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The next update

by legodt on 05/06/2011 01:24, 333 messages, last message: 10/18/2012 04:52, 145190 views, last view: 12/09/2021 01:41

What are the sort of things that the playerbase can expect from the next Sauerbraten update? Gamemodes, user interfaces, or graphical updates?

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#39: Re: ..

by suicizer01 on 06/09/2011 00:12, refers to #36

YOu can bend glass by editing the geometry of a cube wich is surrounded by alpha-matrial and has the env(bump)map shader set on.
This create a very similar effect.

True, it still wouldn't be bad if water and lava also be bended...

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#40: Re: ..

by Sub-Zero on 06/09/2011 02:14, refers to #39

yes, but is my understanding of materials go, they don\'t have the octree. and from that note, you would have to make them have an octree or something of the sort. but idk, i can\'t understand all of C++ yet.

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#41: ..

by Razgriz on 06/09/2011 16:09

I'd like a couple of new commands for buttons, radios, checkboxes.

onhover [..]
onhoveronce [..]

Oh the features i could give life to if i had those. My current system is crude to say the least.

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#42: ..

by b3ast on 06/10/2011 03:37

Ability to rewind demos, PLEASE!

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#43: ..

by TheLove on 06/10/2011 17:58

+1 demo control rewind - and "go to time" please..

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#44: ..

by Razgriz on 06/10/2011 18:07

BETTER CROSSHAIRS. seriously they are not that much of a size hog to aim for 8bit 16x16 non anti-aliased images.

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#45: Re: ..

by Zamwa on 06/10/2011 19:27, refers to #44

-1

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#46: Re: ..

by Razgriz on 06/10/2011 23:29, refers to #45

Hater's gonna hate. I don't like a boxy crosshair that hides completely my target behind it because of its bad quality.

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#47: Re: ..

by suicizer01 on 06/11/2011 02:16, refers to #46

+1

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#48: Re: ..

by Sub-Zero on 06/11/2011 16:14, refers to #47

-1 to raz and sui.

make one yourself, or re-size it so it takes up very little room, like a normal person does.

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#49: ..

by TheLove on 06/11/2011 16:21

focus in something else. like calculating Damage on 1vs1 weapons modes .. i have seen script like this before and it was near your crosshair (leftside) and was pretty good but that guy didnt want to share it.. would be good in next version ?

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#50: Re: ..

by Razgriz on 06/11/2011 17:05, refers to #48

I'd rather NOT have to discuss with you AGAIN our "ideal" crosshairs.

So just move along, for my request REMAINS ON THE TABLE, whether you like it or not.

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#51: ..

by TheLove on 06/11/2011 17:40

YOU didn't OPEN this Board 'SO' calm down and i will say what i like.

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#52: Re: ..

by Razgriz on 06/11/2011 17:55, refers to #51

I was referring to Sub-Zero, not you. If you've followed the topic around back when it was still under discussion on quadropolis, you would know why i'm so biased towards this.

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#53: Re: ..

by TheLove on 06/11/2011 19:31, refers to #52

my bad sorry..

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#54: Re: ..

by Sub-Zero on 06/11/2011 23:15, refers to #52

i am not biased, i simply prefer function before eye candy. as always stated by me, and it works fine to decrease crosshair size.

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#55: ..

by Razgriz on 06/12/2011 00:25

As a matter of fact, i'll make it simpler to you to "understand" what am saying here, because you're missing the big image. I do not want the current crosshairs removed. People like you are ok with them. I simply want more added, which are of better quality than those current. I hope you understand that.

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#56: Re: ..

by eihrul on 06/12/2011 01:22, refers to #55

Submit crosshair packs to quadropolis and I will look at including them if they are good.

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#57: Re: ..

by Razgriz on 06/12/2011 01:38, refers to #56

Well, i had uploaded a package i made quite some time ago, node >2939<. A fight broke out, i may had notified you about the pack on IRC, but i don't really remember whether you replied or not.

It's been quite some time since this pack was released, and i may consider making a new one which is more varied. Right now this one recycled 3 basic shapes to get all these variations, except for t.png and td.png, which are explained in the node's description.

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#58: ..

by Razgriz on 06/13/2011 13:45

Better alpha material support which allows for alpha material to be visible behind other alpha'd geometry

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