Nexuiz Updates all(?) would like to see

Developer discussion of experimental fixes, changes, and improvements.

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Postby KadaverJack » Wed Jul 18, 2007 6:56 pm

try:
g_arena_roundbased 0
g_arena_maxspawned X
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Postby s9^ » Thu Jul 19, 2007 3:41 pm

I tried those settings with a bunch of bots.
Whoever gets killed is immediately replaced by the first spectator in line. A proper duel mode shouldn't allow spectators to enter the game until it's over, or one of the players disconnects or sets himself as spectator.
So I don't think this is what s3cc0 wants :mrgreen:
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Some way to stop grappling hook skybox in game

Postby cvtrig » Thu Oct 11, 2007 8:40 am

The grappling hook is a great fun thing, however it can be annoying when some lameo player decides to be cool and latch himself to the skybox way above the map and carpet bomb or snipe people below. A lot of the maps allow this to occur.

Would be nice maybe this has to be done in the map editor is to modify the script of a surface that could be drawn over inside the skybox that the grappling hook would not latch on to.

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Postby C.Brutail » Thu Oct 11, 2007 5:00 pm

It work's exactly that way, and it's only a bug, that you can still do it sometimes :(
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Postby KadaverJack » Thu Oct 11, 2007 5:49 pm

C.Brutail wrote:It work's exactly that way, and it's only a bug, that you can still do it sometimes :(

Fix the sky shaders for the in question and you can't.
(add "surfaceparm noimpact")
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Postby morfar » Thu Oct 11, 2007 6:31 pm

KadaverJack wrote:
C.Brutail wrote:It work's exactly that way, and it's only a bug, that you can still do it sometimes :(

Fix the sky shaders for the in question and you can't.
(add "surfaceparm noimpact")

What? I don't think that helps. This is an old bug (around 1.5/2.0). And all maps is affected. I can grapple all skies, but only some spots is attachable - if you just re-aim, fire hook and repeat you'll find one spot. (And all projectiles should explode on these spots.)
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Postby divVerent » Thu Oct 11, 2007 10:40 pm

I can't fix it, as the code for it looks right. Is probably some very obscure engine bug. If anyone else can fix it, I would of course accept a patch.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Purple Carrot » Thu Oct 11, 2007 11:01 pm

Just a suggestion, but I would like to see Func_Door_Rotating implemented in Nexuiz. Just for fun, really.
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Postby PURE INSANITY » Sat Oct 20, 2007 5:56 pm

ok since i understand the weapon system will be redone in 2.4(score if 255 btw lol)
i think a few new weapons should be added.
note i have yet to think of balancing to bear with me
a new shotgun/other shell using weapon, perhaps some sort or wide angle shotgun
a new bullet using weapon(a bullet sniper or mini gun(although that may be too close to the Uzi) or even a magnum)
other weapons that i would like to see(note these weapons are more of a tactical use)
a sword or daikatana(XD) and to make it usable half damage while wielding or some shield that absorbs bullets.
shurikens(nexed up a bit of course)-my thought on how this would work is that you either throw one or 5, infinite ammo, long reload, damage is based on wear you hit(ie. 10 dmg body, 300 head-needs balancing of course)
sonic gun-fires a ricocheting, invisible bolt(uses plasma) or fires a supersonic bullet which creates a sonic-boom which makes a wall or particles which do massive damage and reflects projectiles for about 0.5 seconds(using bullets)
(image of the wall of particles im talking about to the right) Image
gravity gun-fires a blast that makes everything go flying away from the hit(all damage fall damage) or fires a shot that sucks everything in ( damage based on how many things sucked in, about 40 per thing)(ammo- disillusion)
leach cannon- either constantly siphons life from the target to the firer or constantly saps armor form the target to the firer(ammo- disillusion)(MASSIVE ammo usage)
Tesla cannon- massive electricity bolt(decent ammo usage, but will use the targets ammo after it hits to keep the blast firing, or fires a wall or electricity that uses all available ammo(dmg is 5 times ammo used)(ammo plasma)(can steal plasma or disillusion)
tripmines- place a laser trip mine on the ground(can be destroyed with laser only) or place an invisible mine that does low damage(can be destroyed with any weapon)(ammo-deployable)
land mines- place a mine that releases shrapnel when stepped on(20% opacity)(can be destroyed with any non rocket using weapon) or place a nuclear land mine that deals simply MASSIVE damage over a large area(CANNOT BE DESTROYED)(glows bright green)
there is some merit in the weapons and notice the new ammo types disillusion, and deployable

now then onto things that may be added at all
i think the grapple should be able to latch onto people and draw them closer/render them unable to fire
and the weapons should be even more customizable so that negative values can be used and all elements of weapons can be edited (IE vertical and horizontal spread,knock back for all weapons, projectile size(where it makes sense) and allowing rocket speed and laser stats more easily editable) and making stats always save to a temporary file, in case the game crashes while ur testing out some funny stats, that you wanted to save and the defaults being saved to another file, so it is slightly simpler for those who want to screw around
also i think i have a uniques solution for the rocket launcher
the projectile shoudl be larger only larger, so they are easier to shoot down, and self destructed rockets perhaps could loose thrust instead of blow up so they kinda fall outa the sky
hows that for a suggestion combo?
Last edited by PURE INSANITY on Sat Oct 20, 2007 6:14 pm, edited 1 time in total.
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Postby divVerent » Sat Oct 20, 2007 6:13 pm

ok since i understand the weapon system will be redone in 2.4(score if 255 btw lol)


It won't. I checked, it wouldn't need many changes - but without anyone making extra weapons, it won't happen. Most of the weapon system is ready to support more than usual weapons, the only problems are the impulse->weapon conversions and where to store which weapons you have.

Most of the weapon ideas wouldn't really work in Nexuiz... for example mines are simply a too slow gameplay element.

Size of projectiles can be defined by the model files, and should be,

To play around with weapon balancing, the usual method is making a copy of weapons.cfg and exec-ing that after changing it.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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