The next update |
by legodt
on 05/06/2011 01:24, 333 messages, last message: 10/18/2012 04:52, 145245 views, last view: 12/09/2021 06:26 |
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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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#56: Re: .. |
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by eihrul
on 06/12/2011 01:22, refers to #55
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Submit crosshair packs to quadropolis and I will look at including them if they are good.
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#57: Re: .. |
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by Razgriz
on 06/12/2011 01:38, refers to #56
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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: .. |
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by Razgriz
on 06/13/2011 13:45
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Better alpha material support which allows for alpha material to be visible behind other alpha'd geometry
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#59: .. |
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by Honzik1
on 06/13/2011 17:03
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In my opinion:
1)demo control slider would be useful
2)update notifier
3)teamkiller can pickup flag excluding iCTF
4)server list filter
5)dynamic color theme settings for Sauer
6)autodelay for start of the games when all people are ready and their maps are really loaded
7)what about menu and serverlist next to it by default? People in 99% play on servers anyway
8)some server client speedhack detector based on player speed
9)able to pause game for master in mastermode 2 (not only admin)
10)Advanced chat: Small menu where you checkbox people to who will be message sent
11) Game graph on scoreboard X->time, Y->frags to see performance of players...
...and more thing could be improved I think.
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#60: Re: .. |
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by suicizer01
on 06/13/2011 18:55, refers to #58
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+1
Wouldn't be a bad idea as option that you can shoot trough alpha material (like when texalpha is less than .2 .2)...
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#61: Re: .. |
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by Zorg
on 06/13/2011 19:28, refers to #59
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+1 to honzik, with special emphasis on 4 and 7
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#62: .. |
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by TheLove
on 06/15/2011 11:32
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+1 to honzik
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#63: .. |
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by Razgriz
on 06/15/2011 12:28
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Easier way to defining the sunlight in the SVN by moving it around on the skybox.
Also, an editmode compass :P
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#64: Weapons and enemies descriptions |
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by oibaf
on 06/16/2011 12:05
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What about adding to the interface a new menu with description of all weapons and enemies of the game? It could include weapon damage, speed, explosive or not, precision and enemy strength, weapon type.
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#65: Re: Weapons and enemies descriptions |
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by Razgriz
on 06/16/2011 15:33, refers to #64
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kinda pointless. only a few handful still play SP these days. as for the weapons, they're not all that hard to learn. speed is irrelevant, which ones explode.. you know that. precision varies by the amount of spread applied on the minigun and shotgun for each shot. their damage is easy to learn, the rockets will do a maximum of 75 damage and the rockets can do over 100, both for a direct hit.
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#66: Re: Weapons and enemies descriptions |
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by Sub-Zero
on 06/16/2011 22:21, refers to #65
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and of course, god forbid we check the docs (documentation), they struggled to make this for the sake of everyone. http://sauerbraten.org/docs/game.html#items_and_gameplay
and yes, i know, a bit hard raz, however you and i both know, "read the docs" has been posted the 9515th time, so i am just being fair here. :P
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#67: Re: Weapons and enemies descriptions |
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by oibaf
on 06/17/2011 09:53, refers to #66
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The fact that it's available on a web page doesn't forbid to add a pretty GUI with some nice images :)
(If you think so you could also remove the options menu then, since you can still edit the conf files reading the docs...)
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#68: Re: Weapons and enemies descriptions |
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by Razgriz
on 06/17/2011 11:31, refers to #67
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I was thinking of doing so, the options menu is a fucking mess. I had started remaking them all in a more fashioned manner where everything was categorized, but i eventually dropped the idea since i had made some new stuff and i just had to try it all out. Supposing i recover my files sometime, i can start working on it, and who knows, i might finish a stable version by the next sauer release. :P
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#69: Gamemodes |
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by Lonewolf199
on 06/17/2011 21:28
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I think we should leave all gamemodes as they are. I wonder why instagib is so popular. I like capture or ffa a lot too.
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#70: Re: Weapons and enemies descriptions |
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by Sub-Zero
on 06/17/2011 21:41, refers to #67
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its not just on the web, its also in the main sauer folder, under the file-folder "docs" besides, unless you want to spend a long time writing useless crap that has already been written, than why post it? no one else is going to make it for you...
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#71: Re: Gamemodes |
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by Sub-Zero
on 06/17/2011 21:43, refers to #69
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accidental double post, too fast, my bad... i agree that the default game modes we have now shouldn't be changed, however, adding new game modes might be in order, afterall, a new game mode might bring in new people, and it would make more fun... i still like the assassin mode we used to have. XD
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#72: .. |
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by Drekow
on 06/19/2011 21:59
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A bigger clock, in the HUD, like QL one, showing game time. Options to configure it as countdown or countup and size.
So, maybe, FFA (and CTF), will became playeble for people who don't use c++ timer.
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#73: Re: Weapons and enemies descriptions |
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by 2r
on 06/20/2011 16:53, refers to #65
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Am i hearing you right? "Their damage is easy to learn, the rockets will do a maximum of 75 damage and the rockets can do over 100, both for a direct hit." I do not understand?
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#74: Re: Weapons and enemies descriptions |
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by Razgriz
on 06/20/2011 19:33, refers to #73
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that was a pretty messed up sentence. i cannot edit replies here :/
grenades can do up to 75 damage (or 80?)
rockets can do up to 120 damage
direct hits.
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#75: .. |
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by bieber
on 06/20/2011 21:54
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-1 everyone
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