Certainly affect the skill ceiling. Will make conventional dodging much more difficult limiting battles between aliens and humans to be more about numbers than movement. Would be interesting to test during a devgame. If you get on IRC vitamins, we can probably discuss how we can test your change.
Search found 963 matches
- Mon Jan 04, 2016 3:57 am UTC
- Forum: Community Development
- Topic: gunplay: recoil + aim-down-sights + spread
- Replies: 22
- Views: 100494
- Sat Jan 02, 2016 9:17 pm UTC
- Forum: Community Development
- Topic: gunplay: recoil + aim-down-sights + spread
- Replies: 22
- Views: 100494
Re: gunplay: recoil + aim-down-sights + spread
Nice changes. Will be interesting to see how it affects fighting dynamics! You can check this btw by adding a bot with '/bot add <bot name> <humans|aliens>'
- Sat Jan 02, 2016 7:45 am UTC
- Forum: Off-topic
- Topic: Sorry my friends, but have you seen the new year Easter egg this day?
- Replies: 3
- Views: 24477
- Thu Dec 31, 2015 12:03 pm UTC
- Forum: General Discussion
- Topic: Dev. Question How to change player orientation?
- Replies: 4
- Views: 11741
Re: Dev. Question How to change player orientation?
Currently, yes. Hopefully though, this won't be the case with our new CBSE architecture. We're in the process of rewriting the gamelogic to take advantage of this. PMove has not been ported yet, however. For time I suppose it is possible. I'm not sure how well it would work because i haven't tried i...
- Tue Dec 29, 2015 1:17 pm UTC
- Forum: General Discussion
- Topic: Dev. Question How to change player orientation?
- Replies: 4
- Views: 11741
Re: Dev. Question How to change player orientation?
For examples of manipulating how players move and their view angles, look at https://github.com/Unvanquished/Unvanquished/blob/master/src/shared/bg_pmove.cpp playerState_t::delta_angles will move the player's view if you increment it. As for making them move, you want to replicate the walking PMove ...
- Mon Dec 28, 2015 2:29 am UTC
- Forum: Level Design
- Topic: New advanced map editor for Quake engines: TrenchBroom
- Replies: 45
- Views: 184742
- Sat Dec 19, 2015 10:58 pm UTC
- Forum: Ideas & Suggestions
- Topic: Improved /revert command
- Replies: 1
- Views: 4558
Re: Improved /revert command
The 1.1 revert command, while more flexible, had much more potential to shoot yourself in the foot. There were a ton of unhandled edge cases that could case what you wanted to revert not be reverted. The current command is meant to be simpler and be less buggy. While, we want more flexibility, the a...
- Sat Dec 19, 2015 10:24 pm UTC
- Forum: General Discussion
- Topic: SITE UPGRADE
- Replies: 19
- Views: 50263
Re: SITE UPGRADE
Hm, as soon as you lose your browser session, you will be logged out. I'll see what I can do.
- Fri Dec 18, 2015 6:09 pm UTC
- Forum: General Discussion
- Topic: SITE UPGRADE
- Replies: 19
- Views: 50263
Re: SITE UPGRADE
Which site upgrade?
- Thu Nov 26, 2015 9:42 pm UTC
- Forum: General Discussion
- Topic: Installation in Ubuntu/linux mint
- Replies: 5
- Views: 9114
Re: Installation in Ubuntu/linux mint
Make sure you extract the linux64.zip. Further, the .nexe files are not windows executables, they are NaCl executables, which are platform agnostic.