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Messages - Rotacak

Pages: 1 [2] 3 4 ... 47
16
Suggestions, ideas / Re: Improve the vote system
« on: May 18, 2018, 12:46:39 PM »
Good points.

17
Discussion / Re: Rotcannon...
« on: May 18, 2018, 12:45:30 PM »
No, try to adjust gfx settings.

18
News / Re: Update: 0.1.580 (Rotcannon)
« on: May 06, 2018, 07:30:13 PM »
Not quite finished, but yes :)

19
News / Update: 0.1.580 (Rotcannon)
« on: May 06, 2018, 02:13:58 PM »
Changes:
- fixed wrong values for aliens (mainly walk speed): Grabit-, Adv Grabit-, Granger-, Narbatucker+, Adv Narbatucker+, Pitin-, Pum+, Adv Pum-, Tyrant-
- server scripts does not need to update with every release
- logs are allowed again
- increased volume of Granger sniffing
- fixed calling weapon equip for aliens
- fixed building Reactor/Overmind when another is already in construcing state
- decreased vote time
- fixed pushing players by Turret ghost structure
- fixed server crash (energy provider)
- adjusted player animations to match better with speeds
- increased size for objectives (UI)
- added additional human taunts (numeric block keys: 0, 1, 2, 3)
- fixed server crash (IsStructureInState)
- added beta map Rotcannon
- added testing map SimpleTest

20
Discussion / Re: How do we attract more players?
« on: April 20, 2018, 08:04:19 AM »
BFG: Personally I don't like matchmaking and I think that is not suitable for Murnatan.
First - when there are not official servers, then there can happen anything.
Second - you want to have few favorited servers with favorited players with favorite ping, not to be randomly connected to somewhere.
Third - I think that best fun is when good players playing together with bad players (not griefers). If matchmaking will connect you only to players with skill similar to you, then it will lose this feeling.

Anyway, when we will have some ranking system then it will be possible to do similar things like matchmaking for server owners (can connect only when have level X etc.) or we can add "Quick play" button for randomly choose some crowded server. But there will be always also server browser.

21
Discussion / Re: How do we attract more players?
« on: April 19, 2018, 10:12:45 PM »
There is possibility to get to some better page on Steam for while with bigger update, but don't know how big succes it will have.

We need admin system and no server crashs. But one crash is inside of engine from unknown reasons. Cannot be reproduced. Probably something with networking and memory. That is hard to solve. Would be good to update Unreal Engine to recent version but I think that is too big task for now and many things would broke. But that can solve that crash or atleast we could report it to UE bugtracker.

So we need to move forward with smaller tasks. First one update with few fixes, next probably admin system and then we will see if we should try to update UE or try to do support for mod maps or ambush mod (can be played like single player too).

22
Discussion / Re: Can I help to code?
« on: April 16, 2018, 08:03:56 PM »
Do you know C++ and Uneal Engine 4?

23
Discussion / Re: Do I have an aimbot? XD
« on: April 10, 2018, 12:19:57 PM »
Poor HighEnd :)

24
News / Update: 0.1.577 (Team balancing)
« on: April 08, 2018, 12:26:20 PM »
Changes:
- fixed wrong teamkill/teamdestroy messages
- spectator can fly through structures
- added team balancing
- fixed aliens can build when Overmind not fully constructed yet
- removed resolution scale from graphic settings
- fixed crashing when changing custom graphic settings
- added mouse invert into settings
- added mission objectives info
- temporary disabled server logging output
- fixed counter at end game screen (Next map in -01)
- fixed spectator slowdown
- fixed collisions in center of rotating doors for structures
- classes in scoreboard are visible only for teammates and spectators
- sniffing effect duration was extended from 1 to 10 seconds
- grenade is less bouncy
- temporarily turned on friendly buildable fire off
- fixed base is powered when RC/OM is not fully built
- added flood filter into chat
- fixed Tube playing attack animation when OM is deconstructed while Tube attacking
- fixed displaying energy sign above alien structures built far away from main base in constructing phase
- fixed pushing teammates by ghost spawn structures with "don't block spawn" feature

Server owners: please update your servers and configure new starting script.

25
That is true, it should have 100 HP. It was resetted to common Grabit HP by mistake. Also it should have faster regen, faster movement, faster attack and longer attack range.

Grabit gas is weird, need to be tweaked too.

26
Suggestions, ideas / Re: Team Autobalance
« on: April 07, 2018, 11:29:35 PM »
It is implemented in upcoming update :)

27
Suggestions, ideas / Re: Reactor & Overmind Invulnerability
« on: April 06, 2018, 11:37:21 PM »
Question: why is only OM and RC invincible to teamfire during sudden death?  A griefer can still just destroy all nodes and eggs anyway.
Spawns too. But in new update will be "friendly buildable fire off" so no teammate will be able to destroy own base.

28
Suggestions, ideas / Re: Grenades bounce too much
« on: April 06, 2018, 09:24:55 PM »
It's like they have no weight at all, nading anything is virtually impossible because you throw the nade next to an egg and it bounces off to human base on the other side of the map.

Agreed. I'm pretty sure i had a situation where I through a grenade at a charging rant and it got sent into my base. Pretty funny actually
:D It will be less bouncy in next update.

29
Suggestions, ideas / Re: Misc. Suggestions
« on: April 06, 2018, 09:23:02 PM »
While draw vote does work for ending games.  Surrender allows one team to conceed defeat and end the game without the permission of the other team.  I don't see it that often used because people hate losing, but in murnatan/tremulous there are many losing situations that take forever to play out.   You could call a draw but the team that's winning may feel cheated because they should win, though it may take an hour to actually close out.  An example of this is last tyrant and human team has no credits so they're all nakid rifles. 
I remember something like surrender from Trem. It was not nice when we was winning and suddently game ended because enemy team surrended - even when you will win then. Best is to eat enemy and then win :)

Call vote sudden death starts sudden death in 120 seconds, not right away, that would give you time to build emergency stuff even if vote passes instantly.  Waiting for the vote to finish even though everyone voted is annoying because a lot of time you join an empty server and you need to start a new map cause it's already sudden death
Hmm, agree.

30
Suggestions, ideas / Re: Misc. Suggestions
« on: April 06, 2018, 09:18:28 PM »
You could implement a wait time after SD votes, are completed. I just think that when there are votes to kick, next map, surrender, etc. we shouldn't have to continue to wait after everyone has voted. Especially if we need to vote on something again.

And I definitely understand the restart map, maybe it could be a vote that requires a unanimous vote count?

Wait timer after SD vote is good idea.

Everyone voted = end vote immediately - that also sounds good.

Restart vote with unanimous vote count? Hmm. Yes, that could work.

Thanks for the reply! Big fan of your maps in Trem!
I hope I will add Rotcannon soon. Unfinished, but playable :)

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