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1.2 Gameplay Changes
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Topic: 1.2 Gameplay Changes (Read 152757 times)
Luigi1
Turrets: +86/-21
Posts: 227
Re: 1.2 Gameplay Changes
«
Reply #60 on:
September 17, 2009, 05:15:21 AM »
Quote from: Cadynum on September 15, 2009, 10:30:42 PM
Quote from: Luigi1 on September 15, 2009, 05:49:53 PM
Quote from: your face on September 13, 2009, 01:58:47 AM
^^
timed jetpack with fuel would win at life, also, it shouldn't be so steady
agreed on the fuel part, i dont mind the steady part.. but to make it more realistic your right
Why would it need fuel?
-limits jetard'tion
- just kinda a neat idea
although i also would like to see it be faster if its timed, its pretty slow in 1.1
Logged
N-Ron
Turrets: +10/-2
Posts: 42
Re: 1.2 Gameplay Changes
«
Reply #61 on:
September 17, 2009, 03:30:45 PM »
imo, it looks like the devs are nerfing aliens because they win too often, which i feel has less to do with the overall strength of the alien team, and more to do with newb players who always go human.
ofc, i'm probably wrong about that, the trem devs have taken
years
to carefully calculate all these changes.
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The Dreaded Third-Race Mod : UNVANQUISHED.NET
Kriegsgott
Turrets: +11/-4
Posts: 42
D.V.C
Re: 1.2 Gameplay Changes
«
Reply #62 on:
September 17, 2009, 04:16:42 PM »
Quote from: Meisseli on September 16, 2009, 08:00:02 PM
Will there be a cvar to make sprint a toggle, or do I do it with scripts? Too used to 1.1 style...
Quote from: kevlarman on September 14, 2009, 01:03:07 AM
because boost ends up wasting a ton of bandwidth and doesn't allow the behavior most people expect it to have (hold button->run faster)
I vastly prefer the toggle. Is it possible to at least include a separate unbound sprint toggle for players to switch to if they prefer it?
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No Tolerance.
Posts are subject to opinion and default buildpoints.
kevlarman
Turrets: +291/-295
Posts: 2737
Re: 1.2 Gameplay Changes
«
Reply #63 on:
September 17, 2009, 04:26:32 PM »
Quote from: Kriegsgott on September 17, 2009, 04:16:42 PM
Quote from: Meisseli on September 16, 2009, 08:00:02 PM
Will there be a cvar to make sprint a toggle, or do I do it with scripts? Too used to 1.1 style...
Quote from: kevlarman on September 14, 2009, 01:03:07 AM
because boost ends up wasting a ton of bandwidth and doesn't allow the behavior most people expect it to have (hold button->run faster)
I vastly prefer the toggle. Is it possible to at least include a separate unbound sprint toggle for players to switch to if they prefer it?
Code:
set sprinton "+button8;set togglesprint vstr sprintoff"
set sprintoff "-button8;set togglesprint vstr sprinton"
vstr sprintoff
bind x "vstr togglesprint"
Logged
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| #
|.@.-##
-----
Kriegsgott
Turrets: +11/-4
Posts: 42
D.V.C
Re: 1.2 Gameplay Changes
«
Reply #64 on:
September 17, 2009, 05:00:35 PM »
I was unclear. I meant something similar to "boost" behavior. Could a /delay command be implemented? I know next to nil about q3 resources.
Logged
No Tolerance.
Posts are subject to opinion and default buildpoints.
David
Spam Killer
Turrets: +249/-273
Posts: 3543
David
Re: 1.2 Gameplay Changes
«
Reply #65 on:
September 17, 2009, 05:30:41 PM »
With the alias stuff you could make awd all call -button8 when lifted, while still working normally.
Don't think it's doable without alias though
Logged
Any maps not in the MG repo? Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone. I can't speak for anyone else, and there is no one who can speak for me. If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev. Nothing I say counts for anything.
commander scrooge
Turrets: +1/-9
Posts: 187
Re: 1.2 Gameplay Changes
«
Reply #66 on:
September 17, 2009, 06:13:56 PM »
limited jet fuel? I think not, if you limit jet packs you would need to limit aliens wall walking. In most cases an adv goon shoots down the jetpack on sight, you could increase the range of the adv goons spit ball if you want to make it harder for humans to use jetpack.
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StevenM
Turrets: +40/-33
Posts: 292
Re: 1.2 Gameplay Changes
«
Reply #67 on:
September 17, 2009, 06:14:36 PM »
Quote
Basilisk
both
slash range reduced 96 -> 64
grab range increased 64 -> 96
jump magnitude increased 270 -> 310
silent footsteps
grabs no longer affects turrets
why dont you devs use some common sense and make the slash and grab range equal to each other. not that it really matters, but what fucking sense does that make, i can grab a human, yet i cant swipe at them :S.
Quote
justified feel free to ask
so dont go flaming me.
Logged
commander scrooge
Turrets: +1/-9
Posts: 187
Re: 1.2 Gameplay Changes
«
Reply #68 on:
September 17, 2009, 06:56:10 PM »
errrr...after reading all this info... how hard would it be for you guys to make a few standard command lines to change damage, range, repeat fire, reload time, jetpack *limitations*, and hp, so it can be as easy as saying "g_humabuildpoints" if you did that this topic could be easily closed and players could customize their servers easily.
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here
Bissig
Turrets: +103/-131
Posts: 1309
Re: 1.2 Gameplay Changes
«
Reply #69 on:
September 17, 2009, 07:30:15 PM »
Quote from: commander scrooge on September 17, 2009, 06:56:10 PM
errrr...after reading all this info... how hard would it be for you guys to make a few standard command lines to change damage, range, repeat fire, reload time, jetpack *limitations*, and hp, so it can be as easy as saying "g_humabuildpoints" if you did that this topic could be easily closed and players could customize their servers easily.
In more recent qvms for 1.1 this is already possible. And I shall think it will be possible with 1.2 too. So, whats the point of your post again?
Logged
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sst wiki
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trumorz(tm)
David
Spam Killer
Turrets: +249/-273
Posts: 3543
David
Re: 1.2 Gameplay Changes
«
Reply #70 on:
September 17, 2009, 07:55:33 PM »
Because people want to play tremulous, and want there to be players in the future to play with.
All this every server being different crap is stopping new people, and killing the game. I'm pushing for server to be marked on the list if they have modified gameplay, but I doubt it will happen.
So basically, stop trying to kill tremulous you arseholes.
Logged
Any maps not in the MG repo? Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone. I can't speak for anyone else, and there is no one who can speak for me. If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev. Nothing I say counts for anything.
commander scrooge
Turrets: +1/-9
Posts: 187
Re: 1.2 Gameplay Changes
«
Reply #71 on:
September 17, 2009, 09:28:11 PM »
Quote from: Bissig on September 17, 2009, 07:30:15 PM
In more recent qvms for 1.1 this is already possible. And I shall think it will be possible with 1.2 too. So, whats the point of your post again?
i didnt know sorry
, where would i find one of those qvms? (pm me with link please?)
servers with mods often have a website so players can give feed back to make the mods more enjoyable for every one.
P.S.
Quote from: commander scrooge on September 17, 2009, 06:56:10 PM
errrr...after reading all this info... how hard would it be for you guys to make a few standard command lines to change damage, range, repeat fire, reload time, jetpack *limitations*, and hp, so it can be as easy as saying "g_humabuildpoints" if you did that this topic could be easily closed and players could customize their servers easily.
+
Logged
Pathbot every thing you need
here
bleach
Turrets: +121/-40
Posts: 164
Re: 1.2 Gameplay Changes
«
Reply #72 on:
September 17, 2009, 09:51:01 PM »
Quote from: StevenM on September 17, 2009, 06:14:36 PM
Quote
Basilisk
both
slash range reduced 96 -> 64
grab range increased 64 -> 96
jump magnitude increased 270 -> 310
silent footsteps
grabs no longer affects turrets
why dont you devs use some common sense and make the slash and grab range equal to each other. not that it really matters, but what fucking sense does that make, i can grab a human, yet i cant swipe at them :S.
Quote
justified feel free to ask
so dont go flaming me.
That is a very interesting point StevenM. I look forward to what Norf or someone'll say.
Logged
Winnie the Pooh
Turrets: +45/-85
Posts: 442
Re: 1.2 Gameplay Changes
«
Reply #73 on:
September 17, 2009, 09:53:40 PM »
It's for easier use of the basilisk obviously but I think an explanation would be that the basilisk can grab with one claw and scratch with the other.
Logged
Quote
I also realize that this is the internet, but even more so this is the forum for a video game on an internet, then even beyond that this is TREMULOUS forums the Satan version of all video game forums for a video game that is ON the internet.
Pazuzu
Turrets: +50/-12
Posts: 987
GRANGER IS NOT FOR MEME.
Re: 1.2 Gameplay Changes
«
Reply #74 on:
September 17, 2009, 11:54:14 PM »
Maybe it was just to reinforce the idea that the
is supposed to be a support class. I don't get why, though, since I've never (in two years of playing) seen someone evolve to basi just to support other aliens. It just doesn't make sense, from a 'getting kills' perspective.
Logged
Quote from: Tremhelper on September 05, 2011, 08:14:46 PM
ok, can you give me the tool thingy app that can code?
Bissig
Turrets: +103/-131
Posts: 1309
Re: 1.2 Gameplay Changes
«
Reply #75 on:
September 18, 2009, 12:13:41 AM »
Quote from: David on September 17, 2009, 07:55:33 PM
Because people want to play tremulous, and want there to be players in the future to play with.
All this every server being different crap is stopping new people, and killing the game. I'm pushing for server to be marked on the list if they have modified gameplay, but I doubt it will happen.
So basically, stop trying to kill tremulous you arseholes.
You are very wrong. No update in several YEARS, is what is killing this game. And those few that are left to play the game, have no interest to play vanilla games on ATCS 24/7.
Logged
sstcentral
sst wiki
tremcentral
trumorz(tm)
Luigi1
Turrets: +86/-21
Posts: 227
Re: 1.2 Gameplay Changes
«
Reply #76 on:
September 18, 2009, 01:23:34 AM »
Quote from: commander scrooge on September 17, 2009, 06:13:56 PM
limited jet fuel? I think not, if you limit jet packs you would need to limit aliens wall walking. In most cases an adv goon shoots down the jetpack on sight, you could increase the range of the adv goons spit ball if you want to make it harder for humans to use jetpack.
who u.
Logged
Helix.
Turrets: +23/-72
Posts: 386
Re: 1.2 Gameplay Changes
«
Reply #77 on:
September 18, 2009, 02:32:50 AM »
Quote from: Luigi1 on September 18, 2009, 01:23:34 AM
Quote from: commander scrooge on September 17, 2009, 06:13:56 PM
limited jet fuel? I think not, if you limit jet packs you would need to limit aliens wall walking. In most cases an adv goon shoots down the jetpack on sight, you could increase the range of the adv goons spit ball if you want to make it harder for humans to use jetpack.
who u.
Ms. Swan?
Logged
Quote from: Whales.
I personally recommend placing your computer in a pentagram drawn in fetus blood, then perform ritual goat sacrifice
Quote from: solar`
i am seriously like an octopus at a boner buffet.
SlackerLinux
Spam Killer
Turrets: +41/-62
Posts: 555
Linux User!!
Re: 1.2 Gameplay Changes
«
Reply #78 on:
September 18, 2009, 03:00:12 AM »
Quote from: David on September 17, 2009, 07:55:33 PM
Because people want to play tremulous, and want there to be players in the future to play with.
All this every server being different crap is stopping new people, and killing the game. I'm pushing for server to be marked on the list if they have modified gameplay, but I doubt it will happen.
So basically, stop trying to kill tremulous you arseholes.
you are soo very wrong. server customization is whats keeping tremulous alive. lack of updates, showstopping bugs w/out a official bug fix release(i hope after 1.2 if it ever comes out that it'll be changed so bug fix releases come out for any big bugs), overplaying of unbalanced maps like atcs(and crappy joke maps like *cannon paint highrise), general imbalance in tremulous(some of which has been fixed in 1.2).
if you want vanilla 1.1 David i suggest putting up a real 1.1 server see how long till people come and crash it constantly it isn't hard.
im not a fan of x an its other 1 letter server series changes but they are doing better to keep players in trem then most other servers.
Quote from: Bissig on September 17, 2009, 07:30:15 PM
Quote from: commander scrooge on September 17, 2009, 06:56:10 PM
errrr...after reading all this info... how hard would it be for you guys to make a few standard command lines to change damage, range, repeat fire, reload time, jetpack *limitations*, and hp, so it can be as easy as saying "g_humabuildpoints" if you did that this topic could be easily closed and players could customize their servers easily.
In more recent qvms for 1.1 this is already possible. And I shall think it will be possible with 1.2 too. So, whats the point of your post again?
for jetpack fuel(my implementation cqvm is customised for more cvar setting changes - there is others around somewhere)
http://code.google.com/p/cqvm/
- cvars for both time and enabling/disabling
http://code.google.com/p/slackers-qvm/
- cvars for enabling/disabling
cqvm also has a whole set of gameplay modifying cvars for various stuff(im pretty sure everything can be turned off)
Logged
Slackware64 13.1
SlackersQVM/
temple
Turrets: +37/-42
Posts: 534
Re: 1.2 Gameplay Changes
«
Reply #79 on:
September 18, 2009, 03:30:04 AM »
Quote from: David on September 17, 2009, 07:55:33 PM
Because people want to play tremulous, and want there to be players in the future to play with.
All this every server being different crap is stopping new people, and killing the game. I'm pushing for server to be marked on the list if they have modified gameplay, but I doubt it will happen.
So basically, stop trying to kill tremulous you arseholes.
That's one of the dumbest things I've heard on this forums and I've heard a lot.
And if people modded 1.1, what do you think is going to happen to 1.2?
Logged
Asvarox
Turrets: +41/-35
Posts: 573
Re: 1.2 Gameplay Changes
«
Reply #80 on:
September 18, 2009, 02:17:56 PM »
Maybe server mods keep players alive, but certainly not newbies.
Logged
Quote from: J3lackStar on July 14, 2011, 08:14:42 PM
I MINE FULL WEREWOLFES
NOT SUCH HIPPIE THINGS
your face
Community Moderators
Turrets: +109/-407
Posts: 3533
really your face here
Re: 1.2 Gameplay Changes
«
Reply #81 on:
September 18, 2009, 03:59:27 PM »
if it hadn't been for all the mods/weird qvms, trem would have died quite a while ago.
Logged
{NoS}
Y
our
F
ace
Quote from: codercon
Tremulous is probally the best freeware you will ever play. whats better then being a humman gunning down aliens or an alied killing soem humans.
(11:53:30 AM) Koragg: Oh god all channels red
Norfenstein
Turrets: +81/-77
Posts: 628
Re: 1.2 Gameplay Changes
«
Reply #82 on:
September 18, 2009, 10:08:05 PM »
Quote from: commander scrooge on September 17, 2009, 06:56:10 PM
errrr...after reading all this info... how hard would it be for you guys to make a few standard command lines to change damage, range, repeat fire, reload time, jetpack *limitations*, and hp, so it can be as easy as saying "g_humabuildpoints" if you did that this topic could be easily closed and players could customize their servers easily.
Because we're making a game, not a create-your-own-game toolbox. The toolbox is the source code, which already allows server operators to customize the game.
Quote from: bleach on September 17, 2009, 09:51:01 PM
That is a very interesting point StevenM. I look forward to what Norf or someone'll say.
If he has a question he should ask it. Politely. Perhaps with a
question mark
at the end.
Quote from: rotacak on September 17, 2009, 12:06:23 AM
About hovel - my opinion is if it is useless building, then make from it usable building. Instead of remove it.
Of course we would have preferred that that, but as I said, there just weren't any ideas for it that I felt were good enough, and I think the game is better off without useless elements.
The hovel is not going to change for 1.2. The jetpack is not going to change for 1.2. Let's please try to keep this thread on the topic of gameplay changes that haven't been discussed ad nauseum. That excludes what may or not be "killing trem".
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your face
Community Moderators
Turrets: +109/-407
Posts: 3533
really your face here
Re: 1.2 Gameplay Changes
«
Reply #83 on:
September 18, 2009, 10:29:34 PM »
Quote from: Norfenstein on September 18, 2009, 10:08:05 PM
Quote from: bleach on September 17, 2009, 09:51:01 PM
That is a very interesting point StevenM. I look forward to what Norf or someone'll say.
If he has a question he should ask it. Politely. Perhaps with a
question mark
at the end.
Decon'd. Don't make lame excuses to squirm your way out of answering something.
Logged
{NoS}
Y
our
F
ace
Quote from: codercon
Tremulous is probally the best freeware you will ever play. whats better then being a humman gunning down aliens or an alied killing soem humans.
(11:53:30 AM) Koragg: Oh god all channels red
Hendrich
Turrets: +168/-147
Posts: 879
When I visit this forum, I feel old.
Re: 1.2 Gameplay Changes
«
Reply #84 on:
September 18, 2009, 10:43:10 PM »
Quote from: Norfenstein on September 18, 2009, 10:08:05 PM
If he has a question he should ask it. Politely. Perhaps with a
question mark
at the end.
:/
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Made you look.
------------------------------------------------------------
Luigi1
Turrets: +86/-21
Posts: 227
Re: 1.2 Gameplay Changes
«
Reply #85 on:
September 18, 2009, 11:10:26 PM »
Quote from: Norfenstein on September 18, 2009, 10:08:05 PM
If he has a question he should ask it. Politely. Perhaps with a
question mark
at the end.
?
Logged
Rocinante
Turrets: +252/-667
Posts: 639
You're a kitty!
Re: 1.2 Gameplay Changes
«
Reply #86 on:
September 19, 2009, 03:24:47 AM »
What don't you get?
Quote from: StevenM on September 17, 2009, 06:14:36 PM
why dont you devs use some common sense and make the slash and grab range equal to each other. not that it really matters, but what fucking sense does that make, i can grab a human, yet i cant swipe at them :S.
...reads quite douchey to me. If I said "Why does your_face suck ass so much" I wouldn't expect you to politely reply either. Don't be a dick, or GTFO.
(As for why this might make sense, think about a spider - it's arms can reach further than its jaws can)
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}MG{
Mercenaries Guild
"On my ship, the Rocinante, wheeling through the galaxies, headed for the heart of Cygnus, headlong into mystery." -- Rush, "Cygnus X-1"
your face
Community Moderators
Turrets: +109/-407
Posts: 3533
really your face here
Re: 1.2 Gameplay Changes
«
Reply #87 on:
September 19, 2009, 03:54:22 AM »
but but basis don't use jaws, they use their arms?
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{NoS}
Y
our
F
ace
Quote from: codercon
Tremulous is probally the best freeware you will ever play. whats better then being a humman gunning down aliens or an alied killing soem humans.
(11:53:30 AM) Koragg: Oh god all channels red
Norfenstein
Turrets: +81/-77
Posts: 628
Re: 1.2 Gameplay Changes
«
Reply #88 on:
September 19, 2009, 01:18:23 PM »
Realism has never been priority; Tremulous really isn't a particularly atmospheric game, and is definitely not a simulation, so I've never thought approaching its design from that standpoint was the right way to go.
I'm not sure I remember why those basilisk changes were made, but I'm pretty sure the grab range was increased simply because I wanted it to be easier, and then the slash range was reduced, probably to put it at parity with the painsaw (which is at 64 now). So basilisks still have the advantage if they can position themselves well, but painsaws aren't quite as helpless. And 64 for the basilisk slash is much more appropriate than 96 -- that's almost what the tyrant's reach is.
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rotacak
Turrets: +39/-64
Posts: 761
Re: 1.2 Gameplay Changes
«
Reply #89 on:
September 19, 2009, 08:20:27 PM »
What about that ogg support, will be?
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