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Some Feedback & Suggestions

Posted: Thu Oct 25, 2012 8:01 pm UTC
by seana11

Various stuffs in no particular order. Some of this is pulled from other FPSs. Most of it is asthetic

Urban Terror

Ledge Grabbing

Pressing forward while next to a ledge will pull you up and over it. This can be used to stop a fall or pull the user up. It's one of the funner aspects of this game. (Along with walljumping and power sliding, but these would increase human mobility too much imho).

phpBB [video]

https://www.youtube.com/watch?v=5rcyDVhpROk[/video]

Xonotic

Menu

http://www.xonotic.org/m/uploads/2011/09/main-menu.jpg

(Large image)

The way xonotic has done their hud is very beautiful, and also pretty intuitive. There are 3 screens; clicking on one brings it into the foreground. The main menu can be accessed at any time by pressing esc. The screens are more like windows than menu options; they exist separately and can be switched between. (This is worth a dl to check out).

Loading Screen

The loading screen allows the user to use the chat while the map loads. Needed resources are also listed, and removed from the list when they are downloaded.

Follow

http://www.xonotic.org/m/uploads/2011/09/hud_setup.jpg

(Large image)

This shows all the parts of the hud, but in the center, there is a widget that shows what keys the user has depressed. This is useful for teaching trick jumps and such, and is cool in general.

Map vote

At the end of a round, 9 (presumably random) are displayed in a square with their pictures. Players click on them to vote. After 20 seconds, the top 2 maps are selected and all other maps are discarded. Players then vote for these maps. This is a nice way to pick the next map.

Alien Hud

Poison

I liked how in the previous version, the poison was a bar in the hud (like pounce). The current drop of poison looks out of place and clunky.

Build Timer

The build timer is in a very awkward position atm as it is small and hard to see against the previews of buildings. It is almost impossible to tell how much time one has left if one is about to build something. I also do not like how it is incremental, as it seems jerky, and not smooth. I like how the human hud does it where it is a linear gauge

Loading Screen

The loading bar is hard to see against some backgrounds. This is bad since the user has no idea how much time is left.

No reload sounds

This is weird.

Anyway, that's what I have atm.


Re: Some Feedback & Suggestions

Posted: Fri Oct 26, 2012 2:36 am UTC
by ViruS

+1 to all ideas. I have seen the xonotic/nexuiz menu, it was confusing at first but is pretty impressive.
Btw, how do you enable the widget in the center for what buttons you press? (on nexuiz/xonotic) I'll need it for a better strafe jump tutorial :D


Re: Some Feedback & Suggestions

Posted: Fri Oct 26, 2012 6:45 am UTC
by Forty-Two

I haven't read everything thoroughly as I have to go in three minutes, but I definitely support a menu update. The old Tremulous one was servicable, but no more than that, and will probably scare off some 'hardcore' pc gamers or something. Those tend to be picky about menus :P

On a somewhat related note: maybe some GUI should be made for vstrs? I like writing a way too extensive config (I miss var expansion in Unvanquished! :(), but not everyone like editing text files, which means they'll probably miss rebinding binds for weapons, evolving and all that, which does give a significant advantage over people without it. Maybe a GUI where you can select keys for activating bind, keys that will be rebound, and even customize the bindset contents could be made?


Re: Some Feedback & Suggestions

Posted: Fri Oct 26, 2012 7:55 am UTC
by KenuR

I don't know about the Xonotic menu. I've played it and I don't think it would fit in with Unvanquished. I do like how they handle map voting though.


Re: Some Feedback & Suggestions

Posted: Fri Oct 26, 2012 10:09 am UTC
by icaro440

I usually play Xonotic, and I recommend it. What Seana says is true, the Xonotic menu is very intuitive, but what catches my attention most of the game, is the huge graphic quality, the quality of the mapping and lighting as well as the movement of the particles (blood), is all awesome!.

Although i slow down my cpu speed to about 800 mhz, the game is still fluid, it seems that the cpu in this game, is not as important as in the other games based on the quake3 engine, at least, this is the feeling I have.

I wish you guys be able to make the graphic quality of Unvanquished equals or similar to that offered by Xonotic.

Good luck!


Re: Some Feedback & Suggestions

Posted: Fri Oct 26, 2012 6:52 pm UTC
by seana11
icaro440 wrote:

I usually play Xonotic, and I recommend it. What Seana says is true, the Xonotic menu is very intuitive, but what catches my attention most of the game, is the huge graphic quality, the quality of the mapping and lighting as well as the movement of the particles (blood), is all awesome!.

The glib is DEFINITELY something that needs to be improved on. Atm, the game looks like quake 2 in terms of blood. The blood effects in xonotic are very nice. We definitely need to step it up in this area.


Re: Some Feedback & Suggestions

Posted: Fri Oct 26, 2012 9:13 pm UTC
by Fuma
Forty-Two wrote:

I miss var expansion in Unvanquished! :()

...We have cvar expansion too.


Re: Some Feedback & Suggestions

Posted: Sat Oct 27, 2012 1:55 am UTC
by ViruS

I think i like the bloody fx from Funko mod [it has been ported into my visual mod btw] better than the xonotic ones ive seen on youtube... don't know why, just do...


Re: Some Feedback & Suggestions

Posted: Sat Oct 27, 2012 3:16 am UTC
by seana11
ViruS wrote:

I think i like the bloody fx from Funko mod [it has been ported into my visual mod btw] better than the xonotic ones ive seen on youtube... don't know why, just do...

Do you have any vids/screenshots of it?


Re: Some Feedback & Suggestions

Posted: Sat Oct 27, 2012 5:37 am UTC
by Forty-Two
Fuma wrote:

...We have cvar expansion too.

That's good news :D
It doesn't work as it did in Tremfusion then:

TF:

Code: Select all

/set bla "value"
/echo "\$bla\"
value

If I try that in Unvanquished:

Code: Select all

/set bla "value"
/echo "\$bla\"
"\$bla
"

So how does it work in Unvanquished? My chat binds and admin command prompts were based on the concept; I'd love to restore them to full glory in Unvanquished.