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Author Topic: Planned Development Games  (Read 222460 times)
frazzler


Turrets: +10/-1390
Posts: 231


« Reply #330 on: May 07, 2009, 09:13:30 AM »

You are god. Brilliant idea. Hard to code I presume, but still a good idea. Kev, get this man a medal. ! .
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gimhael


Turrets: +70/-16
Posts: 546


« Reply #331 on: May 07, 2009, 09:17:45 AM »

It's not hard to code. My original BP queue patch had variable BP regen, only it always started fast and became slower during the match (I just wanted a less abrupt change from the normal game to a kind of sudden death).
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frazzler


Turrets: +10/-1390
Posts: 231


« Reply #332 on: May 07, 2009, 09:29:29 AM »

If its easy to do, then DO IT NAO PLZ! You deserve a medal. Or better yet, a statue. A statue made of medals.
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gimhael


Turrets: +70/-16
Posts: 546


« Reply #333 on: May 07, 2009, 01:35:00 PM »

Well, this patch will give you more BP/sec when the queue is full (i.e. you are low on BP). It doesn't check how many build points are actually used as Annihilation suggested, only how many are in the queue. This means you don't have the tactical option to decon your base to get a faster BP return rate, but I am too lazy now to fix that.

Code:
diff -r 40256e3367ad src/game/g_main.c
--- a/src/game/g_main.c Sun Mar 29 21:12:10 2009 +0800
+++ b/src/game/g_main.c Thu May 07 15:20:06 2009 +0200
@@ -1123,14 +1123,14 @@
          level.alienNextQueueTime < level.time )
   {
     level.alienBuildPointQueue--;
-    level.alienNextQueueTime += g_alienBuildQueueTime.integer;
+    level.alienNextQueueTime += 1000 + (g_alienBuildQueueTime.integer - 1000) * level.alienBuildPointQueue / level.alienBuildPoints;
   }
 
   while( level.humanBuildPointQueue > 0 &&
          level.humanNextQueueTime < level.time )
   {
     level.humanBuildPointQueue--;
-    level.humanNextQueueTime += g_alienBuildQueueTime.integer;
+    level.humanNextQueueTime += 1000 + (g_humanBuildQueueTime.integer - 1000) * level.humanBuildPointQueue / level.humanBuildPoints;
   }
 
   // Sudden Death checks

You see, it's a very simple change.
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Annihilation


Turrets: +162/-197
Posts: 684


« Reply #334 on: May 08, 2009, 06:24:29 AM »

Well, this patch will give you more BP/sec when the queue is full (i.e. you are low on BP). It doesn't check how many build points are actually used as Annihilation suggested, only how many are in the queue. This means you don't have the tactical option to decon your base to get a faster BP return rate, but I am too lazy now to fix that.

Code:
diff -r 40256e3367ad src/game/g_main.c
--- a/src/game/g_main.c Sun Mar 29 21:12:10 2009 +0800
+++ b/src/game/g_main.c Thu May 07 15:20:06 2009 +0200
@@ -1123,14 +1123,14 @@
          level.alienNextQueueTime < level.time )
   {
     level.alienBuildPointQueue--;
-    level.alienNextQueueTime += g_alienBuildQueueTime.integer;
+    level.alienNextQueueTime += 1000 + (g_alienBuildQueueTime.integer - 1000) * level.alienBuildPointQueue / level.alienBuildPoints;
   }
 
   while( level.humanBuildPointQueue > 0 &&
          level.humanNextQueueTime < level.time )
   {
     level.humanBuildPointQueue--;
-    level.humanNextQueueTime += g_alienBuildQueueTime.integer;
+    level.humanNextQueueTime += 1000 + (g_humanBuildQueueTime.integer - 1000) * level.humanBuildPointQueue / level.humanBuildPoints;
   }
 
   // Sudden Death checks

You see, it's a very simple change.

Good idea, didn't think about the fact that you could decon almost everything get a ridiculous rebirth of bps rate, but.. it would also strap your team for defenses and even at the highest rate its still 100 full seconds for all the bps which is almost 2 minutes +rebuild time of using 100 bps, so it wouldn't be a smart tactical approach to rebuilding.
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[11:33:20 PM] Kaine:
Quote from: KobraKaine
How do you perform goon-copulation if he doesn't play?
Quote from: PowerOverwhelming
We just get on VC and listen to camels dying until we orgasm
Archangel
Guest
« Reply #335 on: May 08, 2009, 05:40:50 PM »

But, in a scrim, a pro clan could pull that off. So it is still an option. I'd like to see that implemented as well.
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Annihilation


Turrets: +162/-197
Posts: 684


« Reply #336 on: May 08, 2009, 08:40:04 PM »

But, in a scrim, a pro clan could pull that off. So it is still an option. I'd like to see that implemented as well.

Thats true also, it could be a good strategic choice, to sacrafice your base for more build points to be returned faster, it wouldn't even necessarily be any faster, because of decon time + rebuild time you could be looking at an even longer wait to have all the bps back and used.  Less time to have all 100 back and more time needed to use them.

Interesting.  The queue thing would be more publically accepted I think.
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[11:33:20 PM] Kaine:
Quote from: KobraKaine
How do you perform goon-copulation if he doesn't play?
Quote from: PowerOverwhelming
We just get on VC and listen to camels dying until we orgasm
Norfenstein

*

Turrets: +81/-78
Posts: 628



« Reply #337 on: May 09, 2009, 06:46:33 PM »

Euro server (edev.tremulous.net) game in 15 minutes.
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khalsa
Administrator

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Turrets: +187/-132
Posts: 596


Dharam De rakhvalae


WWW
« Reply #338 on: May 10, 2009, 09:56:30 PM »

http://projects.mercenariesguild.net/issues/60
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}MG{ Mercenariesguild
ਮਨੁ ਜੀਤੇ ਜਗੁ ਜੀਤਿਆ
Norfenstein

*

Turrets: +81/-78
Posts: 628



« Reply #339 on: May 16, 2009, 06:28:16 PM »

US server game in 30 minutes. If you look for the servers in a browser, they're now named "Tremulous Development Server" and "Euro Tremulous Development Server". Last week's games were quite good and well-attended. Let's do that again.
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Norfenstein

*

Turrets: +81/-78
Posts: 628



« Reply #340 on: May 23, 2009, 06:41:37 PM »

Euro server (edev.tremulous.net, "Euro Tremulous Development Server") game in 20 minutes.
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n@p


Turrets: +4/-4
Posts: 27

drumsticks abuser


« Reply #341 on: May 24, 2009, 02:09:18 PM »

Hello. I'm new to the Development games (played mgdev 5-6 times with me 'mates before and yesterday on a planned one). May I add my nickel?
 -- dodging to the left/right is acceptable, but backwards... how are you supposed to aim engaging enemy (dretches especially) hopping backwards? I dunno maybe our pr0s here disregard that, but... well, nuff said)
 -- the new luci can make grangers spit bricks and other aliens writhe in agony. It's way too fast - secondary fire is now useful too, I guess?
Sorry if my post is annoying and/or repeats someone else's opinion. I only hope you'll need more different feedback from players to work out some right decisions.
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David
Spam Killer
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Turrets: +249/-273
Posts: 3543

David


« Reply #342 on: May 24, 2009, 02:28:16 PM »

-- dodging to the left/right is acceptable, but backwards... how are you supposed to aim engaging enemy (dretches especially) hopping backwards? I dunno maybe our pr0s here disregard that, but... well, nuff said)
If you can't aim while doing it, don't do it when shooting.  I think that's partly the point, people (irl) can't sprint backwards, they can jump backwards though.  Whether it's useful in all situations is irrelevant, you can do it sideways so may as well let people do it back to.
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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.
Archangel
Guest
« Reply #343 on: May 24, 2009, 09:54:09 PM »

... spit bricks ...
bahahaha
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bacon665


Turrets: +12/-186
Posts: 180


« Reply #344 on: May 25, 2009, 12:30:00 AM »

Quote
- dodging to the left/right is acceptable, but backwards... how are you supposed to aim engaging enemy (dretches especially) hopping backwards? I dunno maybe our pr0s here disregard that, but... well, nuff said)
If the Dretches are even worth playing against theyre going to be constantly moving in random directions anyway. the backwards jump is slow enough that you can compensate for their movements if theyre running towards you it can actually make life a little easier.
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Winnie the Pooh


Turrets: +45/-85
Posts: 442


« Reply #345 on: May 25, 2009, 06:12:40 PM »

I've always imagined that an epic dodge is now possible where a goon at critical health pounces for your head and you wait until he is breathing up your nostrils before olé-ing him with your sweet dodge and finishing him with your shotty.
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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.
Norfenstein

*

Turrets: +81/-78
Posts: 628



« Reply #346 on: May 30, 2009, 06:31:34 PM »

US Server game in 30 minutes. Big change to test today is zone build points for humans: repeaters each have their own pool of (20) build points. Thanks to bob0 for putting a patch together for us.


-- the new luci can make grangers spit bricks and other aliens writhe in agony. It's way too fast - secondary fire is now useful too, I guess?
I don't know about other people, but as a human I still feel safer carrying a chaingun (with a bsuit) than a lucifer cannon. Compared to 1.1, I can see how the faster projectile takes some getting used to, but you also can't spam with it as much anymore so it often comes down to which player can predict the other better. Sorry I don't have any sympathy for grangers versus the human team's best weapon. Tongue
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Norfenstein

*

Turrets: +81/-78
Posts: 628



« Reply #347 on: June 06, 2009, 06:22:10 PM »

Euro server game in 40 minutes.

We had some some bugs last week but the games were a lot of fun. I think giving repeaters their own build point pools adds a lot to the game. Here're the tweaks we'll be trying today:

  • Repeater build points don't queue. You get the 20 build points as soon as the repeater finishes building.
  • Repeater power zones can overlap.
  • Repeaters cost 2 build points from the reactor's pool.
  • Repeaters are available at stage 1.
  • Aliens get 50% more build points, and have a 50% higher queue time (so only their extra 50 build points will have longer queue times than normal).
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bacon665


Turrets: +12/-186
Posts: 180


« Reply #348 on: June 06, 2009, 09:40:05 PM »

I have to ask, just for realism shouldnt it be the other way? that living eggs produce their own creep as a repeater... just reapeats the power from the RC unless its just a flat out mini RC. You said repeaters can overlap can they also overlap the RC? I can see a major camping abuse coming from that, Guess ill have to play a developement game tonight.
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Norfenstein

*

Turrets: +81/-78
Posts: 628



« Reply #349 on: June 06, 2009, 10:14:56 PM »

Tremulous is not a realistic game. However, alien build points are called "sentience" -- they come from the Overmind, not creep, even if creep dictates where things can be built. Actual repeaters are things that amplify a signal. So now that you mention it I think it makes perfect sense the way it is. Tongue

Repeaters can overlap with the reactor's power zone, but anything built within the reactor's zone will use the reactor's power.
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bacon665


Turrets: +12/-186
Posts: 180


« Reply #350 on: June 06, 2009, 11:51:14 PM »

so then for that to be abused they have to find the edge of the RC's zone build repeaters then create an ungodly ring of structures that will take several hours of tyrant/adv gooning to take out. Nice hope no one is dumb enough to do it.. or if they are i hope the team realizes its sufficient to protect the base and they wont camp
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Matt2k10


Turrets: +11/-8
Posts: 144


« Reply #351 on: June 08, 2009, 05:36:40 PM »

Make it so that repeaters must be a minimum distance away from the reactor. Problem solved.
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bacon665


Turrets: +12/-186
Posts: 180


« Reply #352 on: June 08, 2009, 05:46:23 PM »

Nah they already have to be outside the RC's powerzone to power their own structures on small base maps like atcs it wont matter much because their power cant be abused in base since the RC pretty much covers it to the hall. But some other places like ancient remains and temple are a different story.
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Archangel
Guest
« Reply #353 on: June 08, 2009, 06:55:40 PM »

Make it so that repeaters must be a minimum distance away from the reactor. Problem solved.

Not really important, as repeaters built inside the base within RC distance simply just use up BP, they do absolutely nothing else. Let the noobs build about 5 repeaters and be like 'WTF?Huh?Huh???'
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Matt2k10


Turrets: +11/-8
Posts: 144


« Reply #354 on: June 10, 2009, 05:22:28 AM »

Are you talking about repeaters built within the RC's powered zone? Or repeaters that have powered zones overlapping that of the RC's? I was talking about the latter.

Sorry, I didn't get a chance to join in on the last few dev games, so I have no idea how this plays out ingame.
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bacon665


Turrets: +12/-186
Posts: 180


« Reply #355 on: June 11, 2009, 01:38:49 AM »

Just think of repeaters as mini RC's now.
They have their own build points to power structures but if they are built inside the RCs zone then any structures will use the rcs power.
My point was that if theyre placed just outside the base and dont cost anything they can build whatever they want or as much as they want which is ofc easily abusable.
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kevlarman

*

Turrets: +291/-295
Posts: 2737



« Reply #356 on: June 11, 2009, 04:13:36 AM »

Just think of repeaters as mini RC's now.
They have their own build points to power structures but if they are built inside the RCs zone then any structures will use the rcs power.
My point was that if theyre placed just outside the base and dont cost anything they can build whatever they want or as much as they want which is ofc easily abusable.
please don't comment on how things work if you don't know how they work.
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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| #
|.@.-##
-----
bacon665


Turrets: +12/-186
Posts: 180


« Reply #357 on: June 11, 2009, 04:30:51 AM »

Quote
think giving repeaters their own build point pools adds a lot to the game. Here're the tweaks we'll be trying today:

Repeater build points don't queue. You get the 20 build points as soon as the repeater finishes building.
Repeater power zones can overlap.
Repeaters cost 2 build points from the reactor's pool.
Repeaters are available at stage 1.
Aliens get 50% more build points, and have a 50% higher queue time (so only their extra 50 build points will have longer queue times than normal).

how the fuck is that different from what i said?
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Baconizer


Turrets: +80/-52
Posts: 221

Perpetually Confused


WWW
« Reply #358 on: June 11, 2009, 04:59:11 AM »

Quote
think giving repeaters their own build point pools adds a lot to the game. Here're the tweaks we'll be trying today:

Repeater build points don't queue. You get the 20 build points as soon as the repeater finishes building.
Repeater power zones can overlap.
Repeaters cost 2 build points from the reactor's pool.
Repeaters are available at stage 1.
Aliens get 50% more build points, and have a 50% higher queue time (so only their extra 50 build points will have longer queue times than normal).

how the fuck is that different from what i said?
Just think of repeaters as mini RC's now.
They have their own build points to power structures but if they are built inside the RCs zone then any structures will use the rcs power.
My point was that if theyre placed just outside the base and dont cost anything they can build whatever they want or as much as they want which is ofc easily abusable.

They do cost something, although not much, as indicated by your quote.
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Why will you folk not ban me? Cry
Norfenstein

*

Turrets: +81/-78
Posts: 628



« Reply #359 on: June 13, 2009, 06:46:01 PM »

US server game today, in 15 minutes.

Some changes: repeaters now cost 4 build points; no more complimentary funds ("camper credits"). Other minor changes: repeaters won't self-destruct if not powering anything; deconstruct will actually take down human structures if they're not powered; advanced grangers are now the same size as regular grangers.

EDIT: kev also managed to get in a change to sprint/dodge: they're separate binds now. Sprint is now +button8. cg_alwaysSprint no longer works; just bind +button8 to your movement keys like you used to with boost. If you want to keep sprint and dodge on the same key (like we've had up until now) it still works the same if +button6 and +button8 are bound to one key.
« Last Edit: June 13, 2009, 07:11:56 PM by Norfenstein » Logged
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