My ideas for Nexuiz

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Re: kamikaze weapon

Postby LiONz » Sat Jun 17, 2006 9:30 pm

kyre wrote:Nexuiz already has such a weapon - the rocket launcher! Just hit secondary without firing the rocket first, works great if you have 2 health left and dive into a crowd...


huh ? : :lol:
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Postby electrosoccertux » Sun Jun 18, 2006 6:42 am

I think theres a few things that could be improved upon...

-More time in between games to get some 1337 pwnage words in.
-Move text display and messages to bottom left corner (sorta like ut2k4) or at least somewhere that you can actually *see* them.
-Either slow the speed down a bit or make the maps bigger. Some of the levels are just way way too small for 16 players at that speed.
-Character should slide less. There's too much inertia.
-Various menu navigation improvements. Make all the changes to display/visual effects require you to click apply. Some do, some don't. Confusing/inconsistent...
-If I click a server that is full, let me try to join it (in case someone left but the #players was not updated), and if it doesn't work, dump me back into the server list. Currently you get thrown back to the main screen.
-Fix scrolling issues in the menu. Scroll up/down with mouse doesn't do anything (for me? I'm using a 5-button mouse. Could that be the problem? I dont' know.)
-The bass in the music on main menu screen needs to be shifted down an octive or two to make it "boomier". Currently the drum is a bit too mid-ranged. I've got a bit of audio knowledge and will look into this myself.

UT2k4 has the interface down, there's no shame in copying it at least somewhat, as long as it is clean and good.

A lot of these are personal preferences, but I've always felt that a clean, effective presentation does *tons* for your product. Having a more professional, less buggy menu would ensure those first 10 seconds (where most people decide whether they're going to like something or not) get put to good use. Presentation is everything; just look at the Ipod. Its pretty, has a nice interface, syncs with your PC easily...but it wouldn't be half of what it is now if all it did well was play music. Similarly, I think a slicker interface would do wonders for the perceived value of this wonderful FOSS FPS.

I wonder what the developers think about it?
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Postby Zico » Sun Jun 18, 2006 7:38 am

-More time in between games to get some 1337 pwnage words in.

Hm Probably, but a "gg" is enough for me.

-Move text display and messages to bottom left corner (sorta like ut2k4) or at least somewhere that you can actually *see* them.

I would love to see a HUD I could modify by myself, Icons ON/OFF, position of health/ammo/text etc (without modding config files).

-Either slow the speed down a bit or make the maps bigger. Some of the levels are just way way too small for 16 players at that speed.
-Character should slide less. There's too much inertia.

I have no problems with that, I love it :)

-Various menu navigation improvements. Make all the changes to display/visual effects require you to click apply. Some do, some don't. Confusing/inconsistent...

Which ones?

-Fix scrolling issues in the menu. Scroll up/down with mouse doesn't do anything (for me? I'm using a 5-button mouse. Could that be the problem? I dont' know.)

Doesn't work for me, but would be cool, indeed.

-The bass in the music on main menu screen needs to be shifted down an octive or two to make it "boomier". Currently the drum is a bit too mid-ranged. I've got a bit of audio knowledge and will look into this myself.

*sounds* cool :)
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Postby Qantourisc » Sun Jun 18, 2006 7:42 am

-Either slow the speed down a bit or make the maps bigger. Some of the levels are just way way too small for 16 players at that speed.
-Character should slide less. There's too much inertia.

Won't that result in sitting ducks ?[/code]
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Postby KadaverJack » Sun Jun 18, 2006 4:02 pm

electrosoccertux wrote:-More time in between games to get some 1337 pwnage words in.

That's already configurable (set
sv_mapchange_delay on the server to a higher value (default 5 sec + 10 sec that are always forced))

-If I click a server that is full, let me try to join it (in case someone left but the #players was not updated), and if it doesn't work, dump me back into the server list. Currently you get thrown back to the main screen.

There should also be an error message, that tells you what happend.

-Fix scrolling issues in the menu. Scroll up/down with mouse doesn't do anything (for me? I'm using a 5-button mouse. Could that be the problem? I dont' know.)

No, the mouse wheel doesn't work at all. It's not a problem with your mouse.

A lot of these are personal preferences, but I've always felt that a clean, effective presentation does *tons* for your product. Having a more professional, less buggy menu would ensure those first 10 seconds (where most people decide whether they're going to like something or not) get put to good use.

Black has already started a complete rewrite of the menu, to solve these issues. I haven't looked at his progress yet, but i guess it'll take a while until it's done.
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Postby Qantourisc » Sun Jun 18, 2006 4:18 pm

Making the menu scrollbars dragable ... Navigation trough them with the mouse is a disaster :D
EDIT: Since we are getting ever more options for configuring the gameplay (grappele hook modes , hit trough walls,) And the amount of servers is also rising, it might be intresting to allow the query to filter for certain things ... (Aldo the server list and amount of players is not yet large enough for it)
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Postby esteel » Mon Jun 19, 2006 11:50 am

You can already use the server name filter to do this. From the source code:

Code: Select all
// mask parser
/* query string format:
   two types:
1) Prefix "mask" Advanced query
   Format: ( and|or TYPE OP MASK [...] )*
   TYPE :  one of the slist fields
   OP:
      <;<=;>=;==;!= normal arithmetic comparison operators (default <=) (= instead of == also supported)
      $$ 'does contain' (default string op)
      !$ 'does not contain'
      : leads to default op

   On every occurence of AND or OR a new mask of the spec type is created.
   E.g. or name: "WWClan" ping: 200 and protocol == 3 maxplayers > 5
   will create an or and an and mask
2) No prefix:
   keyword *

   notempty
   compatible    (same net protocol version)
   goodping   (ping <= 150)
   mediumping   (ping <= 250)
*/


But as the menu system is currently being rewritten it might not be worth to invest time into the current one being much better..
Last edited by esteel on Thu Aug 31, 2006 8:43 pm, edited 1 time in total.
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Postby mehere101 » Tue Jun 20, 2006 1:47 am

I would say that nexuiz needs the ability to at least show what game type is being played, and what mutators are active.
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