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Topic: MG Dev Server feedback  (Read 11391 times)

David
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« on: February 22, 2008, 02:26:18 PM » Reply #75

Redirect a portion of there mail via /dev/null, and blame it on the better filtering they wanted.  Problem solved.
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Amanieu
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« on: February 22, 2008, 11:47:53 PM » Reply #76

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Rocinante
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« on: February 23, 2008, 01:13:43 AM » Reply #77

Oh believe me, I know the BOFH archives fairly well.  Hell when I was finally able to hire an assistant, on his first day he apologized for not having acne so I can't accurately call him my PFY...
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nand
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« on: March 06, 2008, 11:15:07 AM » Reply #78

Just entertain this thought...

Tremulous + a physics engine!

No more rets, just get humans to lift crates and planks by hand to build barricades, which small aliens could squeeze through, but rants would have to spend a few seconds battering down... and any splinters or debris which fly off at 100MPH as a result dealing some nice damage.

I can dream, eh? Smiley
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munroe
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« on: March 06, 2008, 01:30:07 PM » Reply #79

Just entertain this thought...

Tremulous + a physics engine!

No more rets, just get humans to lift crates and planks by hand to build barricades, which small aliens could squeeze through, but rants would have to spend a few seconds battering down... and any splinters or debris which fly off at 100MPH as a result dealing some nice damage.

I can dream, eh? Smiley

Not anymore!

!denydreams
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Garoth
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« on: March 06, 2008, 01:52:22 PM » Reply #80

Yeah, it'd be fun. And while they are at it, they can build teslas by hand using a collection of bolts and an instruction manual.

Anyway, although this is not a bad idea, the amount of work it would take to do would pretty much result in a new game. Think about what would have to change:
  - The maps, to have this kind of crap strategically everywhere
  - Balance redone
  - Setting redone -- why don't humans have anything?
  - New engine for the game... and a hardcore one that half our current players couldn't run.
  - New controls
  - and then some...
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nand
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« on: March 06, 2008, 05:30:04 PM » Reply #81

It could make singleplayer interesting.

But yeah, bloody eck, I'm not sure how I'd begin to code shared physics between players on an online game. O_o
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Amanieu
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« on: March 06, 2008, 08:02:48 PM » Reply #82

If there is going to be a new engine then it's going to be for tremulous 2.0 (not 1.2). You'll have to wait like 10 years before that happens.
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Garoth
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« on: March 06, 2008, 08:32:24 PM » Reply #83

10? Buwahaha. Maybe for 1.2.
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deathonice
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« on: March 06, 2008, 11:02:02 PM » Reply #84

Haha.

I hate you all for nerfing basi health, and dretches in every way possible except size.

Just kidding, <3
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Garoth
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« on: March 07, 2008, 08:42:12 AM » Reply #85

But seriously, no. Dretches still kill in two shots. Headshot modifier is now 1.5x. Dretch does 48 as a base. 48 * 1.5 = 72. 72 + 48 > 100. However, you should note that the footshot damage is still 0.5x. 48 * 0.5 = 24. 24 + 72 < 100. Therefore, back in 1.1, you could do a headbite and then a footbite or better. Now, all that is changed is that a headshot + torsoshot is required instead. That means, if you don't suck, everything is more or less how it was before.
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KillJoy
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« on: March 07, 2008, 11:30:03 AM » Reply #86

I think I remember seeing some models for the humans 1.2 on tremulous.net; was I just seeing things or are there going to be new models?
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Garoth
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« on: March 07, 2008, 02:15:29 PM » Reply #87

If someone makes ones that everyone likes -- in short, who knows. Yes, there are some around that some love and some hate.
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tyranis
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« on: March 07, 2008, 02:52:33 PM » Reply #88

Kickback is a little ridiculous, especially the adv. goon snipe.
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« on: March 07, 2008, 07:53:00 PM » Reply #89

I would like to think that's fair, as goon barbs take so long to recharge. Though, I may be wrong, I haven't tried goon+ in 1.2. I'm sure everything will be pretty balanced upon release.
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