Search found 1019 matches

by ViruS
Wed Nov 27, 2013 1:52 am UTC
Forum: Off-topic
Topic: Coders Wanted for Cuboid Resurrection
Replies: 14
Views: 16214

Re: Coders Wanted for Cuboid Resurrection

We tried to find where the damage calculations for armour was located but never found it In Unvanquished, I found it and ripped it out. The code for nonlocational damage protection was horrible, I had to find the old values by playtesting. Per-class damage reduction can now be found in main/configs...
by ViruS
Wed Nov 27, 2013 1:49 am UTC
Forum: Community Development
Topic: moonbase map concept
Replies: 57
Views: 88175

Re: moonbase map concept

I was gonna say about that water too...

Btw, why squirrels specifically? I'm sure granger-kun would enjoy his daily meals...

by ViruS
Wed Nov 27, 2013 1:47 am UTC
Forum: General Discussion
Topic: Hey you! Fix your avatars!
Replies: 27
Views: 24335

Re: Hey you! Fix your avatars!

prepares invalid icon avatar

by ViruS
Tue Nov 26, 2013 12:52 pm UTC
Forum: General Discussion
Topic: Flamethrower
Replies: 16
Views: 16932

Re: Flamethrower

For once I actually like the new concept. If the old particle system were to be used, please align the flame hitboxes with it. I find it visually irritating like the 1.1 flamer where the flames don't hit what it actually is hitting. Also, gameplay-wise I'm not sure if the flamer self-hurt has been f...
by ViruS
Tue Nov 26, 2013 12:41 pm UTC
Forum: Off-topic
Topic: Coders Wanted for Cuboid Resurrection
Replies: 14
Views: 16214

Re: Coders Wanted for Cuboid Resurrection

I did contribute some stuff to the cuboid system before the server went offline (and some stuff after, although no one was there to host it), the most noticable one being the CPM physics. Includes re-implementing the bug that causes marauders to stick to walls for all classes to ghost past corners, ...
by ViruS
Sun Nov 24, 2013 11:49 am UTC
Forum: General Discussion
Topic: Maps: Forlorn
Replies: 4
Views: 6257

Re: Maps: Forlorn

I'd like to have another branch from the middle of the two outer halls to connect together below the middle corridor (maybe connected by vent or something) to make a crosshair-circle overall shape. It's just that having pure 3-lane hallways kinda lacks variety, that's all.

by ViruS
Wed Nov 20, 2013 9:39 am UTC
Forum: General Discussion
Topic: Maps: Yocto
Replies: 6
Views: 6268

Re: Maps: Yocto

I think it's a fine map except it kills my fps quite considerably, and I think it's the acid tubes to blame because acid tubes tends to be spammed in this map in the alien base. Either that, or the map itself takes a lot of resources.

by ViruS
Wed Nov 20, 2013 9:31 am UTC
Forum: General Discussion
Topic: Winter mini-tournament
Replies: 13
Views: 12791

Re: Winter mini-tournament

Viech wrote:
ViruS wrote:

I've not once entered a dev game because of its timezone, sigh. I'll be out of this one too :frown:

Why don't you try to create an aussie community? You could be organizing scheduled games in your time zone.

aussieassault.net, full of trolls :angry:

by ViruS
Tue Nov 19, 2013 8:32 am UTC
Forum: General Discussion
Topic: SMG update
Replies: 23
Views: 28457

Re: SMG update

Or solid gas, kept under immense pressure. Only thing is that if the gun was shot, it would cause the wielder of that gun to die from its explosion. Then again, chuck it into a dragoon's mouth and run! :cool:

by ViruS
Tue Nov 19, 2013 8:07 am UTC
Forum: General Discussion
Topic: Winter mini-tournament
Replies: 13
Views: 12791

Re: Winter mini-tournament

I've not once entered a dev game because of its timezone, sigh. I'll be out of this one too :frown: