Author Topic: How To Actually Keep Tremulous Alive  (Read 128168 times)

cactusfrog

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Re: How To Actually Keep Tremulous Alive
« Reply #90 on: April 22, 2009, 08:02:19 am »
 :acidtube:
why is it so fucking hard just to fix these glitches and release an other installer. Fixing these glitches will not make 1.2 less existing. 

Because they'll already have a split playerbase when they release 1.2.  They don't want to make the current standalone any more appealing than they have to at this point, because that could potentially increase the number of players that would stick with the current version, and rob them of a sizeable amount of players on the newer version.

That is, of course, assuming that this older version of tremulous will continue to be supported to some extent.  (I'd still play it.)
why not just take now the 1.1 master list? woudln't that make everyone switch to 1.2?

Kaine

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Re: How To Actually Keep Tremulous Alive
« Reply #91 on: April 22, 2009, 08:49:46 am »
Because then the streets would run red with their blood.

I still would like to be able to play 1.1, even after the new shit comes out.

gimhael

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Re: How To Actually Keep Tremulous Alive
« Reply #92 on: April 22, 2009, 09:07:10 am »
1.2 has a different client<->server protocol than 1.1, but the client<->masterserver and server<->masterserver protocols are the same. The 1.1 protocol is protocol version 69, the 1.2 protocol is 70.

The servers send messages to the masterserver where they announce there name, IP etc. and the protocol version they use. A client can query the masterserver for a list of all servers using a certain protocol, so when you start the 1.1 client it will ask the server for all protocol 69 servers and when you start the 1.2 client it will ask for ann protocol 70 servers. You will simply not see the servers running the other protocol.

Theoretically you could make a multi-protocol client that fetches both server lists from the masterserver, but so far I haven't seen any attempts for this.

rotacak

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Re: How To Actually Keep Tremulous Alive
« Reply #93 on: April 22, 2009, 09:42:48 am »
And what is better in protocol 70?

gimhael

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Re: How To Actually Keep Tremulous Alive
« Reply #94 on: April 22, 2009, 01:35:09 pm »
As far as I can see there is a new field for the new weapon animations and it dropped some unused stuff (there's only one ammo field now instead of one field per weapon). But 1.2 isn't finished so maybe there'll be more updates.

RealPandemonium

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Re: How To Actually Keep Tremulous Alive
« Reply #95 on: August 29, 2009, 05:40:37 am »
joke topic imo

Lonly

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Re: How To Actually Keep Tremulous Alive
« Reply #96 on: January 15, 2010, 11:43:06 pm »
whats the point if Tremulous is dead? What is it going to respawn with a telenode? Psst... whats the point of releasing the Tremulous 1.2 GPP if it doesn't have new models. Common sense, noobs will think its the official last Tremulous 1.2 and it sucks, causing Tremulous to become > dead. That simple. That was Tremulous's greatest mistake. Now Tremulous is totally Inactive.

Manbearpig@SRM

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Re: How To Actually Keep Tremulous Alive
« Reply #97 on: January 20, 2010, 12:41:57 pm »
Small open-source gaming communities like this one exist all over the place.  A lot of them deal with the exact same problems, and despite this, not very many of them ever dissapear.  As long as there are people here who want to make this community better, i think its definitely possible.


Liskey

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Re: How To Actually Download and Play Tremulous
« Reply #98 on: February 01, 2010, 12:14:11 am »
If you would like to (locally) start crafting the "Newbies guide to tremulous" (or whathaveyou) in preparation would be great.

No Lava to shout "NECRO - NECRO - ban the nub" to the one who resurrected this oldie but goodie?  What's the world coming to?

DretchStorm once hosted a vibrant community of experienced players who loved to write guide chapters on anything tremulous - binds, fighting technique, building strategy, etc.  It's a shame that all that material was taken down long ago in one of the many site re-orgs, but since nothing ever disappears from the Internet, it's probably archived somewhere.  The DS guide was one place where a new player could dive in and learn just about anything that can be learned through reading.

kevlarman

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Re: How To Actually Keep Tremulous Alive
« Reply #99 on: February 01, 2010, 12:18:14 am »
it's, by definition, impossible to necro a sticky.
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| #
|.@.-##
-----

Plague Bringer

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Re: How To Actually Keep Tremulous Alive
« Reply #100 on: April 03, 2010, 12:04:37 am »
case in point.
U R A Q T

Venkman

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Re: How To Actually Keep Tremulous Alive
« Reply #101 on: April 16, 2010, 09:03:37 am »
Damn straight. I just started playing and i have to play on smaller games to keep my shitty laptop from overclocking... But that's what's so great about Tremulous: I can play it on my shitty laptop!

Anyway, well said my man. It's nice to be important, but it's far more important to be nice.

...Although I will add that on the servers I've been playing, people were generally pretty helpful so far.
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ULTRA Random ViruS

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Re: How To Actually Keep Tremulous Alive
« Reply #102 on: June 19, 2010, 11:20:29 am »
When i get my friends to play trem, it takes them at least 3 days of gameplay to have a chance of liking it, and for me, i had no other shooting games at the time i got tremulous.

TheMarxer

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Re: How To Actually Keep Tremulous Alive
« Reply #103 on: July 21, 2010, 12:42:58 am »
0
« Last Edit: September 15, 2020, 10:49:26 pm by TheMarxer »

labrat

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Re: How To Actually Keep Tremulous Alive
« Reply #104 on: July 28, 2010, 08:26:17 am »
If you want people to play more often we need a new game, a physics engine (try havok) and more importantly adds glorious adds. Sorry just skimmed through what has been said. But there is/(was till the game died) one thing I love about tremulous: The people.
1. Hire developers, this is the only real option because it means they'll have to be more dedicated than the volunteers, and most probably more skilled. Think about this.
Get developers make it a shiny and fab game. Then get yourself across 2 pages in PC GAMER mags everywhere:
INNOVATIVE FREE GAME BLITZES GAMING WORLD.  - TREMULOUS ALIVE -.

2. Publicity stunts, I'd go around handing out free copies if I could. Tremulous is foredoomed, no ones gonna play a dying game, think about it, we're all selfish fools, - It won't make a difference If I don't play, the rest will - thats the human thought process.

3. Give trem the hollywood of all game makeovers, use those developers, new aliens, new weapons, new human models (one we'd all appreciate no doubt).   :human: + innovation = players.

-Labrat out. Oh anyone seen St. Anthony. (I'm on a mission to find him and play him again)

Aelita

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Re: How To Actually Keep Tremulous Alive
« Reply #105 on: July 28, 2010, 10:17:56 am »
I'd be able to help the community if every Macintosh modding/mapping program wasn't intel-based.

iirc some sort of *radiant works on PPC OSX. And Trem works fine, so you can just install XCode or whatever bullshit (or MacPorts, that gives GCC right?)

superspirality

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Re: How To Actually Keep Tremulous Alive
« Reply #106 on: July 28, 2010, 12:16:43 pm »
I'd be able to help the community if every Macintosh modding/mapping program wasn't intel-based.
Same. >_>
PowerPC is kinda obsolete now.
I'd be able to help the community if every Macintosh modding/mapping program wasn't intel-based.

iirc some sort of *radiant works on PPC OSX. And Trem works fine, so you can just install XCode or whatever bullshit (or MacPorts, that gives GCC right?)
Sure, NetRadiant works.
No need for MacPorts though. gcc is included in every release of OS X (as the XCode is), since it's half-BSD based, and MacPorts tend to corrupt your SDL on some machines. :P
Overall, if you're a terminal hipster, you'll be able to code w/e you want using svn, bash, gcc and vi.

Aelita

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Re: How To Actually Keep Tremulous Alive
« Reply #107 on: July 29, 2010, 01:49:54 am »
Last I checked there was no gcc by default on OSX. But the last release I used was 10.4.

I should try and get my dual 500MHz box running again. I have a 733MHz PPC box running Linux here but it'd be nice to have an OSX box to use on the LAN. I think I have a G3 somewhere too, with 10.2 or some crap on it.

Conzul

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Re: How To Actually Keep Tremulous Alive
« Reply #108 on: July 29, 2010, 04:26:30 am »
IMO best way is to just buy the T-Shirt. That way, people will see it and go, "What is that?" If enough ppl did it, that would bring some people in. Assuming anyone who plays tremulous ever leaves the basement.

Aelita

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Re: How To Actually Keep Tremulous Alive
« Reply #109 on: July 29, 2010, 08:34:01 am »
I frequently wear my Tremulous shirt. Nobody I have met has asked what it is.

SuperTennisGuy

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Re: How To Actually Keep Tremulous Alive
« Reply #110 on: December 16, 2010, 07:50:08 pm »
Ooops. I have taken the wrong path and am smack-dab in the middle of a worship service of the die-hard traditional hard-core tremmies...

;D
Bad creature. Don't encourage him.

|GBA|QweefZilLa

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Re: How To Actually Keep Tremulous Alive
« Reply #111 on: December 17, 2010, 03:23:37 pm »
keep tremulous alive by adding new guns / aliens the new 1.2 tremulous is 1.1 with some changes ... the korx sever in 1.1 has more weapons and aliens than 1.2 what is with that ... Im not gonna move on to 1.2 because theres a trem 1.1 mod that has more changes and extras in it ... the developers (no offence) should have added new stuff instead of making a new trem with the same stuff with some changes korx has a flying alien new guns and more advanced tyrant advanced mara that shoots barbs and cloaks barricades for human aka force field and its balanced good !!! and many more things are added in korx.

Demolution

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Re: How To Actually Keep Tremulous Alive
« Reply #112 on: December 17, 2010, 03:27:25 pm »
keep tremulous alive by adding new guns / aliens the new 1.2 tremulous is 1.1 with some changes ... the korx sever in 1.1 has more weapons and aliens than 1.2 what is with that ... Im not gonna move on to 1.2 because theres a trem 1.1 mod that has more changes and extras in it ... the developers (no offence) should have added new stuff instead of making a new trem with the same stuff with some changes korx has a flying alien new guns and more advanced tyrant advanced mara that shoots barbs and cloaks barricades for human aka force field and its balanced good !!! and many more things are added in korx.

No.

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swamp-cecil

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Re: How To Actually Keep Tremulous Alive
« Reply #113 on: December 17, 2010, 10:23:51 pm »
keep tremulous alive by adding new guns / aliens the new 1.2 tremulous is 1.1 with some changes ... the korx sever in 1.1 has more weapons and aliens than 1.2 what is with that ... Im not gonna move on to 1.2 because theres a trem 1.1 mod that has more changes and extras in it ... the developers (no offence) should have added new stuff instead of making a new trem with the same stuff with some changes korx has a flying alien new guns and more advanced tyrant advanced mara that shoots barbs and cloaks barricades for human aka force field and its balanced good !!! and many more things are added in korx.

No.

this.
everything in 1.2 you have to have skill to do. dretch, rifle, even luci and mara. In KoRx, all ou do as a dretch is walk around looking up and run at humans for an instant headbite. KoRx has tomany unnesicary an dunfair things like the adv rant, aka jesus, which has 600 hp which is around 3 fully charged lucies. cloak is just plain dumb. learn how to flank. fmaras cant RC hop in KoRx, which is one of the most difficult skill in 1.2.
KoRx is fun for a month or so, but just, no.
and did i mention the admins abuse alot?
KoRx is for unexperienced players. 1.2 is for proffesionals.
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

CorSair

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Re: How To Actually Keep Tremulous Alive
« Reply #114 on: December 17, 2010, 11:02:35 pm »
keep tremulous alive by adding new guns / aliens the new 1.2 tremulous is 1.1 with some changes ... the korx sever in 1.1 has more weapons and aliens than 1.2 what is with that ... Im not gonna move on to 1.2 because theres a trem 1.1 mod that has more changes and extras in it ... the developers (no offence) should have added new stuff instead of making a new trem with the same stuff with some changes korx has a flying alien new guns and more advanced tyrant advanced mara that shoots barbs and cloaks barricades for human aka force field and its balanced good !!! and many more things are added in korx.

Meh, it's a damn mod, man. 1.2 is for *real* gaming experience. Like the few mods I've seen (Human versus Human and Domination, for example), were fun for occasional games. You enjoy too much of mod, the reality between *the* Tremulous and modded Tremulous, twists. This happened to me. And not going to make same mistake twice.

If someone would want to make mod, he should chart what he would want to keep mod interesting. If he makes classes/guns/buildings for testing purposes, I can understand that, new game modes, like Domination, awesome for fresh ideas, but making it for sentence "because it's awezum!"... give me a break. If someone wants to add something new, and keep it still balanced, he gots lot of work on that. But if he wants only entertain people, and (maybe) gain some (or bit of) respect, then I don't got nothing agaist it (if he doesn't steal people from "standard" servers.)

If we add guns&classes right now to 1.2, the fine line of balance fucks up, especially when the developing stage is in critical moment now. So, you can throw your ideas to trash bin for now, and let the devs make 1.2 as it should be, shall we?

1.2 is for professionals.
No, not really. But professionally made! :laugh:

Manbearpig@SRM

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Re: How To Actually Keep Tremulous Alive
« Reply #115 on: December 18, 2010, 03:38:57 am »
Quote
Meh, it's a damn mod, man. 1.2 is for *real* gaming experience.

That doesnt make any sense.  A "real" gaming experience?  People play a game to have fun, and most people dont give 2 shits about the purist mentality you have.  Not everyone wants to play the same uniform flavor of tremulous for 10 years.  Take a glance at the server popularity stats, for instance.. it tells a different story than you are.

A Spork

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Re: How To Actually Keep Tremulous Alive
« Reply #116 on: December 18, 2010, 04:41:12 am »
Quote
Meh, it's a damn mod, man. 1.2 is for *real* gaming experience.

That doesnt make any sense.  A "real" gaming experience?  People play a game to have fun, and most people dont give 2 shits about the purist mentality you have.  Not everyone wants to play the same uniform flavor of tremulous for 10 years.  Take a glance at the server popularity stats, for instance.. it tells a different story than you are.
And how much of that is due to gaming the system of the default listings in 1.1 hmm?
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Manbearpig@SRM

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Re: How To Actually Keep Tremulous Alive
« Reply #117 on: December 18, 2010, 04:47:03 pm »
Quote
Meh, it's a damn mod, man. 1.2 is for *real* gaming experience.

That doesnt make any sense.  A "real" gaming experience?  People play a game to have fun, and most people dont give 2 shits about the purist mentality you have.  Not everyone wants to play the same uniform flavor of tremulous for 10 years.  Take a glance at the server popularity stats, for instance.. it tells a different story than you are.
And how much of that is due to gaming the system of the default listings in 1.1 hmm?


Thats a load of crap and you know it.  If the server list had ANYTHING to do with popularity.. the first 5 or 6 servers (that are vanilla btw) wouldnt be perpetually empty, more people would play AA/w/t/BB etc, and hardly anyone would play X (because X isnt even on the first page of the default server list and hasnt been for almost a year) 

The best indicator of whether or not a server will get new players is whether or not it has low latency and has players already on it (the more the better)  Popularity is self-perpetuating, and as long as the gameplay is balanced, entertaining, and is well moderated new players will return for more.  THOSE are statistically accurate reasons why modded servers have more players on the average than vanilla servers.  Not the server list.   ::)

In fact, im sure that if tremulous never had any mods it would already be dead.  Mods are a natural evolution coming from the creativity of a dedicated playerbase and is a testament of the longevity of the gameplay concept itself.  They have done a LOT for this community by way of attracting and retaining players who would otherwise have left.  Its too bad there is this North VS South mentality.

Kiwi

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Re: How To Actually Keep Tremulous Alive
« Reply #118 on: December 18, 2010, 06:16:05 pm »
The only players that X is "attracting" and "retaining" are player that play X, not Tremulous.  Many newbies come and play X as apposed to Tremulous which actually lessens the Tremulous playerbase.  So in fact, X is helping to kill Tremulous.  My guess to why this happens is that X has a very low learning curve when compared to Tremulous, either from the mods or the playerbase that X has.

Mods are a natural evolution coming from the creativity of a dedicated playerbase and is a testament of the longevity of the gameplay concept itself.

If the "gamplay concept" is Tremulous, making a mod that completely changes Tremulous gameplay is not a testament to helping Tremulous live longer.  If the "gameplay concept" is the mod, then people who play mods do make mods.

Now I don't mean to rip on you, but when you say you're mod has saved Tremulous, I have to disagree.

Ryanw4390

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Re: How To Actually Keep Tremulous Alive
« Reply #119 on: December 18, 2010, 07:30:47 pm »
Quote
Meh, it's a damn mod, man. 1.2 is for *real* gaming experience.

That doesnt make any sense.  A "real" gaming experience?  People play a game to have fun, and most people dont give 2 shits about the purist mentality you have.  Not everyone wants to play the same uniform flavor of tremulous for 10 years.  Take a glance at the server popularity stats, for instance.. it tells a different story than you are.
And how much of that is due to gaming the system of the default listings in 1.1 hmm?


Thats a load of crap and you know it.  If the server list had ANYTHING to do with popularity.. the first 5 or 6 servers (that are vanilla btw) wouldnt be perpetually empty, more people would play AA/w/t/BB etc, and hardly anyone would play X (because X isnt even on the first page of the default server list and hasnt been for almost a year) 

The best indicator of whether or not a server will get new players is whether or not it has low latency and has players already on it (the more the better)  Popularity is self-perpetuating, and as long as the gameplay is balanced, entertaining, and is well moderated new players will return for more.  THOSE are statistically accurate reasons why modded servers have more players on the average than vanilla servers.  Not the server list.   ::)

In fact, im sure that if tremulous never had any mods it would already be dead.  Mods are a natural evolution coming from the creativity of a dedicated playerbase and is a testament of the longevity of the gameplay concept itself.  They have done a LOT for this community by way of attracting and retaining players who would otherwise have left.  Its too bad there is this North VS South mentality.

You guys are the South and you're gonna lose
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