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Search found 514 matches

by illwieckz
Mon Oct 25, 2021 1:57 pm UTC
Forum: Community Development
Topic: [mod]Experimental Gameplay
Replies: 24
Views: 20889

Re: [mod]Experimental Gameplay

New ways to close circlemenu, toggle is used by default I haven't tested them thgat much but I rememeber some talk about “push to open the circle menu, release to close”, but did you implemented simple single-key cycling? Like: “q, open weapon menu, q, switch to upgrades panel, q, close menu, q, op...
by illwieckz
Sun Oct 24, 2021 1:01 pm UTC
Forum: Community
Topic: New players are leaving quickly
Replies: 11
Views: 1544

Re: New players are leaving quickly

illwieckz (among others) has been testing the game on a lot of hardware to ensure it works correctly. Also I not only made sure the tutorial was not obsolete and obviously incomplete, I also made sure the default binds were usable, something that was broken since tremulous 1.1 release, and making d...
by illwieckz
Mon Oct 18, 2021 12:37 am UTC
Forum: Ideas & Suggestions
Topic: add a mechanism to prevent people change team to destroy base
Replies: 10
Views: 2347

Re: add a mechanism to prevent people change team to destroy base

Yes, some days ago, saw someone firing on building because he doesn't know how to deconstruct. Maybe for this kind of situation we may print some message on player screen after, for example, 50% of a the health of a buildable is taken out by someone. Also, when a buildable is teamkilled by someone,...
by illwieckz
Mon Oct 18, 2021 12:31 am UTC
Forum: Ideas & Suggestions
Topic: Gameplay Overhaul
Replies: 26
Views: 3211

Re: Gameplay Overhaul

SuperDupont wrote:But, in fact, how can you know that you hit someone with your grenade when you didn't stay to see your grenade explode?


The hit indicator works even with non-killing damage, you can easily verify it with flamer and firebomb, hit indicator will activate when bot walk through the ground fire.
by illwieckz
Fri Oct 15, 2021 2:31 am UTC
Forum: Community
Topic: New players are leaving quickly
Replies: 11
Views: 1544

Re: New players are leaving quickly

Another thing that would be nice is a cooperative server where players of all skill levels can have fun together, like the old training server. This is an opinion that regularly surfaces and is generally shared by everyone (I never seen someone disagreeing with that idea, ever). The problem is that...
by illwieckz
Fri Oct 15, 2021 2:30 am UTC
Forum: Community
Topic: New players are leaving quickly
Replies: 11
Views: 1544

Re: New players are leaving quickly

We have to reward players by any mean in the first 2 minutes. Finally it's dawning on you, after all these years! ⚠ This is a first warning, if you're taking the route of toxic behavior toward people, actions may be taken to protect people. It's ok to whine it's part of life, but if someone starts ...
by illwieckz
Thu Oct 07, 2021 9:20 pm UTC
Forum: Community
Topic: New players are leaving quickly
Replies: 11
Views: 1544

Re: New players are leaving quickly

Something i often observed is that players join a match, are killed by bots and leave again. That is similar to what I noticed in 2017 in my thread How to make people stay and met together? , lots of people come, but we retain few. Knowing they even leave in the first minutes confirm my personal im...
by illwieckz
Wed Sep 08, 2021 3:11 am UTC
Forum: Troubleshooting
Topic: Lets discuss Tyrant
Replies: 16
Views: 9412

Re: Lets discuss Tyrant

freem wrote:I think this is overall a good idea, except for one "minor" fact: human buildables deal a lot of damages to aliens when they explode.


I don't mind if that can kill a dretch, dretch has to take care of itself.

But what is the damage the Tyrant get from this?
by illwieckz
Sat Aug 28, 2021 3:42 pm UTC
Forum: Troubleshooting
Topic: Lets discuss Tyrant
Replies: 16
Views: 9412

Re: Lets discuss Tyrant

Sure, stuff can be tweaked everywhere in C++ code to become more and more complex, more specific cases (oh, it's a 'rant, let's destroy stuff in 0.2s instead of 5s) but I don't think it's a good answer, especially if having the code easier to get in would be a (long term) goal. What if it's like qu...
by illwieckz
Sat Aug 14, 2021 4:51 pm UTC
Forum: Level Design
Topic: Unvanquished mapping with DarkRadiant [doesn't work yet]
Replies: 12
Views: 15363

Re: Unvanquished mapping with DarkRadiant [doesn't work yet]

So the current status of DarkRadiant compatibility with Unvanquished: ⋅ ✅ The mkeditor now produces a compatible DarkRadiant gamepack (I mean compatible with DarkRadiant); ⋅ ✅ an entity definition file written with Doom 3 def syntax compatible with DarkRadiant is now generated by...

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