If I have a VPS, does that need to be a web seed or can the other kind of seeding also work there?
Search found 151 matches
- Thu Sep 08, 2022 4:57 pm UTC
- Forum: General Discussion
- Topic: Seeding the game (now with an RSS torrent feed)
- Replies: 3
- Views: 951
- Fri Aug 12, 2022 1:29 am UTC
- Forum: Ideas & Suggestions
- Topic: Support for CJK font
- Replies: 1
- Views: 7908
Re: Support for CJK font
Note that Daemon's font rendering is only used for the console (the one opened by Shift+Escape). The font rendering in the game's UI is handled by the RmlUi framework.
Unvanquished should display any characters from the Unicode BMP out of the box, although some scripts might not look that great.
Unvanquished should display any characters from the Unicode BMP out of the box, although some scripts might not look that great.
- Wed Feb 16, 2022 7:39 pm UTC
- Forum: Assets & Artwork
- Topic: Preparing the UI
- Replies: 3
- Views: 6579
Re: Preparing the UI
I tried it on help_gameplay.rml and it looks like mostly unformatted text, I guess because imports aren't implemented. The libRocket/RmlUi CSS engines don't adhere very closely to the CSS standard, so unfortunately there are too many differences between them and browsers for working in a browser to ...
- Tue Dec 14, 2021 5:50 pm UTC
- Forum: General Discussion
- Topic: My Bindings for Humans
- Replies: 2
- Views: 2869
Re: My Bindings for Humans
Yeah, I've had my armor binds like that probably since light/medium armor was introduced. So there is no way that medium armor would get replaced by light armor, right? Would you always have to sell the item reserving the slot first? Correct. The command buy +marmour can be used to buy medium armor ...
- Sat Oct 16, 2021 4:52 pm UTC
- Forum: Ideas & Suggestions
- Topic: Health Armor and damage zones
- Replies: 4
- Views: 13464
Re: Health Armor and damage zones
only humans benefit from it, it's unfair and makes some of their weapons deadlier when hitting ennemies than themselves (luci, mostly) We have a recently merged hack, g_friendlyFireAlienMultiplier which multiplies alien friendly fire by 0.5 (default). This should fix the issue of alien's friendly f...
- Sat Oct 16, 2021 3:48 pm UTC
- Forum: Ideas & Suggestions
- Topic: Health Armor and damage zones
- Replies: 4
- Views: 13464
Re: Health Armor and damage zones
Legs are the lower 50% of humans. I don't wonder anymore why dretches deal so little damage to battlesuits. The head to legs damage ratio for bsuit (2.67) is significantly lower than that for larmour (3.20), and just slightly higher than for naked (2.5), so it doesn't seems like bsuit is especially...
- Sun Sep 19, 2021 3:15 pm UTC
- Forum: Community Development
- Topic: bot improvements mod
- Replies: 6
- Views: 23544
Re: bot improvements mod
I played a bit on the SK5 server. Problems that jumped out at me: Bots often retreat when it's not a good idea. Like a dretch is coming at me, I hit it 3-4 times with a rifle, and then it turns around and runs back right before it could have got me. In general, when you're going 1-on-1 against a bot...
- Sun Aug 29, 2021 9:17 am UTC
- Forum: Ideas & Suggestions
- Topic: Gameplay Overhaul
- Replies: 19
- Views: 34842
Re: Gameplay Overhaul
It doesn't fire ones that it predicts will hit allies. But it is a projectile weapon, so this prediction can't be perfect.afontain wrote:I believe it doesn't do team damage with current master: it will "hold" spikes that are pointing at allies.:Spiker does no teamdamage anymore
- Sun Aug 29, 2021 9:14 am UTC
- Forum: Ideas & Suggestions
- Topic: Gameplay Overhaul
- Replies: 19
- Views: 34842
Re: Gameplay Overhaul
Decided by who?Gireen wrote: it should be later possible for a team to decide which items/buildings/abilities they want to unlock.
If bases are going to be tightly packed fortresses, what's the point of making people build miners?
- Sun Jul 18, 2021 12:29 am UTC
- Forum: Feedback
- Topic: is momemtum by building balanced (or should it be)?
- Replies: 5
- Views: 14881
Re: is momemtum by building balanced (or should it be)?
Check the function UnlockToLockThreshold for the stage threshold hysteresis.