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by illwieckz
Fri Apr 23, 2021 1:05 am UTC
Forum: Ideas & Suggestions
Topic: make spawning and artificial ammo cost money
Replies: 5
Views: 855

Re: make spawning and artificial ammo cost money

a percentage of the credit for a kill dispatched to the team? That would even encourage team play, and help builders? I believe that if you hit a target but don't kill it, when someone else kills the same target you're rewarded your part, plus the free credit every few periods of time. Which is alr...
by illwieckz
Wed Apr 21, 2021 7:37 pm UTC
Forum: General Discussion
Topic: Testing the 0.52 Release Candidate
Replies: 20
Views: 2805

Re: Testing the 0.52 Release Candidate

Maybe if could try it on a server with lower latency ... it would be better.. :bugeyes: Yes, our primary server is hosted in the US. Interesting the new lasgun, but I would have surprised myself in a new version of the chaingun. We have a new model for the heavy machine gun, but didn't found time t...
by illwieckz
Wed Apr 21, 2021 7:34 pm UTC
Forum: General Discussion
Topic: Testing the 0.52 Release Candidate
Replies: 20
Views: 2805

Re: Testing the 0.52 Release Candidate

The 0.52 RC4 is available (US, EU), and running on the server! :advgranger: :dev: :bsuit:

The first post was updated accordingly.
by illwieckz
Wed Apr 21, 2021 7:05 pm UTC
Forum: General Discussion
Topic: Our new jetpack
Replies: 15
Views: 9862

Re: Our new jetpack

Hitting a flying jetpack with a dragoon barb requires reward. :grin:
by illwieckz
Sun Apr 18, 2021 7:16 pm UTC
Forum: General Discussion
Topic: Testing the 0.52 Release Candidate
Replies: 20
Views: 2805

Re: Testing the 0.52 Release Candidate

The 0.52 RC3 is available, and running on the server! :advgranger: :dev: :bsuit:

The first post was updated accordingly.
by illwieckz
Mon Apr 12, 2021 10:49 am UTC
Forum: General Discussion
Topic: Testing the 0.52 Release Candidate
Replies: 20
Views: 2805

Testing the 0.52 Release Candidate

Hello there, the second (now sixth) release candidate of 0.52 is out, this time it's fully usable for non-developpers (no need to build the engine oneself). :bsuit: :bomb: BEWARE ! :bomb: The binds you can set in 0.52 are not compatible with 0.51, so once you've played the 0.52 release candidate you...
by illwieckz
Sat Mar 20, 2021 8:36 pm UTC
Forum: Ideas & Suggestions
Topic: Rebalance tyrants
Replies: 4
Views: 718

Re: Rebalance tyrants

Does increasing mass give tyrant more self damage when falling from high? Does tyrant suffer from falling damage to begin with?
by illwieckz
Wed Mar 03, 2021 7:17 am UTC
Forum: Level Design
Topic: [doesn't work yet] Unvanquished mapping with DarkRadiant
Replies: 11
Views: 12866

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

Here is the PR for that Q3 legacy brush support in DarkRadiant: https://github.com/codereader/DarkRadiant/pull/15 Beware that DarkRadiant does not have exporter for that Q3 legacy brush format. So, with luck you may get the Q3 non-legacy brush format on writing, which is still compatible with NetRad...
by illwieckz
Wed Mar 03, 2021 5:01 am UTC
Forum: Level Design
Topic: [doesn't work yet] Unvanquished mapping with DarkRadiant
Replies: 11
Views: 12866

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

I added a (rough) Doom 3 .def file generator to mkeditorpacks (see unvanquished-mapeditor-support . I also patched (locally) DarkRadiant to finish the Quake 3 .map read support (it was still using dummy texture sizes in Q3 legacy brush parser) to get textures properly scaled, and I got this: https:/...
by illwieckz
Tue Mar 02, 2021 9:12 pm UTC
Forum: General Discussion
Topic: AI improvements
Replies: 6
Views: 932

Re: AI improvements

jump when you are on a small navmesh (that's already the case, but is too slow to trigger): it means you are on a box or in a hole Bots try to jump away when they have stayed within a small radius of an origin point for a long period of time. But adding something to detect small navmeshes could ind...

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