General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12556233 views, last view: 11/06/2024 08:34 |
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for questions, announcements etc.
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Board Index
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#11917: .. |
by Fischkopf
on 03/31/2009 20:47
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why dont you make a classic pumpgun?
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#11918: Re: .. |
by maximusw00t
on 03/31/2009 20:57, refers to #11917
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i think making ragdolls movable is an excellent idea :DD
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#11919: .. |
by Fischkopf
on 03/31/2009 23:31
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yeah, in dead mode so you can play with it ^^
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#11920: .. |
by abcord
on 04/01/2009 02:59
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Make a low poly mesh and bake the high poly one into it.
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#11921: server text |
by viparr104
on 04/01/2009 18:28
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what command line code would i use to create echo text whenever players log into my server? for example, i would want it to show players the rules of the server, such as not claiming master :-P im running os x, if that helps at all.
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#11922: .. |
by Fischkopf
on 04/01/2009 21:27
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THE BOTS ARE GREAT! It feels like the longer i play with them, the more they learn from me.
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#11923: Re: .. |
by maximusw00t
on 04/01/2009 22:59, refers to #11922
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bots? in svn or blood frontier o.0 i was not aware of any bots in sauer svn
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#11924: .. |
by Fischkopf
on 04/01/2009 23:02
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yes in the svn you can add bots with /addbot.
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#11925: Re: .. |
by maximusw00t
on 04/01/2009 23:06, refers to #11924
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finally :DD
thanks for lettin me know
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#11926: .. |
by MovingTarget
on 04/02/2009 01:21
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About the bots, is it purposeful that they just stand there doing nothing even when you shoot them? I have to go up right next to them and switch to the chainsaw before he will start playing.
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#11927: Re: .. |
by Quin
on 04/02/2009 03:04, refers to #11926
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Yes, they remain stationary until there are valid waypoints for them to follow.
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#11928: Re: .. |
by MovingTarget
on 04/02/2009 03:25, refers to #11927
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I'm sure there's a good reason for it, but it still feels weird that when you add 50 bots, you have to go up to each one and push it with a chainsaw before it will actually start fighting. Kinda time consuming...
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#11929: .. |
by Midnight Walker
on 04/02/2009 04:03
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Or just frag them all with rockets and wait for them to respawn. ;-)
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#11930: Re: .. |
by a~baby~rabbit
on 04/02/2009 04:07, refers to #11929
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The bots begin life as pacifists, so you're actually corrupting them and forcing them to violence. Typical humans...
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#11931: Re: .. |
by MovingTarget
on 04/02/2009 04:30, refers to #11930
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lol... anyway, are there any plans to have online bots?
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#11932: Re: .. |
by Quin
on 04/02/2009 06:09, refers to #11931
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They do work online, you just need to have the admin password to be able to right now. This may change, depending on how eihrul views the subject. I'm guessing feedback on that would go a long way..
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#11933: Re: BOTS §§§§§§§§ |
by Maxime -Max of S2D- Lebled
on 04/02/2009 09:15, refers to #11932
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Oh dear, that's quite a good news there.
Wait- waypoints? SP monsters could be able to use 'em.
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#11934: Re: .. |
by MovingTarget
on 04/02/2009 14:32, refers to #11932
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That's weird, because they sure don't work for me. Whenever I try to add one, as admin, of course, the bot appears in the spawn spot for a split second and then disappears, although he's still displayed in the scoreboard.
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#11935: It's not a bug - it's a feature ... (glow on pickups) |
by MeatROme
on 04/02/2009 15:51
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I was contemplating putting this into the "bugs"-thread .. but it's not really a bug - just something I felt the need to comment on:
The new glowing effect on pickups is very neat, although I find it a bit too intense at times - the effect looks like there's a flash of light coming from the item in question ... maybe clamp it to not exceed a certain intensity?!?
In case this matters:
- System: Linux (Ubuntu 8.04 (Hardy Heron))
- Sauerbraten Console Log:
Renderer: GeForce 8800 GT/PCI/SSE2 (NVIDIA Corporation)
Driver: 2.1.2 NVIDIA 173.14.12
Rendering using the OpenGL GLSL shader path.
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#11936: waypoints |
by Q009
on 04/02/2009 18:07
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@Eihrul
I'm making waypoints for maps.
Can i upload them on Quadropolis before release?
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