Search found 19 matches

by MCMic
Mon Aug 27, 2012 12:07 pm UTC
Forum: General Discussion
Topic: new human animations
Replies: 47
Views: 35950

Re: new human animations

This animation looks great for /kill, and maybe for death by poison, but that's about it.

by MCMic
Mon Aug 27, 2012 12:04 pm UTC
Forum: Ideas & Suggestions
Topic: Let's design human buildings!
Replies: 69
Views: 46940

Re: Let's design human buildings!

Currently, when a building is destroyed (not removed), the buildpoints are not available immediately, and return little by little, it penalizes the human team. Mines are designed to self-destruct, so if a mine is a bulding, this means that there is a building designed to penalize the human team. Al...
by MCMic
Sun Aug 26, 2012 10:55 pm UTC
Forum: General Discussion
Topic: new human animations
Replies: 47
Views: 35950

Re: new human animations

KenuR wrote:

That's what ragdoll physics are for, it would be too much unnecessary work to make an animation for each direction. For now, I think one animation would suffice and hopefully they implement ragdoll physics later on, if the engine allows it.

I did not thought of that, it's a good idea

by MCMic
Sun Aug 26, 2012 8:54 pm UTC
Forum: Troubleshooting
Topic: Mumble integration?
Replies: 2
Views: 3244

Mumble integration?

Is there any mumble integration features in Unvanquished? I thought there was but I can't find anything about that on the internet, but I found some things like unvanquished transated sentences that indicate such a thing might exist.

Does that exist? Is there any documentation about it?

by MCMic
Sun Aug 26, 2012 3:29 pm UTC
Forum: General Discussion
Topic: new human animations
Replies: 47
Views: 35950

Re: new human animations

It needs to be quicker and more violent, in your animation it looks like the human dies of internal hemoragy or a rare disease…
It would be a good things if there was several animations regarding what direction was the human walking when he died.

by MCMic
Sun Aug 26, 2012 11:16 am UTC
Forum: General Discussion
Topic: Sudden death
Replies: 5
Views: 4416

Re: Sudden death

Hum, that's true, it was the first match we did on the server, we all joined at the same time (we were playing on a server with bots and switched to one without) So that kind of mean what I found was not a settings problem but a real bug: time should not continue to flow when nobody is on the server...
by MCMic
Sun Aug 26, 2012 10:46 am UTC
Forum: Ideas & Suggestions
Topic: Let's design human buildings!
Replies: 69
Views: 46940

Re: Let's design human buildings!

By the looks I think the aliens need more structures as well. Maybe you could create something that when humans come near. Small Spiders (bots) will chase the humans and attack until the humans kill them or get far enough away. No, that is too near to the hive IMO Anyway this is about human buildin...
by MCMic
Sun Aug 26, 2012 10:35 am UTC
Forum: General Discussion
Topic: Sudden death
Replies: 5
Views: 4416

Re: Sudden death

Well, the point of sudden death is to avoid a match last too long. But what is "too long" ? I for sure think the actual wait value for sudden death is way too short. I always played Tremulous on LAN, so maximum number of players might have been 4vs4, and in this configuration we never real...
by MCMic
Sun Aug 26, 2012 12:23 am UTC
Forum: General Discussion
Topic: Sudden death
Replies: 5
Views: 4416

Sudden death

Hello, What are the rules for the arrival of sudden death? It seems to me that's it's coming too soon. I even did a match, it was a 3v3 or 2v2 on ATCS new version, I don't remember its name, and the sudden death came before stage 2 (at least for aliens, maybe humans did get stage 2 on time) Maybe th...