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Planned Development Games
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Topic: Planned Development Games (Read 148198 times)
khalsa
Administrator
Turrets: +187/-132
Posts: 591
Dharam De rakhvalae
Planned Development Games
«
on:
July 12, 2008, 05:46:01 PM »
Howdy guys,
As part of our ongoing effort to further develop Tremulous, I am pleased to announced some
Planned
games to help test the balance of future changes. Starting today we are going to have a game at 20:00:00 GMT ( 2:00 PM CST) every Saturday. Various devs, especially Norfenstien and myself will be on - so come join us and help test the balance changes!
Instructions if you need them are
HERE
, else just point your http-download enabled Tremulous client to dev.tremulous.net and join the fun!
One word of advice - If this is your first time playing on the dev server, read the help, read the in-game help and look around these forums for the list of changes. If you have not been playing on the server for a few weeks, we pretty much don't care about any opinion of the changes formed in a few seconds. We
do
appreciate input, but it has to be well thought out and from someone who is fully aware of all the changes, and has been playing with them for a few weeks. If you just jump into the server and try to tell us how to make tremulous 1.2, I will just mute you ^_^ . You can give concise feedback on the }MG{ Forums if you so please.
To recap:
What:
Planned Development Games
When:
Every Saturday 20:00 GMT
Who:
Everyone
Where:
Tremulous Development server and Euro Tremulous Development server
/
connect dev
.
tremulous
.
net
/
connect edev
.
tremulous
.
net
Consice bug reports
go here
Hope to see each and every one of you come kill me today!
Khalsa
«
Last Edit: May 11, 2009, 02:12:51 PM by khalsa, Reason: updated links and server names
»
Logged
}MG{
Mercenariesguild
ਮਨੁ ਜੀਤੇ ਜਗੁ ਜੀਤਿਆ
Big Server Sale
David
Spam Killer
Turrets: +249/-273
Posts: 3543
David
Re: Planned Development Games
«
Reply #1 on:
July 12, 2008, 07:38:02 PM »
Due to way more people than expected, second server is now up.
Servers are: dev.tremulous.net:30720 and dev.tremulous.net:30721
Euro server coming SOON(tm)
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.
kevlarman
Turrets: +291/-295
Posts: 2737
Re: Planned Development Games
«
Reply #2 on:
July 12, 2008, 08:09:51 PM »
thorn was kind enough to let us run an mgdev server on funzone, you can connect to it at 62.75.216.230:30730
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| #
|.@.-##
-----
amz181
Turrets: +64/-92
Posts: 885
Smoking KILLS
Re: Planned Development Games
«
Reply #3 on:
July 16, 2008, 04:01:33 PM »
shud have stickied this, i only just saw this.
But ill be there on saturday.
Will it be normal maps, or some new ones, because if its the new ones, please dont, it takes ages to download them via auto download.
Logged
BEST THREAD EVAR:
http://tremulous.net/forum/index.php?topic=12191.0
Lava Croft
Guest
Re: Planned Development Games
«
Reply #4 on:
July 16, 2008, 04:09:14 PM »
Too bad the Euro MGdev has Unlagged enabled. This makes it obsolete, since there is already a Unlagged-enabled MGdev server.
Logged
David
Spam Killer
Turrets: +249/-273
Posts: 3543
David
Re: Planned Development Games
«
Reply #5 on:
July 16, 2008, 06:25:59 PM »
Quote from: amz181 on July 16, 2008, 04:01:33 PM
shud have stickied this, i only just saw this.
But ill be there on saturday.
Will it be normal maps, or some new ones, because if its the new ones, please dont, it takes ages to download them via auto download.
I'm not sure if there are any in rotation atm, but they should download fast if you have a new-ish client.
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.
Lakitu7
Tremulous Developers
Turrets: +120/-73
Posts: 1002
Watch for spinys
Re: Planned Development Games
«
Reply #6 on:
July 16, 2008, 10:39:47 PM »
Quote from: Lava Croft on July 16, 2008, 04:09:14 PM
Too bad the Euro MGdev has Unlagged enabled. This makes it obsolete, since there is already a Unlagged-enabled MGdev server.
Unlike 1.1, the game's balance is designed around the use of unlagged. Thus, testing and demonstrating balance under unlagged as part of the designed and intended settings would be the logical thing to do.
«
Last Edit: July 16, 2008, 10:43:13 PM by Lakitu7
»
Logged
Thorn
Turrets: +409/-60
Posts: 1237
Re: Planned Development Games
«
Reply #7 on:
July 17, 2008, 12:06:56 AM »
Oh well, that just means less servers running 1.2.
Logged
Flex
Lava Croft
Guest
Re: Planned Development Games
«
Reply #8 on:
July 17, 2008, 06:31:28 AM »
While nobody said it's illogical to test with Unlagged, I merely said it's a bit illogical to not test without Unlagged at all.
There is absolutely nothing wrong with supporting and promoting Unlagged, I just think it's bit weird that normal playing is completely abandoned in favor of augmented playing. Certainly considering the fact that there is quite a large part of this community that does not dig Unlagged that much.
Logged
Kaleo
Turrets: +176/-220
Posts: 2098
Abata Ankh t Chet
Re: Planned Development Games
«
Reply #9 on:
July 17, 2008, 08:50:15 AM »
For our Australasian players, TremWars#2 now sports a 1.2 dev server, so if you live in the Australasian locale, and you want a lag-free 1.2 game, feel free to pop in.
Logged
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
I has a cookie, and u can has a cookie, but i no givs u mai cookie...
Ellohir
Turrets: +14/-13
Posts: 190
Re: Planned Development Games
«
Reply #10 on:
July 17, 2008, 09:51:38 AM »
I'd love to play 1.2 with more people
Logged
CreatureofHell
Turrets: +429/-123
Posts: 2351
Ash Nazg Durbatulūk, Ash Nazg Gimbatul.
Re: Planned Development Games
«
Reply #11 on:
July 17, 2008, 11:17:52 AM »
but it isn't 1.2 yet...
Logged
Quote
<Timbo> posting on the trem forums rarely results in anything good
Paradox
Turrets: +253/-250
Posts: 2610
I eat babies!
Re: Planned Development Games
«
Reply #12 on:
July 17, 2008, 04:11:05 PM »
Is there a West coast server?
Logged
∧OMG ENTROPY∧
kevlarman
Turrets: +291/-295
Posts: 2737
Re: Planned Development Games
«
Reply #13 on:
July 17, 2008, 06:10:17 PM »
Quote from: Paradox on July 17, 2008, 04:11:05 PM
Is there a West coast server?
no, but mg's server is in dallas, which is more than close enough, and at this point filling up one server is a rare occurence, let alone 4.
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| #
|.@.-##
-----
David
Spam Killer
Turrets: +249/-273
Posts: 3543
David
Re: Planned Development Games
«
Reply #14 on:
July 19, 2008, 07:00:18 PM »
BUMP!
All go play now!
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.
Kaleo
Turrets: +176/-220
Posts: 2098
Abata Ankh t Chet
Re: Planned Development Games
«
Reply #15 on:
July 20, 2008, 12:24:10 AM »
Well, after plenty of 1.2 games on TremWars, I have a few gripes with some of the changes.
I'll start by saying what I do like about 1.2, as to not sound negative. I love the new barricades. More and more people are using them now that you can easily get past them. I also like how the s1 granger has a swipe attack. And as for the teslas and DC; just, wow! Teslas are now useful (and not mindless noob spam) due to the slow spin up time of the new rets. I also love the fact that they are now not reliant on the DC, which instead repairs human structures. I also really like the charging bar for pouncing and luci's
Now, here's the bad bit.
The new luci is (imo) overpowered. The new adv mara sort of defeats the purpose (imo) of the adv mara, since it doesn't have to aim anymore. As for floor trappers! WTF? THEY WORK?
This is just a few of the new features that I like or dislike.
Logged
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
I has a cookie, and u can has a cookie, but i no givs u mai cookie...
Sanity
Turrets: +4/-21
Posts: 48
Re: Planned Development Games
«
Reply #16 on:
July 20, 2008, 12:45:26 AM »
Ive also played 1.2 quite a bit, and i have to say the "dodge" is a bit weird, and kinda hopeless in certain places. The human stamina is good, and new turrets cane.
Logged
TinMan
Turrets: +49/-70
Posts: 1020
Re: Planned Development Games
«
Reply #17 on:
July 20, 2008, 12:57:51 AM »
1.2 is a lie! It's not out yet. What you are playing is not 1.2
Logged
Code:
Linux: ~/.tremulous/base/
Mac: ~/Library/Application\ Support/Tremulous/base/
Windows: C:\Documents and Settings\username\Local Settings\Application Data\Tremulous\base\
NeonPulse
http://neonpulse.net/media/games/tremulous/base/autoexec.cfg
temple
Turrets: +37/-42
Posts: 534
Re: Planned Development Games
«
Reply #18 on:
July 20, 2008, 02:42:18 AM »
I am idling in the server, I'm EST so I don't know if I've missed everyone or what.
Question: when playing by myself, I hit stage 2 and 3 for killing structures. I also got evos for killing structures. Is this intended and how does it work?
Logged
kevlarman
Turrets: +291/-295
Posts: 2737
Re: Planned Development Games
«
Reply #19 on:
July 20, 2008, 05:11:03 AM »
Quote from: temple on July 20, 2008, 02:42:18 AM
I am idling in the server, I'm EST so I don't know if I've missed everyone or what.
Question: when playing by myself, I hit stage 2 and 3 for killing structures. I also got evos for killing structures. Is this intended and how does it work?
yes it's intended, and it works exactly how you would expect. value based on build point cost for everything with non-zero cost: human worth one tenth of build points in frags (aliens have partial frags now if you haven't already noticed), alien worth 15 times the build point cost in credits, hovel worth 120 credits (same as a tube), repeater worth .2 frags, overmind 450, reactor worth 3
(edit: i was wrong about reactor value)
«
Last Edit: July 20, 2008, 05:09:34 PM by kevlarman
»
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| #
|.@.-##
-----
jal
Turrets: +8/-7
Posts: 249
Re: Planned Development Games
«
Reply #20 on:
July 20, 2008, 08:15:00 AM »
Am I the only one who finds the turrets activation sound too noisy? I didn't yet have a chance to play a decent game on the dev server (3 persons at most) but if they sound so loud in an empty server I'm afraid of the accumulated level of noise when there's fighting going on at human base.
«
Last Edit: July 20, 2008, 08:16:40 AM by jal
»
Logged
kevlarman
Turrets: +291/-295
Posts: 2737
Re: Planned Development Games
«
Reply #21 on:
July 20, 2008, 04:40:45 PM »
they should be no louder than any other weapon, but that sound is a bit weird (it used to be that on some headphones it sounded normal, but on speakers it was basically impossible to hear, so it was made louder), so there could be some issues with it.
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| #
|.@.-##
-----
Lakitu7
Tremulous Developers
Turrets: +120/-73
Posts: 1002
Watch for spinys
Re: Planned Development Games
«
Reply #22 on:
July 20, 2008, 05:17:12 PM »
It's not in completely the same format as the other sounds (sampling rate etc.) so it behaves a bit oddly when the client does different weird things.
Logged
daenyth
Turrets: +21/-26
Posts: 230
Re: Planned Development Games
«
Reply #23 on:
July 20, 2008, 05:33:29 PM »
My biggest gripe is the new dodge/sprint system. Some of the old behavior is impossible to replicate using this. For example, sprinting backwards; Binding it to s no longer works as it used to. Dodge may be nifty, but what key should get it exactly? I'd be much more in favor of it if dodge was in addition to the old system, rather than replacing it. (And yes, I know about cl_alwayssprint. It sucks in comparison). I suppose I could bind a toggle, but that's hardly as good. I just don't have the extra keys for another movement bind.
Logged
Quote from: Bullislander05
It's like trying to take apple seeds out of a zebra to plant a giraffe tree.
kevlarman
Turrets: +291/-295
Posts: 2737
Re: Planned Development Games
«
Reply #24 on:
July 20, 2008, 08:13:02 PM »
Quote from: daenyth on July 20, 2008, 05:33:29 PM
My biggest gripe is the new dodge/sprint system. Some of the old behavior is impossible to replicate using this. For example, sprinting backwards; Binding it to s no longer works as it used to. Dodge may be nifty, but what key should get it exactly? I'd be much more in favor of it if dodge was in addition to the old system, rather than replacing it. (And yes, I know about cl_alwayssprint. It sucks in comparison). I suppose I could bind a toggle, but that's hardly as good. I just don't have the extra keys for another movement bind.
cg_alwayssprint replicates the old behavior exactly, what's wrong with it?
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| #
|.@.-##
-----
Lakitu7
Tremulous Developers
Turrets: +120/-73
Posts: 1002
Watch for spinys
Re: Planned Development Games
«
Reply #25 on:
July 20, 2008, 09:00:45 PM »
Despite being the guy who fought to get cg_alwayssprint put in, I actually don't use it anymore. In dev you need the extra stamina more for dodging. Personally I bound button6 to middlemouse and have been pretty happy with that, though I'll admit I miss being able to sprint backwards. I suspect that I'm going to end up making that button also toggle alwayssprint pretty soon, or another button... something..
Logged
daenyth
Turrets: +21/-26
Posts: 230
Re: Planned Development Games
«
Reply #26 on:
July 21, 2008, 06:05:03 PM »
The fact that cg_alwayssprint doesn't replicate the old behavior is pretty obvious from the name. Specifically: Normal running speed, hit the +boost bind, and sprint until you stop moving, at which point you are back to normal running speed and no longer sprinting. Being always sprinting makes it nearly impossible to conserve stamina. Having it off entirely means that for backpedaling you have to use a separate key (Rather than +moveback;+boost on a single key, which works fine in 1.1).
Logged
Quote from: Bullislander05
It's like trying to take apple seeds out of a zebra to plant a giraffe tree.
kevlarman
Turrets: +291/-295
Posts: 2737
Re: Planned Development Games
«
Reply #27 on:
July 21, 2008, 07:48:53 PM »
Quote from: daenyth on July 21, 2008, 06:05:03 PM
The fact that cg_alwayssprint doesn't replicate the old behavior is pretty obvious from the name. Specifically: Normal running speed, hit the +boost bind, and sprint until you stop moving, at which point you are back to normal running speed and no longer sprinting.
that's what cg_alwayssprint does
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| #
|.@.-##
-----
daenyth
Turrets: +21/-26
Posts: 230
Re: Planned Development Games
«
Reply #28 on:
July 22, 2008, 06:41:42 PM »
I'll have to test again, but that's not been my experience. When I've played, you never stop sprinting while that is set. Does it have multiple values?
Logged
Quote from: Bullislander05
It's like trying to take apple seeds out of a zebra to plant a giraffe tree.
FreaK
Turrets: +45/-59
Posts: 294
Re: Planned Development Games
«
Reply #29 on:
July 24, 2008, 12:08:11 AM »
sounds fun
Logged
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