I like the most about all of this is that its being developed not only by the origional creators, but also by players that have learned to do developement so it is able to adress common issues like deconning, with the mark decon method, which will encorage even more people to play, leading to more developers. So the game keeps being developed and never gets old.  :laugh:

Amtie

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Re: some info on Tremulous 1.2 development
« Reply #54 on: April 27, 2008, 07:44:47 pm »
I personally hate mark decon. The main reason being if you want to decon something. Not just move/replace it. E.g. the reac/a turret is going to explode, but i cant decon it. It sucks when its humans, since one building exploding hurts many (e.g. 5) in the vicinity. Now, couple that with rant/sniper spam, and its game over whether you like it or not.

If decon was enabled, then only that ret would be gone, the rest of the base would be fine = less repairing = more building = better chance of survival.
Meow.

Can an admin set my name to Amtie please?

kevlarman

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Re: some info on Tremulous 1.2 development
« Reply #55 on: April 27, 2008, 08:06:48 pm »
the reac/a turret is going to explode, but i cant decon it.
wrong.
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----

Atom Eve

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Re: some info on Tremulous 1.2 development
« Reply #56 on: April 27, 2008, 09:25:07 pm »
E.g. the reac/a turret is going to explode, but i cant decon it.
Way to prove you haven't spent the time needed with the system to be able to accurately judge it. GG.
}MG{Mercenaries Guild
Quote
<Atom_Eve> Haha. From the FAQ on the forums:
<Atom_Eve> "While Tremulous releases can take months to prepare, TJW can update his mod as soon as new changes are ready."
* Atom_Eve giggles relentlessly at "months".

gareth

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Re: some info on Tremulous 1.2 development
« Reply #57 on: April 27, 2008, 09:53:28 pm »
the reac/a turret is going to explode, but i cant decon it.
wrong.

E.g. the reac/a turret is going to explode, but i cant decon it.
Way to prove you haven't spent the time needed with the system to be able to accurately judge it. GG.

is it not dependent upon the server settings?

mooseberry

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Re: some info on Tremulous 1.2 development
« Reply #58 on: April 27, 2008, 10:21:15 pm »
Hey just an update! A little piece on the charge bar, plus some bad ass looking rifle shots!

Click here!
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

doomagent13

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Re: some info on Tremulous 1.2 development
« Reply #59 on: April 28, 2008, 01:19:06 am »
I personally hate mark decon. The main reason being if you want to decon something. Not just move/replace it. E.g. the reac/a turret is going to explode, but i cant decon it. It sucks when its humans, since one building exploding hurts many (e.g. 5) in the vicinity. Now, couple that with rant/sniper spam, and its game over whether you like it or not.

If decon was enabled, then only that ret would be gone, the rest of the base would be fine = less repairing = more building = better chance of survival.
In most recent qvms, there is a cvar "g_decondead" that, when on, allows the deconning of dead structures, no matter the mark-deconstruct status or even the buildings protection state. (!designate)