Re: gunplay: recoil + aim-down-sights + spread
yeah, but we want to test out the crazy ideas. If anybody else has ideas they want tested, just link us to the code (and preferably talk to us on IRC or something first.)
Unvanquished is an open-source FPS game featuring team-based strategy and RTS elements, pitting humans against aliens in a futuristic setting.
https://forums.unvanquished.net/
yeah, but we want to test out the crazy ideas. If anybody else has ideas they want tested, just link us to the code (and preferably talk to us on IRC or something first.)
Hey vitamins, were you able to figure out how to fix the huge crosshair?
Yes, i fixed it.
New crosshair looks a lot better and is designed to be resizable.
Does it dynamically resize according to the current shooting accuracy, i.e. move away from the center when the player is moving or jumping etc.?
Yes it increases instantly based on movement and decreases quickly at a fixed rate.
These changes are now live on the dev server.
Download the pk3 here: http://dl.unvanquished.net/pkg/dev/mod- ... 0-0430.pk3
I can not get on the testing server, after the loading bar is finished the game goes back to the main menu. I have downloaded the latest release as zip and the pk3 download started automatically in game. Other servers work.
This error seems to be related:
Error: invalid playerState field count
Hmm, I didn't check the code, but I guess you broke compat. I think it worked for me because I was testing using the client I built from the branch :( I should have tested using the vanilla client. Sorry :(
No problem. I added some player state fields, so the engine changed, which can't be done in a pk3. I hope the thing can be rewritten such that it doesnt need any additional fields transmitted over the network. Not sure if that is possible using the current layout of the engine. In my opinion a client-side-only simulation would work well, but thats another topic.
any updates on this?