Author Topic: some info on Tremulous 1.2 development  (Read 77719 times)

CreatureofHell

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Re: some info on voices
« Reply #120 on: April 06, 2009, 03:56:20 pm »
I dunno if it's been said before but I reckon that the vsay voice for the Alien side should be a womans voice.

With a Scottish accent.
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Winnie the Pooh

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A new video!
« Reply #121 on: June 08, 2009, 06:36:10 am »
Watch it and love it.

I have to say that the flash on the rifle muzzle is quite over-sized. Looking good, developers! 8)
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mooseberry

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Re: some info on Tremulous 1.2 development
« Reply #122 on: June 08, 2009, 05:31:14 pm »
Looks pretty cool, although the shotgun and las gun see a little too similar, because if you think about it las gun and shotgun are very,very different.
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your face

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Re: some info on Tremulous 1.2 development
« Reply #123 on: June 08, 2009, 06:14:32 pm »
The pulserifle needs to look moar 'energetic.'  Superpie's grenade needs to be implemented instead of the other nade, but other than that, stuff looks awsum.

And the shotgun needs to look like a shotgun.
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Demolution

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Re: some info on Tremulous 1.2 development
« Reply #124 on: June 09, 2009, 08:52:03 am »
And the shotgun needs to look like a shotgun.

See this.
Does it look anything like a regular shotgun? With that much accuracy, all you need is a scope on it, and you have a 1.2 Trem shottie.  ;D

P.S. Wasn't it you who showed me that vid?

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fleash eater

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Re: some info on Tremulous 1.2 development
« Reply #125 on: June 09, 2009, 10:11:43 am »
And the shotgun needs to look like a shotgun.

See this.
Does it look anything like a regular shotgun? With that much accuracy, all you need is a scope on it, and you have a 1.2 Trem shottie.  ;D

P.S. Wasn't it you who showed me that vid?

thats where we got the concept for our Auto-shotgun in NomX
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Re: some info on Tremulous 1.2 development
« Reply #126 on: June 09, 2009, 10:42:58 am »
i really don't understand why to put scopes everywhere especially that it's not used (so far) in the game (except md ofc).
otherwise pretty, only they are, ummm, a bit "skinny".
switching back to the old blaster made me rotflmao every single time :-D
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fleash eater

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Re: some info on Tremulous 1.2 development
« Reply #127 on: June 09, 2009, 10:48:56 am »
i really don't understand why to put scopes everywhere especially that it's not used (so far) in the game (except md ofc).
otherwise pretty, only they are, ummm, a bit "skinny".
switching back to the old blaster made me rotflmao every single time :-D


that is the guns "cross-hair"


a scope would have a body and an output lens to an input lens.


also that shotgun is FUCKING SEXY! i love it!
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mooseberry

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Re: some info on Tremulous 1.2 development
« Reply #128 on: June 09, 2009, 06:34:27 pm »
I don't see a point in putting a red dot sight on a shotgun, especially considering you can't scope anyways in trem, so far. Also, las guns are pretty much perfect accuracy, so there is no point in one on a las gun either.
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fleash eater

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Re: some info on Tremulous 1.2 development
« Reply #129 on: June 10, 2009, 01:08:43 am »
I don't see a point in putting a red dot sight on a shotgun, especially considering you can't scope anyways in trem, so far. Also, las guns are pretty much perfect accuracy, so there is no point in one on a las gun either.


even if it does have perfect accuracy, you still need to aim it :. its just there to look cool so calm down about it....although a zoom up or steady aim feature would be pretty sick.
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mooseberry

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Re: some info on Tremulous 1.2 development
« Reply #130 on: June 10, 2009, 02:43:04 am »
I don't see a point in putting a red dot sight on a shotgun, especially considering you can't scope anyways in trem, so far. Also, las guns are pretty much perfect accuracy, so there is no point in one on a las gun either.


even if it does have perfect accuracy, you still need to aim it :. its just there to look cool so calm down about it....although a zoom up or steady aim feature would be pretty sick.

a. there are crosshairs, I don't need to aim it. We aren't trying to be super realistic. Would you rather have to use iron sights or red dot scope of every weapon and not be allowed to have a crosshair?
b. "calm down etc" Maybe you don't understand, but there is this thing called feedback. Most mature people recognize that different people have different opinions, and often share them with others. I hope you will use this new info I just told you to re-read my post and recognize something.

Thank you.
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bacon665

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Re: some info on Tremulous 1.2 development
« Reply #131 on: June 10, 2009, 06:21:56 am »
Quote
I don't see a point in putting a red dot sight on a shotgun, especially considering you can't scope anyways in trem, so far. Also, las guns are pretty much perfect accuracy, so there is no point in one on a las gun either.


even if it does have perfect accuracy, you still need to aim it :. its just there to look cool so calm down about it....although a zoom up or steady aim feature would be pretty sick.
all of the projectiles pretty much fire within the circle thats there now on the shotgun so a red dot or crosshair COULD lower accuracy cause you would spend more time aiming instead of firing in a general area.
On chaingun ive noticed it fires the first two bullets just outside the circle and the third inside so maybe it could benefit more from red dot then shotgun.

Maximus

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Re: some info on Tremulous 1.2 development
« Reply #132 on: June 10, 2009, 10:39:38 pm »
I think a tutorial on your main menu would be nice. Let me explain a little.

You click "Tutorial" and you are sent to a single player Space Base. Kind of like the beginning of Halo 2. From there implement real players from tremulous who have played for a long time, and one or two clans who have played for a long time and have them be in the Base with you. You have players who have played and helped tremulous I.e Superpie and lets just say he would be you guide. He will walk you around to different sections of the Base where you learn all the basics of tremulous. You have it to where other players who have helped are actual people on the ship that are Captians or your basic crew men that each have some usefull information they would tell you to help you get to know basics. As your guide walks you through the ship to meet your captains and higher ranked players all from actual players of the game, he will then take you a clan. Im going to use OPP for this example. Your guide drops you off and now each member of the clan would show you how to do basic things, battle movements, what each button does, go over each weapon and allow you to test each one, Basic defense equipment,and basically go over everything you need to know to start off as a human. With each member of that clan teaching you a different thing. And of course after that they put you in a contained battle against some dretches the humans have caught and allow you to practice until you are content. Then you will be able to battle along side of them and fight bigger aliens to show importance of teamwork in tremulous. Of couse the humans and aliens will be bots. After completion of this your guide comes again and takes you to your seargent, or what ever you wana call him and he will pass you on now becoming a marine. After that you are free to move about the ship and go over anything with any of the people on the ship if you didnt understand anything. Thats my basic idea. There is more to the humans but i dont wana type it all out if you guys feel its a dumb idea.

Of course I also have a tutorial for the aliens already planned out in my head. Its basically the same as humans only there are some changes of course. I.e you in a alien lair and they dont speak the make alien sounds and on the bottom of your screen it tells you what they are saying. And some other changes. The real life trem players used as humans are not the same as aliens. To allow more players to be invovled int his we would use differnet players and a different clan.

If you guys like my idea please say so. If not say you dont lol. If its a good idea and maybe a Dev wants to try it out. I would be more than happy to help out. I think this idea would greatly help new players a lot, and help better players because then you dont have to worry about them feeding, or getting in the way or asking questions all the time.
« Last Edit: June 10, 2009, 10:44:18 pm by Maximus »
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Demolution

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Re: some info on Tremulous 1.2 development
« Reply #133 on: June 10, 2009, 11:36:22 pm »
Good luck getting the experience players to help you.... Seems like an ok idea otherwise.

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Maximus

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Re: some info on Tremulous 1.2 development
« Reply #134 on: June 11, 2009, 12:00:53 am »
they wouldnt have to help. all your need is the Devs to make it. The players would simply just volunteer there names to be used, which I dont see who hy they wouldnt. It would just take some time to make it. Thanks for your opinion though
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Demolution

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Re: some info on Tremulous 1.2 development
« Reply #135 on: June 11, 2009, 06:39:53 am »
they wouldnt have to help. all your need is the Devs to make it. The players would simply just volunteer there names to be used, which I dont see who hy they wouldnt. It would just take some time to make it. Thanks for your opinion though

Oh I thought you meant you would require the players (experienced ones) to join the server and do it live, each time. Never mind! I'm an idiot.  ::)

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bacon665

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Re: some info on Tremulous 1.2 development
« Reply #136 on: June 11, 2009, 06:45:40 pm »
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Oh I thought you meant you would require the players (experienced ones) to join the server and do it live, each time. Never mind! I'm an idiot.
 
we already have that, Wrath newbie training center

Winnie the Pooh

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Re: some info on Tremulous 1.2 development
« Reply #137 on: June 11, 2009, 08:34:45 pm »
As far as I can tell, the first weapon shown in the video is the basic rifle; I can't figure out what the weapon at 1:00 is. Any ideas?

EDIT: It's the pulse rifle, without the pulse effect shown here: Click.
« Last Edit: June 11, 2009, 08:36:35 pm by Winnie the Pooh »
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I also realize that this is the internet, but even more so this is the forum for a video game on an internet, then even beyond that this is TREMULOUS forums the Satan version of all video game forums for a video game that is ON the internet.

your face

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Re: some info on Tremulous 1.2 development
« Reply #138 on: June 11, 2009, 10:42:20 pm »
Seems to have too much of a "21st century" look to it.  :D
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amz181

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Re: some info on Tremulous 1.2 development
« Reply #139 on: June 12, 2009, 01:24:23 am »
As far as I can tell, the first weapon shown in the video is the basic rifle; I can't figure out what the weapon at 1:00 is. Any ideas?

EDIT: It's the pulse rifle, without the pulse effect shown here: Click.

Meh doesnt tink that thats the actual pusle rifle. From the MD5s he put up the gun seems to be the shotgun.

Asvarox

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Re: some info on Tremulous 1.2 development
« Reply #140 on: June 12, 2009, 07:20:48 am »
yyyy... no.

1. 0:03 Rifle
2. 0:22 Shotgun
3. 0:41 Lasgun
4. 0:53 Mass Driver
5. 1:00 Pulse Rifle
6. 1:18 Grenade

Pulse rifle looks like it got insta bullet like rifle and lasgun, dretches beware.
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David

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Re: some info on Tremulous 1.2 development
« Reply #141 on: June 12, 2009, 01:33:40 pm »
Balance changes are being tested elsewhere, anything in here that looks balance changing should probably be ignored.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
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Waitingfor2

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Re: some info on Tremulous 1.2 development
« Reply #142 on: June 12, 2009, 07:05:34 pm »
VAPORWARE!

wolfbr

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Re: some info on Tremulous 1.2 development
« Reply #143 on: June 20, 2009, 09:32:10 pm »
it would be interesting to add the possibility to see the proper legs in the vision in first person.

similar  western quake 3 mod:
http://www.moddb.com/mods/western-quake-3

its more realistic,
and add the aiming in iron-sight to improve aiming(like crysis and cod 2, its not remove the arcade gameplay ;))

Baconizer

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Re: some info on Tremulous 1.2 development
« Reply #144 on: June 20, 2009, 10:03:51 pm »
Legs would have to be done a heck of a lot better than Smokin' Guns. They just make it look really cheesy.

Maybe not iron sights, but definitely a zoom feature for every weapon (except heavy ones like the painsaw, cannon, and flamethrower of course). And if you did that, you should probably add an extra zoom to the Mass Driver as well.
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amz181

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Re: A new video!
« Reply #145 on: June 20, 2009, 11:18:13 pm »
Watch it and love it.

I have to say that the flash on the rifle muzzle is quite over-sized. Looking good, developers! 8)

OMG I HADNT SEEN THAT! I THOUGH IT WAS OLD!!!!

NEW WEAPONS AWESOME!

A super rifle seemingly. And another grenade (the first one is blue, the second is red)


CreatureofHell

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Re: some info on Tremulous 1.2 development
« Reply #146 on: June 21, 2009, 09:09:34 am »
You mean a complete remodeling and retexturing of the old weapons.
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wolfbr

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Re: some info on Tremulous 1.2 development
« Reply #147 on: June 22, 2009, 02:42:00 am »
the futuristcs weapons need more futuristics details in my opinion(lgun,prifle,mdriver,lcannon...),,similar a weapons from unreal,turok,doom 3,battlefield 2142 and other...

http://www.egielda.com.pl/images/art/cache/dc16e9146b1fdb770afd2a8947c07b86.jpg
http://www.stingsart.com/index.php?page=battlefield-2142
http://ps3media.ign.com/ps3/image/article/704/704556/turok-20060503002626264.jpg

Demolution

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Re: some info on Tremulous 1.2 development
« Reply #148 on: June 22, 2009, 04:37:38 am »
1. The engine is outdated, thus there cannot be as many details added to the guns, as in other games.
2. Oh great, let's steal from other games and add to Trem...

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The Lolling Man

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Re: some info on Tremulous 1.2 development
« Reply #149 on: June 22, 2009, 01:17:50 pm »
don't they update ioQuake3 anymore?