Author Topic: myTrem (34 new features)  (Read 10791 times)

rotacak

  • Posts: 761
  • Turrets: +39/-64
myTrem (34 new features)
« on: December 18, 2008, 03:09:15 pm »
I'll describe here what features has my changed tremulous called myTrem. There is only one problem – it will be finished soon ;-) If someone want to implement some of these features then go go go!

Almost all features are allowed or denied trough server.cfg, so you still can play unmodified games.



1) Aliens can look up and down (it's vissible on theirs models, like on humans).
BENEFIT: Other players can see where is that alien looking.



2) Aliens can be deformed. When they evolve, their model will be randomly slightly deformed (crippled) in all axis.
BENEFIT: You can recognize enemy by his look. „That Tyrant with twisted claw and small head is Rotacak!“ ;-)

2a) Deformation has no effect for alien's behavior.
OR
2b) Deformation has slowdown effect – alien will have slightly lower moving speed and jump.
OR
2c) Deformation has lower HP effect – alien will have slightly lowered max HP.
OR
2d) Deformation has lower HP speed regeneration effect – alien will regen slower.

2e) If alien use another one evo, then deformation will be gone, HP/speed/regen will be normal and his skin will be glossy (like in mg eyecandy client + shiny trem mod). You can't evolve immediately to the shiny class. You must evolve twice.



3) Humans blood lies on the floor.
BENEFIT: Effect, that tells others there is not secure.



4) Both teams can build structures on each others. It‘s possible to build structures on players too – when player go away, structure will fall down. Aliens can also build on structures from side:
[CEILING]
 :acidtube:   :acidtube:
 :acidtube:   :acidtube: :granger:
 :acidtube: :acidtube: :acidtube: :acidtube: :acidtube: :acidtube:
 :acidtube: :acidtube:     :granger:
 :acidtube:
 :barricade:
[FLOOR]
BENEFIT: More variability of buildings. More fun with destroying (Humans - chain reaction, aliens - grenade). Amazing with unlimited BP.



5) New structures for humans. A box and a board. Costs 1 BP and it has very low health, but a big block of ability. Board is possible to build on a wall to block entrances.
BENEFIT: Can be used for reaching unreachable places. Best use with building on each other (viz. 4) for making thick blocking walls to the base.



6) Aliens can build OM and baricade on ceilings and walls.
BENEFIT: More tactic in game, more interesting bases.



7) New structure for aliens. A web. Costs 5 BP. It‘s slightly transparent with fully transparent spaces. Aliens can go trough it like trough air. Only with wallwalking can climb on the web. Aliens cannot destroy webs, they can only decon it. Deconning/building point is in the center of a web – so Granger has to point to air to build it. Web cannot be destroyed by bullets, only with flamethower and grenade. When human walk trough, then web is destroyed and human is slowdowned like with granger‘s spit, HP is decreased by 20HP and he is visibly wrapped around himself by the web. He can take down the web from himself only by reaching full HP or by his weapon or someone‘s else weapon – but it is dangerous for him. When he is in the web, he has limited view – trough the web. He can go trough more webs = more limited view, more slowdown, practicaly dead. Three webs on human = stationary cocoon, he can only shoot and turn around if he has a battlesuit, but he sees almost nothing, only the web from inside.
BENEFIT: More interesing alien base, tactic and adventures.
OR
7a) Aliens can go trough web but when they doing it, then are slightly slowdowned. When they jump trough a web, they are slowdowned but after passing the web, jump continuing in primary direction without changed speed.
OR
7b) Human can get rid of a web by three fast jumps – it needs full stamina.



8.) Aliens can use wallwalking to both team structures.
BENEFIT: Interesting new situations – dretch on armoury from a side, try shoot at him and not hurt armoury.



9) Aliens can use wallwalking to all players. All players can carry others.
Examples: Dragon can carry tyrant while he’s jumping. Tyrant can carry many other aliens and carry them safely into enemy base. Dretch can help granger for faster escape. Basilisk can hang on human‘s back (look at that teamkills when someone wants to take down the basilisk and trying to save captured human :) ). Human can stand on a dragoon‘s head, be carried out and jumped in the sky – still can shoot to the dragoon. Wallwalking on humans must be controlled by g_var because it can be a big advantage for aliens.
BENEFIT: Absolutely funny and more new strategy things and situations.

9a) Carrying others can be annoying, so when player press crough/wallwalk, players in the same team what he carries will be pushed away like antispawnblock function.
OR
9b) When human press crough, it will push away everyone that has activated crough/wallwalking on him.
OR
9c) Same as 9b, but humans will not be pushed away at all.



10) Both teams can upgrade their structures  if they build another structure in the one that was built. If there is enough space, the structure is enlarged and small a number will appear near the structure. Number 2 = second upgrade. Upgraded structure costs half BP and increasing half HP. If you want to decon upgraded structure with number 2, you need decon it twice.
BENEFIT: More tactic with buildings. Giant structures with unlimited BP.



11) Humans can have their own skin and model. For example: Player will make own skin, then connect to a server. There will be a pop-up window with text „Do you want to upload your skin to the server?“. Select „Yes“. Skin will be uploaded to the server and the second pop-up window appear (if another players will have own skins) „Do you want to download other players‘s skins?“ Select „Yes“. Other players‘s skins will be downloaded from the server. Now he can start playing and see how others look. If his model will have a different size, it will be deformed to the default size. When he makes a blank skin, he will be naked, not invisible.
Players that are playing can download a new skins at start of a new game. Admin can deny using skins for selected players, or players can vote „denyskin“.
Models need to have defined award point, where will be attached awards viz. 17)
BENEFIT: All humans won’t look alike. Try fight against chinese abo, diplomat with a tie or for example against hellboy.



12) When a human is gassed by a basilisk then the human is green and smokes similar to hurted human structure until a poison exist.
BENEFIT: Better recognizing who urgently needs a medistation.



13) When is dead alien throwed away, then he rotating, not flying like flat board. He can land to floor upside down or on head.
BENEFIT: More interesing physics.



14) When an alien is killed, knockback is applied on him, like in grenade and lucifer cannon case. For example: dretch jumped on the human‘s head and human killed him by shotgun. Dretch dead body will fly up, because was killed from bottom.
BENEFIT: More physics in game.



15) Hitbox adjustion for bullets and meelee attacks only. It‘s possible to adjust difficulty of the game. If you think that unlagged cause success to every pounce, then you can decrease hitboxes. All players will have more thin hitboxes. But height will be same. It's harder to hit them, but you can still aiming them, not aiming before them with predicting their movements like with unlagged off.
BENEFIT: Closer to unlagged off, with unlagged on.



16) New map ability. In any map pk3 is possible to add ogg sound in folder playsound. For example „metal.ogg“. When this map is played, players can run that sound by typing „/playsound metal“ to the console. Sound is emitted around player in defined range. If you are close to a playing player, then sound is loud, if you are far, then sound is silent.
In pk3/scripts/playsound.txt can be:
metal
{
   range 1000
   repeat 1
   repeat_time 120
}
Where range is how far will be sound emitted. Repeat - is possible run sound only once at time or anytime. Repeat_time is number of seconds when player can play sound again.
Admin can deny user_sounds to selected player, or players can vote denysound.
The emitted sound can be also triggered by a button in the map – sound is still emitted by player.
BENEFIT: More entertainment in various maps. More sound commands. More disco. Try /rickroll in MMORPG called Crowns of Power.



17) Player awards – every hour when player is playing on server is awarded. This award has no advantage to the game, it just changes look. When a player is disconnected, he is losing time and when he lose one hour, he will also lose one level award. When the player is spectacing, an award time is freezed. Award time is bounded to guid, so you can't lose all hours due to disconnecting for a while or server restart.
BENEFIT: You can recognize players that play a long time and vice versa.

17a) Award models are hard-defined in tremulous. For example – one hour: sunny glasses. Two hours: baseball hat. Three hour: black thief hat. Four hours: pirate headscarf. Etc.
OR
17b) Award models are in maps pk3 (can be different in each map) in folder „awards“ with names like this:
60.md3
120.md3
Numbers in name are also minutes when will be award applied.
OR
17c) Awards aren't models hanged on player models, but every hour is player darker and darker. Only eyes are still same. If someone is playing a long time, then he has a little advantage in dark places.



18) Third race. Tabulator = three columns. Can be allowed only two teams, only specific two teams, only three teams and only three teams when is connected X players. All trough mapconfigs.
When one team lose, defeated people can connect to remained teams.
When one team has S3 and other two teams have S1, then is possible make peace with these two teams. FF will be off until one team reach S2. But the bases is still killing enemies even in peace.
Description of the whole new race needs other place.
BENEFIT: Big change in the whole game. It makes game more interesing, more strategy thinking. It‘s also decreasing camping, corner camping (hey tyrant, you have locked humans in their base and now you‘re cornercamping, but you aren't safe anymore, because other team isn't locked and when you run from human‘s base, third race can kill you or can destroy your base).
OR
18a) It‘s possible to make peace even with S2+S2+S3.



19) Chat bubbles.
BENEFIT: You can see where and who is talking.



20) Aliens can roll. If an alien is pushed by strenght or he is running fast on a big slope and suddently changes way, then he can roll. If he land upside down, then he is slowly turned back to feets. If an alien will step on edge, he can balance and fall down on his head, or back or feets, depends on height of fall.
BENEFIT: Fun and more interesing to control alien‘s movements. More „car-like“ controling. Tyrant on three feets in a curve?



21) Structures are possible to build on trains and all others special things (pendulum, rotating things, doors...).
BENEFIT: More fun game and more logical game – why don‘t build on something only because it‘s moving? Imagine when a human calls an elevator and the elevator will bring hives. Imagine human‘s base on rotating thing in Mission One :-D Imagine moving alien‘s acid tree with feature viz. 4) with first acid on somewhat moving (elevator, doors...).



22) You can place a turret (or any other structure) in cannon and it will be launched out.
BENEFIT: It's logical and funny. Especially for reciever :-)



23) Human‘s structures can be pushed out like players (g_shove). Can be pushed out by both teams. Tyrant can use charge attack to throw some small structures very far away. But humans can use nails with ckit. They cost 0 BP. Nails can be used only for existing structures and then one big nail will appear in bottom of structure. If a structure is nailed, it cannot be pushed out. Nails cannot be removed.
BENEFIT: More variability with buildings. More interesting situations while rushing base or sniping not-nailed structures.



24) New brush type – driving. When you step on that brush and activate it, you can drive with him. There are two type – ground and air. You can set speed, acceleration, weight, duration (how long you can drive it), repeat (why you can again use it after duration), start_type (how you can activate it – by player keys or button/action in map), turn_speed (how fast you can turn) and axis (what axis you can use for driving).
BENEFIT: You can use cars, airplanes, anything moveable.



25) Aliens can wallwalk on all special map things (pendulum, rotating things, doors...).
BENEFIT: More interesting game.



26) Jetpack deny and jetpack limit only for map editors. Not for server admins.
BENEFIT: We can play/create good outdoor maps, like Outpost P4 without jettards.



27) Six team games. Tabulator = two rows, three cells. Three can be aliens, three humans. It needs modified layouts, otherwise it’s not avaiable for others teams. It needs enough players, otherwise it‘s not allowed for all six teams. 4 players = max two teams. It‘s not possible to join all human‘s teams etc. Example: First team can be human team, second alien team, third human etc.
Teams with same race have slightly different color: alien‘s basic, green, yellow. Human‘s basic, blue, red.
BENEFIT: HvsH, AvsA, many different teams VS many different teams.



28) Destroyable brushes for map makers. You can set damage (when brush take defined damage then will be destroyed), type (0 – disappear, 1 – fall down, 2 – fall apart), hurt (when brush colide with player, it will make this damage).
BENEFIT: Destroyable maps.



29) Builders can see circle where is area powered or „egged“.
BENEFIT: Better for builders.



30) Ragdoll physics for players. Their dead bodies are still solid, until they disappear.
BENEFIT: Nice body acrobaties.



31) New structure for aliens – Hole. Similar to hovel. Can be built only inside a wall, ceiling, floor etc. There is place max for advanced granger. In hole is mess, like small webs and slime. It cost a half of BP than hovel and it's open – human can throw grenade inside. Human also can fall in that hole and cannot jump out.
BENEFIT: Nice hiding spot for small aliens.



32) Structures can be picked up and carried out. It can be done only in the same team and only by builders. When they carry structure, then they are losing stamina. When stamina is zero, structure is dropped to the floor automatically. Bigger structure = slower carrying. When the structure is carried, then it doesn’t work, only RC and repeater work always. When a player drops a structure, he will lose all stamina, regardless how much stamina he had.
BENEFIT: Better arrange of base. Interesting work for builders. 



33) GUID is computed from motherboard serial number.
BENEFIT: You can reinstal game, lose GUID and generated one will be same like old one. So you not lose your admin rights on servers.



34) Aliens can hit grenade by primary attack. Grenade will not be destroyed, but will be throwed away.
BENEFIT: Human can throw grenade in alien base, but alien can kick grenade out. This will make more successful grenade kills, because granger can try to kick grenade out of base instead of running out.



Download new myTrem: nowhere

ACKMAN

  • Posts: 342
  • Turrets: +9/-20
Re: myTrem (34 new features)
« Reply #1 on: December 18, 2008, 04:13:18 pm »
Er... did you code most of them?(at least 1? XD)

Ellohir

  • Posts: 192
  • Turrets: +14/-13
    • El balrog con alas
Re: myTrem (34 new features)
« Reply #2 on: December 18, 2008, 04:39:55 pm »
Some of them are interesting, other are simple garbage. Anyway if there were a test I think this one would pass.

Amanieu

  • Posts: 647
  • Turrets: +135/-83
    • Amanieu
Re: myTrem (34 new features)
« Reply #3 on: December 18, 2008, 04:52:08 pm »
1 & 2) You need bone based models for that. Ender is working on getting that to work in Tremfusion.
3) Easy, just do human gibs
4) It should be pretty easy to do
6) Easy to do
8 & 9) This is already in MGDev and Tremfusion, but it is disabled. The reason for this is that hanging on another player causes a lot of prediction errors and will have a very bad feel to it.
10) Shouldn't be too hard to do
11) First of all, you shouldn't let people change the model, only the skin. Also, downloading everyone's skins would be huge. What could be done though, is to allow you to choose a skin from a list of skins available on the server.
12) Sure, actually it would be nice if there was a visual indication for the amount of HP someone has
13) Pretty easy to do
14) Already exists
15) I was thinking of doing something like this for Tremfusion: http://images.wikia.com/cs/images/b/bd/Hitbox.jpg
16) I don't think that should go in maps. Would be easier to just use the VoIP.
17) This conflicts with #11
18) Nice idea, but very hard to do.
19) Risujin already did that, should be easy to port
20) How are you planning on doing that without making the player's camera view spin all over the place?
21) Sure, why not
22) It will run out of power/creep when it is shot
23) I kinda like the pushing idea, but I don't like the nail idea.
24) No. Get support for real vehicles as entities and models, not map brushes.
25) Can't they already do that?
26) Can't you just lower the sky limit?
27) That's going to be a huge mess.
28) Sure, I think it's already been done or is being done.
29) Yes, very good idea.
30) Ender is going to do that for Tremfusion.
31) This is going to be a huge pain to code, maybe impossible to do properly.
32) Hmm sure, but didn't you say something about pushing them earlier?
33) You get a new computer/break the old one/use a friend's computer etc. then you're fucked
34) Granger probably won't have time to get to the grenade or throw it very far
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

Hendrich

  • Posts: 898
  • Turrets: +168/-149
    • TremCommands
Re: myTrem (34 new features)
« Reply #4 on: December 18, 2008, 09:29:29 pm »
Some of the features are useful, others are either already made or they have no use at all.

Anyways, this is some crazy shit you're making Rotacak. Goodluck, I'll be anticipating this, umm, eccentric mod.  ;)

Roanoke

  • Posts: 260
  • Turrets: +20/-22
Re: myTrem (34 new features)
« Reply #5 on: December 19, 2008, 02:15:16 am »
Chat bubbles could give away your position.

Odin

  • Spam Killer
  • *
  • Posts: 1767
  • Turrets: +113/-204
    • My Website
Re: myTrem (34 new features)
« Reply #6 on: December 19, 2008, 03:22:09 am »
Chat bubbles could give away your position.
Then stop typing and start playing.

Amanieu

  • Posts: 647
  • Turrets: +135/-83
    • Amanieu
Re: myTrem (34 new features)
« Reply #7 on: December 19, 2008, 08:32:38 am »
Chat bubbles for teammates only would be nice.
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

Roanoke

  • Posts: 260
  • Turrets: +20/-22
Re: myTrem (34 new features)
« Reply #8 on: December 19, 2008, 03:28:57 pm »
Chat bubbles could give away your position.
Then stop typing and start playing.
Oh, ok, I'm not gonna actually play with my team. To do so, I'd have to tell them where I am and what is happening here. But, oh, right, I can't because there'll be an enormous chat bubble over me.

Syntac

  • Posts: 841
  • Turrets: +118/-104
    • Syntac's Stuff
Re: myTrem (34 new features)
« Reply #9 on: December 19, 2008, 06:09:37 pm »
Some people have different ideas of what "chat bubble" means.

Urcscumug

  • Posts: 278
  • Turrets: +18/-7
    • Wraths Newbie Server
Re: myTrem (34 new features)
« Reply #10 on: December 19, 2008, 07:39:15 pm »
Here is my humble take on the proposals. I've tried to think about all of them.

1) Aliens look up and down. I don't think it's particularly useful and it detracts from the game's feeling. Aliens are, well, _alien_. They don't look up and down like humans. Their FOV is different. Presumably their species has different eyes. Playing as a human, the fact that you can't tell where an alien is looking and where he might dash to is a big thrill. Plus, they'd look silly. :)

2) Deformed aliens to recognize them. I suppose it's not a bad thing. But no side effects, keep it for identification only. Also, I have a hunch it might be achieved easier with color. Compute a shade based on the player's name or something.

3) Human blood on floors. I like this one a lot. Remember Transit? The bloody corridors give the place a ghastly feeling, that map has character, has a story. Human blood on floors and walls would be great. But to be fair, make alien juice stick as well.

4) This doesn't seem realistic, neither for alien nor human structures. Can an egg really grow out of an acid tube? Can you really place a turret on the reactor? In real life, I mean. Not that I wouldn't absolutely love being able to stick a turret on top of the RC. But let's consider the Sci in SciFi too.

5) Boxes and boards for humans. Interesting. I like the box idea, I've always felt humans are missing the equivalent of the alien barricade. But I'd rather go for some actual barricades. And they should cost some BP, it ain't fair having unlimited numbers for free. Set big BP if that's what you want. Seriously, consider it: a barricade to block instead of turrets, something like 15 BP and rather high HP. Only for ground-walking big aliens, of course.

6) OM on walls and ceiling. Interesting but I'd have to say no. The OM looks big and heavy, it's not realistic.

7) Web structure for aliens. Again, very interesting, but you're giving aliens yet one more blocking/damaging structure and I feel they already have their fair share of that.

8) Aliens wallwalking on structures. Fair enough. It makes sense.

9) Aliens wallwalking on players. Not sure about this. Not much point with aliens walking on humans, usually you need to be in close contact for very short to kill it. Walking on fellow aliens could be interesting. Imagine a tyrant coming in with a load of dretches hanging on him. :)

10) "Inflated" structures with more HP and half BP. Not realistic, not very interesting. I'd rather have two armories in two places then one inflated one that's more durable. Or three and so on.

11) Humans can trade skins/models through server. Not practical. And I'm not exactly loving the idea. The skin idea works for "pure" FPS games like Quake or UT, but on something like Trem I feel there should be a feeling of team reflected on skins as well. Plus, changing the models bashes on the Trem lore. But I'm not opposed to ideas that help you identify players by looks. Again, color might be the answer. Or the hat idea.

Or, even better, let humans choose from a set of faces/heads. Simpler than offering whole different models and keeps the feeling of unity.

12) Humans show their HP state. Good idea, but let's generalize to aliens too. And let's think about implications. For realism's sake, both your own team members and enemies should be able to tell how well you are. Which will make engagement a lot more interesting if adversaries can sort of tell how beat up the enemy is. Right now it's only done with sound if I'm not mistaken.

13) Aliens roll when killed. Cool effect, zero use.

14) Killed aliens take knockback. Same as above.

15) Adjustable, smaller hitboxes. Interesting. May appease players who can't stand unlagged. Then again, I fear that the size of enemy hitboxes may be hardwired into muscle memory for good players, and changing it may be frustrating.

16) Sound emitted by players. Can't really see either cool factor nor usefulness.

17) Time played on server changes player hat. Funny, interesting and harmless.

18) Third race. Not gonna touch that one here.

19) Chat bubbles. Lots of confusion on this one, will skip it. But frankly, I'd rather have a rock solid and universally available VoIP solution instead of any writing.

20) Aliens can roll. OK, why not humans too? Realistic model physics sounds interesting, but if it's going to be done why not go full hog.

21) Realistically, it shouldn't always be possible. And I fear it may be too difficult to tell when that is, as these building I think form a single class of objects in the game.

22) Placing stuff, including structures, in cannon and shooting it. Not sure I see the use and the humor is debatable. May be useful for throwing a turret or acid tube in the enemy base, but then why not just build it? There's a logic to structures, let's not stray too far.

23) Structures can be pushed and nailed down. Interesting. I'd like it if any human on the team could push the structures around. Abuse could be prevented by nailing. The use would be obvious (skipping decon and recon for a move). The possiblity for abuse is obvious as well. But I don't see why nails couldn't be taken out. And I'd like that the feeling of heaviness that the human structures have could be preserved in their inertia when being pushed. RC looks very heavy. But how do you hope to push low stuff like nodes and medi? Also, it would be fair for aliens to be able to do too (although they'd rather destroy then move). A tyrant running away with your armory when you have no BP to spare would be hilarious. Bottom line: seriously, I feel that this stuff is best left to Trem cartoons.

24) Driving vehicles. It would only be available to humans (right?) so one-sided. Is it worth it just to prance around? Are maps really that big to be worth vehicles?

25) Aliens can walk on special map mobiles. Fair enough. Not sure about the implications.

26) Done.

27) Matches with different team combinations. Interesting. It makes Trem too "sporty", making it look like a sport rather then FPS, but okay, if that's what some people want, why not. Would probably make great tournaments and I can imagine all kinds of cool combinations, team switches like in wrestling and so on.

28) Destroyable map elements. Interesting and realistic. But not sure about the use.

29) Power area visual marker for builders. Okay, useful, but I understand it raises performance issues. And good builders already know their areas, or can test easily (prepare a structure and move around checking for its color).

30) Dead bodies are solid until they dissapear. Interesting. Could make some interesting uses. Such as blocking passages with dead bodies.

31) Holes for aliens. Meh. Small aliens already have places to hide, no need to complicate things.

32) Builders can pick structures up and move them. Must work on the realism point of view. Perhaps aliens are that strong and humans can use a gravitronic lifter or something. But this has major impact on the game strategy since it eliminates decon/recon times. Must think about it more.

33) GUID from mobo serial number. Not loving it. Like Amanieu said, things can go wrong.

34) Aliens can kick grenade over. OK but to be fair humans should be able to as well. But is there really enough time for this stuff once a grenade is out there?
New to Tremulous? Look up the Wraths Newbie Server in the in-game server list.

Hendrich

  • Posts: 898
  • Turrets: +168/-149
    • TremCommands
Re: myTrem (34 new features)
« Reply #11 on: December 19, 2008, 08:40:34 pm »
Quote
32) Builders can pick structures up and move them. Must work on the realism point of view. Perhaps aliens are that strong and humans can use a gravitronic lifter or something. But this has major impact on the game strategy since it eliminates decon/recon times. Must think about it more.

It sounds like a gravity gun, but without the basic physics. I know how it'll look like with the Quake 3 physics, and it might exactly not look like shit, but it can look weird not very realistic.

Urcscumug

  • Posts: 278
  • Turrets: +18/-7
    • Wraths Newbie Server
Re: myTrem (34 new features)
« Reply #12 on: December 19, 2008, 09:49:49 pm »
I stand corrected on the grenade thing. There are some good couple of seconds to kick it. I believe aliens hiding behind the wall next to the human base on ATCS would love to be able to do this when a builder camping on the turrets tosses a grenade near them. :)
New to Tremulous? Look up the Wraths Newbie Server in the in-game server list.

rotacak

  • Posts: 761
  • Turrets: +39/-64
Re: myTrem (34 new features)
« Reply #13 on: December 21, 2008, 09:47:50 pm »
Amanieu:
11) First of all, you shouldn't let people change the model, only the skin. Also, downloading everyone's skins would be huge. What could be done though, is to allow you to choose a skin from a list of skins available on the server.
16) I don't think that should go in maps. Would be easier to just use the VoIP.
17) This conflicts with #11
20) How are you planning on doing that without making the player's camera view spin all over the place?
22) It will run out of power/creep when it is shot
23) I kinda like the pushing idea, but I don't like the nail idea.
24) No. Get support for real vehicles as entities and models, not map brushes.
25) Can't they already do that?
26) Can't you just lower the sky limit?
27) That's going to be a huge mess.
30) Ender is going to do that for Tremfusion.
32) Hmm sure, but didn't you say something about pushing them earlier?
33) You get a new computer/break the old one/use a friend's computer etc. then you're fucked
34) Granger probably won't have time to get to the grenade or throw it very far

11) Hmm, model check (if isn't too thin, small...) would be difficult. So atleast skins. Nice skin editor in tremulous sounds nice too. But skins can have limited size and it's needed download it only once and only if you want, so I not see problem here.
16) I think in maps it's best choice. Map maker can choose sounds and are played directly by client from client files, you can play it offline and it's independent.
17) No, you can have hat or be darker with any skin.
20) Player's camera will spin how it's needed. Player can be little confused, when he land on something else than legs.
22) Yes. Or not, when land in power area. Anyway, that does not matter. That object can kill someone by his weight - turret -> human head -> hurt. RC -> human head -> dead. Important is, that can be done.
23) Why? Nails (or screws) can make structures like now. But anyway nails can be disables by g_ variable.
24) Why not? It's not needed be real, only moving. Like train, it's moving brush too.
25) Can't. Try wallwalk at train, doors...
26) You can, but that work only in maps like atcs. If you have complex map, various heighs, then it's complicated and looks bad (invissible wall). But if you can use jetpack only for reaching higer place, then it's different. I saw on some server limited jetpack, but that was limited in all maps, even in atcs, where it has no sense. That's why it should be avaiable only for map makers and not for server admins.
27) Yeaa :-) Only in base is safe place.
30) Solid bodies or ragdoll?
32) This is slightly different. When you pick structure, the it's higher (you can go at stairs, step on egde and structure not fall down, no need place around for your body etc.). If you pushing structure, then it's still on ground (it fit in small places, need place around if you want to push it in different way, can't push medi and node, troubles with pushing it in different angle (square hitbox) etc.). And you can allow only picking, or only pushing, or both.
33) True. It need more better checks then.
34) Alteast something. Or tyrant can help more :)

Urcscumug
1) I think that make game more interesing, and less stationary "puppet". It's really weird, when tyrant attacking up (atcs, human base, turrets at edge), but slashing and looking forward.
2) Colors from players name? Interesing idea.
4) I think that turret can be easily on reactor or armoury. Anyway, it's game, I don't need realism. We had server, where similar building was allowed and it was great.
7) But that structure is only for one-use. Then is destroyed.
16) Play Crowns of Power. It practically doig nothing, but I like it very much.
19) Old text chat will be there even with bubbles.
20) Ok, humans can roll too, but it is harder.
22) It's not about strategy building. It's about logic. If you step in cannon, you are shooted out. If you place something in cannon, it will be also shooted out.
23) Nodes and medi can't be pushed. "A tyrant running away with your armory when you have no BP to spare would be hilarious." - :-D when tyrant will reach your armoury, then it's over. But yes, he can crash in armoury and push unnailed arm away. But it's big structure so he can't push it too far. And you can push it back, if will be still alive. Or you should use nail.
24) No. It's for both teams. And that not need be vehicles. That can be anything. Moving plat - but you must step on, activate it (so you can't shoot, only ride) and ride. Can it be train, but you have to ride it myself. Imagine this with grangers: http://www.funlandrehoboth.com/images/bumpercars.jpg
34) Humans can't hit grenade like aliens. Maybe by shooting at grenade? But that can make something like grenade launcher - grenade and luci. Time to kick grenade is small so balance will not be affected. But - grenade can lure aliens now - they want to atleast try kick it away. In SD even more. Now they can only run away and look.
« Last Edit: December 21, 2008, 11:19:57 pm by rotacak »

Urcscumug

  • Posts: 278
  • Turrets: +18/-7
    • Wraths Newbie Server
Re: myTrem (34 new features)
« Reply #14 on: December 21, 2008, 10:14:54 pm »
1) Well yes, if you're going to take the realism angle then a lot of the alien and human models need work. For instance, the aliens often look like they're gliding along on skates. :)

7) I must have missed that. I thought it was a structure like any other, which can be built in various places. Yes, that would balance the things a little, but on the other hand it's an artificial limitation. I'd prefer it if it took a large number of sentience points, large enough to make building more than one impractical or impossible.

24) I like the idea of mobile platforms activated by player actions. Like the elevator on Karith. It could be expanded to more elevators (and I believe it has) but also trains, cablecars and so on. But I only see it as basically mobile map elements. Actual vehicles would complicate the game a lot. There's the element of logic (why would aliens be able to use human vehicles?), of practicality (aliens are various shapes and sizes) and of implementation (can vehicles be damaged or destroyed? why not?) etc.

34) Again, an artificial limitation. I don't see why an alien should be able to kick grenades and not humans. :) If you think that this would be better this way from a strategic point of view then at least we need a better explanation.

The bottom line is that I currently consider Trem very balanced in its various aspects and while certainly it can be improved, IMHO changes won't gain wide popularity if they aren't as balanced and well thought out.

And before I forget; Amanieu, regarding the camera problem when aliens are wallwalking players: third person view. I know it's discouraged because it's considered cheating, but perhaps activating it automatically just for this particular circumstance...
New to Tremulous? Look up the Wraths Newbie Server in the in-game server list.

rotacak

  • Posts: 761
  • Turrets: +39/-64
Re: myTrem (34 new features)
« Reply #15 on: December 21, 2008, 11:39:37 pm »
Urcscumug:
7) Yes, you can built it anywhere, but when is used (that means: human is trapped in that web), then is destroyed.
27) Like map maker you can choose if that moving plat (or big transport vagon) can be rided only forward and backward (with defined acceleration, weight etc.), or also on side (left, right), or also up and down. So for example bumper cars should move only forward, backward and can turn. There is not needed very real physics so if they will move on slope, then it will look weird, but that depend at map makers:

     /
___/
   /
  /
 /
/

Instead of real this:
     /
   //
   /
  /
 /
/

Red is moving platform or car.

Allowing specific moving things for one team only is interesing feature. Same with destroying or damaging. humans should be able to repair that things, but what aliens? Maybe when granger step on it, then it's being repaired. :-)

34) Well, because humans not kicking. They only shooting... They only shoot at grenade and that should "kick" grenade more far.

When human has some alien on back (walwalking), then that should be notified on hud, similar to hurt effect.
« Last Edit: December 21, 2008, 11:41:47 pm by rotacak »

Urcscumug

  • Posts: 278
  • Turrets: +18/-7
    • Wraths Newbie Server
Re: myTrem (34 new features)
« Reply #16 on: December 22, 2008, 12:39:02 pm »
34) Oh I see. I haven't thought of the in-game limitations and I forgot that people shoot and aliens use melee attacks. But shooting a grenade to move it is not exactly intuitive. Common sense dictates it would explode. :) So I'm fine with aliens kicking nades as long as humans get to shoot them to make them explode sooner. I believe it goes along nicely with your original intent (luring aliens to it). And could produce some kick-ass side effects if this can be done while the grenade is in the air ie. alien jumps and intercepts it in mid-air like a football goalie, or human throws it and makes it explode in mid-air. Or, even better, one human throws it and another shoots it, like shooting skits. "Pull! BOOM!" :)

How much damage do you think should be acceptable to make a grenade explode? About 35 or much lower? I'm thinking of the larger spread weapons. Also, is it possible to differentiate between damage from an alien and one from gunfire or explosions?

Other interesting side-effects: explosions affecting grenades (maybe that happens already). Like a structure exploding near a grenade, or throwing 2 or 3 nades near each other, the first to explode should set off all of them at the same time, magnifying the blast.
« Last Edit: December 22, 2008, 12:42:08 pm by Urcscumug »
New to Tremulous? Look up the Wraths Newbie Server in the in-game server list.

Syntac

  • Posts: 841
  • Turrets: +118/-104
    • Syntac's Stuff
Re: myTrem (34 new features)
« Reply #17 on: December 22, 2008, 08:28:51 pm »
Also, is it possible to differentiate between damage from an alien and one from gunfire or explosions?
Sure, otherwise how would the game know the difference between f.e. friendly fire and a tyrant slash?

ACKMAN

  • Posts: 342
  • Turrets: +9/-20
Re: myTrem (34 new features)
« Reply #18 on: December 22, 2008, 09:00:53 pm »
If aliens can kick nades... to balance... what about destroying barbs with md? XD

Roanoke

  • Posts: 260
  • Turrets: +20/-22
Re: myTrem (34 new features)
« Reply #19 on: December 22, 2008, 09:31:44 pm »
Yes, or any other weapon. Any friendly damage done to nade should make it go boom.