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Messages - Machine Medic

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Discussion / Re: Sniper Rifle Damage
« on: March 31, 2018, 04:24:33 AM »
Waiting for more stability, full server browser, and admin accounts before we think about setting up our own server.  We'll see.  A lot of things need to happen between then and now.

As far as the MD... correct me if I'm wrong, but I thought it used to be around 48-52 damage per hit with 7 round mags when battpack is equipped?

I'd like to see a dot style crosshair for the MD, too... it's a twitch weapon like the shotgun.  Need to have a really small dot instead of trying to center up a big ole mess of lines.

Discussion / Re: Thr truth about Rotacak and his 'Projects'
« on: March 30, 2018, 04:14:18 PM »

Get some sleep!  6:00 in the morning!

Discussion / Re: Thr truth about Rotacak and his 'Projects'
« on: March 30, 2018, 02:38:55 AM »
Huh... is that really true?


But look at the size of that old house.  Probably cost a fortune just in upkeep and taxes.  It's no wonder why someone would want to sell it and move into something smaller if they've got money problems.  [Assuming that it was in fact his house at some point, as opposed to an alternative explanation like a rented office space]

Besides.  What's wrong with taking out frustrations on depreciated equipment?  Not sure about that netbook, but the rest of it?  Who the *hell* uses CDs anymore?

It's not like anything shown above was ever secret.  A lot of these were posted on the top of the news section right around the time they were doing crowdfunding attempt #1 (that they eventually canceled due to copyright issues).  Must've been 2012 or 2013-ish.  I think they're all still up there if you look.

He's never asked for money inside the game, either.  In fact, the crowdfunding campaign hasn't been mentioned outside of this forum... at least not to my knowledge, anyways.  Maybe it's on Twitter or Facebook, but I don't use those.  The game is free ($0.00) to download and play. 

I think the OP is disappointed by the overall lack of stability and polish in the game as of release - and he/she is perfectly justified in feeling that way.  I don't think anyone could play it right now and not at least have some qualms about it's lack of finish and it's future in terms of a replacement for Tremulous.  I get that.  I've asked myself that.  I still ask myself that.  The truth?  I don't know.  I don't know whether the game will be successful or not.  The crowdfunding might flop and it could just get smoothed out into a roughly playable state and then put up on a shelf forever.  If that's the case, then damn.  But what else can you do?

Active theft though?  Maybe.  It's possible.  But why would he post [what is presumed to be] his new house on Facebook if he was trying to hide it?  Everyone's got to have a place to live.  Even if it's new construction, just look at it.  It's a 15x20 footing foundation with presumably an open first floor, single bathroom, and vaulted attic bedroom.  I doubt a bid would run more than $80k to build something like that in the US.  It's comfortable modesty by most standards.

It's not like his name was ever a secret either... it's attached along with his return address to each of the plush grangers when he mails them out.

I don't know.  I don't have any more sure answers than the next guy.  I'm just offering my thoughts.

Maybe someone else will have another perspective to offer.

Suggestions, ideas / Re: Suggestions and Critics from a Trem fan
« on: March 29, 2018, 06:02:59 AM »
I agree with a lot of what you've said.  Bugs, crashes, input lag, frame rates, odd shadows, weird client prediction.  Needs to get polished.  Needs money to get polished.  Only money at this point is from Indie Go Go.  Crowdfunding fails = basic fixes, then no further development = find people willing to contribute to crowdfunding or else GG.  That's the gist of the situation at the moment.

Either that, or go open source and figure out some way to convince Sparky & Co.® to work on it.  Good luck with that.  Never say never.  Maybe they'd be willing to help.  I don't know.

The game is running on Unreal Engine 4.

Suggestions, ideas / Re: Pitin is OP
« on: March 28, 2018, 04:58:52 PM »
I guess dretches were always high risk and high reward to begin with.  A skilled dretch is hard to hit, but a slow one is an easy kill. 

Point being, like everything in the game, it depends on the skills of the player.  Newbies are typically mince-meat on either team.

Off topic / Re: One of the cringiest moments of your life is...
« on: March 26, 2018, 11:11:32 PM »
I know that feeling.  Kind of hard to delete 600+ posts though.  Especially when many of them are quoted. 

We're only human.  Humans make mistakes.  All we can do is learn and be humbled.   ;)

To clarify: 350 credits where 350 is the entire value of the kill.

I.E. Players are being awarded 300% of the total kill value in this case.

Probably just a little math error somewhere that isn't proportioning things.

Going along with this theme, I've noticed that every person who tags an enemy character with at least one bullet before that enemy dies seems to get 100% of the kill reward.


Player A deals 180 damage to Enemy
Player B deals 19 damage to Enemy
Player C deals 1 damage to Enemy

All three players get 350 credits when Enemy dies.

News / Re: Help with server hosting
« on: March 26, 2018, 12:35:54 PM »
I might be willing to throw money at a friend to help him host something, but he'll need a Linux version of the server executable.  Is there one available, or is that only for the client side?

Suggestions, ideas / Re: First impressions
« on: March 25, 2018, 08:39:45 PM »
Yeah, scripted/text-based keybinds will become necessary as the game becomes more and more playable.

Suggestions, ideas / Re: First impressions
« on: March 25, 2018, 02:42:51 PM »
Reminds me of the old days building nodes hovering precariously over a tall ledge and then waiting for teammates to spawn... pop them with a shotgun, and down they go!


Suggestions, ideas / Re: First impressions
« on: March 24, 2018, 07:34:08 PM »
Here's what I'm getting from this initial release:

1. - Stability. There are some major problems with crashing.
2. - UI and UI glitches. Needs some kinks ironed out.
3. - Performance. Needs optimization badly.

Other than that, it's a fun game. 

Suggestions, ideas / Re: First impressions
« on: March 24, 2018, 06:09:24 PM »
Erhm... every time I die... I crash.

I uh... I think that's a bug.


Suggestions, ideas / Re: First impressions
« on: March 24, 2018, 02:56:48 PM »
First things within 30 minutes:

 - The keybind system needs a couple of tweaks.
   - Escape menu needs to be permanently bound to the Escape key
   - New binds need to have the ability to overwrite existing binds... otherwise changing binds is like playing the game 'Rush Hour'.

 - The Escape key needs to be a universal method of exiting out of GUI elements (Bind menu, chat menu, armory menu, etc, etc.) and using it needs to not result in 'stuck' menu screens as with the armory.

 - The game needs to be capable of raw mouse input.  I.e. zero mouse input latency. 

 - Some part of the render pipeline or other game system seems to be bottlenecking performance.  Framerates (on a strong machine) do not seem to be dependant at all on graphical settings.  Some maps achieve a relatively smooth 60 fps, while others (boxfield) alternate between smooth 60 and terribly stuttery 20-40.  I haven't been able to get above 60~63 fps.

More to come once I figure out how to re-bind the escape menu to the escape key...

News / Re: Plushy alien for sale
« on: March 18, 2018, 06:51:59 AM »
Heh, he's so sick of the things that he can't even stand to look at them anymore.


Poor, poor grangers...

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