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Off topic / Rotaxmame server is down.
« on: July 02, 2019, 05:27:30 PM »
Hi Rota, long time no see. is down. I know it's been dead for years now, but this is a piece of Trem history and fond memories. So my question is, can you put it in some form of archive, offline download, perhaps allow for the sever to be crawled, anything really.

BTW, there's a forum at and discord server at:

Edit2: lmao, at the bottom of this subforum is a post by me about the same thing.

Discussion / "Implemented heating of minigun"
« on: January 08, 2015, 09:38:36 AM »
Thank you.

Off topic / Old forum down?
« on: December 11, 2014, 03:17:58 PM »
Rota are you pullnig the old forum down?

Suggestions, ideas / Chat.
« on: September 22, 2014, 12:00:42 PM »
To talk with other players, you have to:

1. run Trem
2. connect to server

How about:

1. not needing to connect to the server
2. a dedicated standalone app that allows chatting without running the game at all

Imagine you could talk from browser level inside Gametracker server status screen. Or Apelsin with chat.

Suggestions, ideas / Lucifer Cannon and teambleed.
« on: February 14, 2013, 06:46:25 PM »
1. Say you kick a football, well... ball, it can go straight, but if you kick it right, the ball will have a rotation. That rotation will cause the ball to fly on a curved path. Substitute for a luci-shot. Not a big curve, a small one, like 5-10 degrees max, so you can't shoot around the corners. A "pro" trick (like strafe-jump, or a super-jump) not a "easy to do for mediocre players and for ATCS tunnel spam"

2. A luci-ball can have 250 maximum charge (damage wise). Say, you can charge the luci to 300-350, but above the basic 250 the more you charge it, the slower it goes. 250 is enough to kill any alien structure besides OM anyway. No unlimited charges (one-shot OM kill), or even set the max damage to alien structures to 250. Sure it is powerful, but the camp-rant can doge it easier. Actually I thinkg this is a bad idea, afterthought, but I'll leave it anyway.

3. Think Shotgun reticle. At certain distance all of the shotgun pellets (semi-random, set by a bitmap I think) hit inside the round reticle. The luci-shot always hits inside the round reticle, but it might hit a little bit to the left or right, up and down. The luci-shot will ALWAYS fly inside a cone, but the further it goes the "wider" the cone gets (like most cones do :P). You will hit that mara at close distances, you will hit that goon/rant at medium/semi-long, but spamming luci-balls on bigger maps will become almost useless against alien structures (its almost random against aliens anyway at longer distances).  Long distance is "Transit human default base to the bottom of the stairs" for reference.

4. You charge the luci to 250. You shoot. The luci-ball retains its damage power and splash radius, but as it flies it gets smaller (same Transit-like distance). Now you actually have to aim a little bit better for spamming luci into alien base.

5. The "teambleed damage" you deal to other players is reflected to you 1:1 after a mandatory 1-2 second wait time. If you bleed on purpose after 1-2 seconds, you get punished by the game not the player.  All depends on how often a random, not deliberate teambleed is occuring.

Suggestions, ideas / Bullet physics?
« on: February 10, 2013, 02:21:21 PM »
It's neither suggestion nor an idea, but...
...maybe I'm imagining things, because the search showed nothing, but I seem to recollect a phrase "bullet physics".
Will a rifle (or any other weapon) shoot an actual bullet (3d/2d) etc. or will the rifle be a normal scan-hit weapon like it used to be?
The difference is not big game-play-wise (unless modded) anyway.

Off topic / I wonder ....
« on: January 12, 2013, 10:43:40 PM »

Discussion / When can we expect Alpha and Beta?
« on: January 02, 2013, 10:01:45 PM »
IIRC alpha will be tested by the devs only, right?
What about beta?

And btw: no "thursday" pls :D

Suggestions, ideas / Irrelevant details.
« on: December 29, 2012, 05:01:07 PM »
1. Avd Mara zap - linear chain or split after hitting first target?
1.5. Some MANDATORY, FORCED, REQUIRED etc tutorial on how to build decent bases. Not some "it's ubp FU, I will not stop retfarms and sfastikas"
2. Are we gonna get something like a commander with an overview of an entire map? Or would it be too much of NS2 copy for you?
3. Turret geometry is not it's hitbox in 1.2. It has an invisible, well, box :) to checkout collisions and hits. I assume to ease hitting T2 will get something similar (more polies to box probably). The question is: if one turret is behind another and wants to shoot at alien, does its aim get obscured by the same box (like it would be checked with alien) or will it be decided only by the obscuring turret geometry?
4. MassDriver needs to have some serious disadvantage at extreme ranges. One thing is to MD whore in ATCS tunnel, another is to camp with MD on maps where vehicles are used (I assume - big and with  big open spaces).
5. Granger spit, it does nothing. You will remove it, change it into sth useful or leave it like it's now?
6. No nintendo_land pls.
7. Let's say I'm flying the flying fly :) I evolve to rant and fall down or have to land and evolve?

Off topic / Lolz.
« on: December 19, 2012, 01:02:41 PM »

Suggestions, ideas / Voicechat, mp3.
« on: December 05, 2012, 11:52:26 AM »
1. Built-in voicechat/teamchat?
2. Built-in mp3player?

Suggestions, ideas / What kind of vehicles?
« on: November 28, 2012, 10:23:42 AM »
5 dretches driving a tank?
HALO like (driver, weapon operator, rest using their own weapons)?
Preprogramed (train like, with stations)?
Could it be possible to load a repearter and turrets in it (or egg and hives)?

Also any ideas on mapdesign with vehicles in mind? ATCS-like + vehicles is unlikely, right?

Suggestions, ideas / Acid tubes.
« on: November 27, 2012, 11:25:18 AM »
Acid tubes' damage is based on proximity not on the "acid" animation. Can we have reverse? The acid tube spills acid around itself. How is is spilled depends on the tubes' position (floor, wall, ceiling).

Suggestions, ideas / Goons.
« on: November 23, 2012, 02:55:47 PM »
1. The best place to fight goons was to fight him on a ramp. Like in ATCS tunnel. Most players (even the good ones, it was really funny when you could rifle 2 goons at a time :D ) learned that pouncing from above required careful aiming and pouncing a human standing on a ramp tricky.

Someone over said that it was because of goons' bounding box hitting the ramp and game than calculated no damage to humie, EVEN if the goon landed right before the human. This WAS in 1.2. Not a request or a sugestion, it just goes along with the comment made by that someone.

2. So he also said that goons'  pounce "weapon" was like a sword that sticked out from it. When you pounced you only "changed weapons". The pounce itself only launched the goon not dealt the damage. In practical terms this meant
- you could pounce human while flying at him (most pounces)
- you could pounce a human not in your flight path, but standing near it (pounce towards a spot near human, turn to aim at human while in flight)
- you could (with some skill) pounce a humie after you flew behind him (same as second one, but aiming you went AFTER the human)

Any revolutionary changes to pouncing planned?:)

2. If AdvGonn will have sniping, please do not change the ballistic path of the "snipe". Would be too easy.

Suggestions, ideas / Movement, blockers, voting, tambalance.
« on: November 22, 2012, 06:17:19 PM »
1. "Air control". In vanilla q3 (q1 and q2 too btw) and CPM you could do a significant "course correction" while flying (say from a rocketjump).  Any significant changes from 1.2?
2. Dodge?
3. Pushing teammates out of the way ("stand too long over a node/egg and you get pushed" - like)?
4. If non-ubp server is planned I humbly beg (else won't pay and will pirate the game out of spite :D) for "/designate builder" and "/denybuild" votes to have more "weight" when top 2-3 teamplayers vote f1/f2.
5. I understand that no "Ranks" are planned but check this out:

This is FreeAllegiance Lobby:

We have 3 teams, one Blue, one Yellow, one Gray.
The Grays are players who are in Lobby, but didn't join the match (btw, they can talk with people that are playing, but they see this lobby only).
Notice their names have two numbers on them one before - one after the rank name. The second one is irrelevant and I never got to ask what's it for.
The first number is player rank calculated from his kills/score ingame. Therefore "gudari" is rank 10, "Hunter@PK" is 15 (think "between Ams an Meisselli").
Each team has 8 players. Their ranks  are added. Yellow has 62, Blue has 45, Gray has 85. Blue is less skilled.
Each match can have the settings adjusted and for example there can be:

- "autojoin" - nobrainer
 - "difference no-bigger than x" - players can join only the weaker team untill "x" is matched.

So, sure all 5 UBA are in humans, but playing versus 15 aliens.

Now the rank in FreeAlleg did nothing besides showing the skills in a measurable way. But it did help to balance the teams, for it was often to see "more ppl to red team" and so on.

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