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Messages - ViruS

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Discussion / Re: Any hope?
« on: January 24, 2021, 05:58:35 AM »
I'm really curious considering you  sold your house and all, how much money did you sink into this project and the company? If I was in your position I would've given up there and there. I'm sure there are still ways around this without having to invest as much money (A common place to advertise are lower-end youtubers these days for example) or to literally invade other games through indirect means.

A while back I kinda recreated some of the essense gameplay of tremulous into natural selection 2 and somehow it got featured in an official tournament. Unfortunately I was never trained in programming so I literally learnt through trial and error, so something as simple as implementing knockback to a grenade launcher took me about 3 weeks to figure out. I also had recreated a 99% copy of ATCS (It's missing a few features like a few decorative pillars) but unfortunately people think it looks too bland (of course) and the map a bit small (the standard is 15 seconds of walking between resource nodes but in this map it was about 8 seconds). Included with the package are floating tutorial panels in the waiting room with a link to the original tremulous home page, successor projects such as T2/Murnatan and Unvanquished, and installation manuals (because we all know that vanilla tremulous was pretty shite)

NS2's kinda dying too at this point, it is an old game and optimisation went down the drain recently, so it isn't the best game to do advertising style modding. But who knows, with some good publicity and the implementation of filler bots to murnatan, murnatan can ressurect.

A major dissatisfaction I listen to across private messages on discord and on youtube comments is that a lot of people dislike the alien "furry" models. It's not like the alien models are copyright and it was only the Tremulous 2 title that was denied as far as I know, so maybe we could possibly make a reversal, or improve upon the alien models too. In addition to this are the game physics, it's not that difficult to implement quake engine style air physics into other game engines,

but you chose to use the UE style air control physics which actually isn't too bad, it only made a small selection of people disgrunted since the tremulous community largely doesn't know how to strafe jump, but it can mess with things like air physics in what could be recreations of maps such as misson_one.

That all is a lot of work however, so it's mostly wishful thinking at this point. Maybe in the future if I have time I can start learning UE, I was recommended to learn it over unity because unlike unity, they actually have a comprehensible game manual, because unity's manual definition of torque physics spring body function calculations: Torque is torque. Literally unhelpful as it doesn't tell you how input becomes output at all.

I've kinda given up on game dev as a possible career at this point because I had figured it was too much work to learn all the niches of languages, along with a few disabilities I have that weren't recognised nor did I knew about until recently.

But something you can do as a start is an alternative to the forums: Who uses simple machine style forums in this day and age? Discord is a common solution, although there are quite a number of downfalls with it including the 100 server limit, but it's great for pick-up-game bots. If you ever do create a discord server and need help managing it, let me know.


News / Re: Plushy alien for sale - sold out
« on: January 24, 2021, 05:28:09 AM »
I remmeber when I got my brother to buy one for my birthday, he was like "This is a really suspicious address, from AAA in the czech republic, are you really sure about this?" XD

edit: That pdf i was viewing at the time is a great addition to the plushies: [PDF of trapper model] but the funny thing is that [quote from the owner of Aussie Assault:] "Has more polys than the actual tremulous trapper model"

News / Re: Plushy alien for sale
« on: November 23, 2018, 12:16:59 PM »
Well if yo ustill have te manufacturing blueprints you can always get them made later again right? Assuming that enough people demand for it

Discussion / Re: Rotcannon...
« on: July 03, 2018, 05:54:30 PM »
It would really help if some custom graphics options were to be added. The UE presets suck especially for low end graphics users. Reduced render resolution while still rendering things like specular, normal mapping and high quality lensflares has got to be one of the worst decisions in presets for improving performance that EpicGames has done.

News / Re: IndieGoGo campaign ended and future
« on: July 03, 2018, 05:49:16 PM »
The raw surface of the gamelogic should be sufficient to help smash out basic physics and related bugs without a need for leaking potential security and the alike. Synchronising source changes isn't needed with the availability of patch submissions however it does mean that the user's end must always be updated and patches needed to be tested for potential clashes if the user's end isn't updated or if an update rolled between the user finishing their work and a new update that is related to the section of the gamelogic (e.g. an update may rework the routing order of the marauder zap, user fixes the way the marauder zap hit detection system)

Speaking of which, we need at least a publically announced regular dev game going to help boost the population as it is.

Regarding bot AI, I can provide some advanced concepts (that no other game from what I know has yet to combine) to the aiming system so they won't be so aimbotty but it will require the use of the latency compensation system similar to quake's unlagged or a similar memory system to feed off. I have not seen how the UE3/UE4 system works so it may or may not be easily applicable.

haha, reminds me of several credit-distribution bugs I had when making my ProTrem mod for ns2. The problem I think was that the credit cap per kill and modifiers weren't properly set, simple typos.

News / Re: IndieGoGo campaign for future development
« on: March 26, 2018, 07:41:17 PM »
Don't worry, it is only prevention from being annoyed by unnamed players.
There are still better alternatives to this though, that is definitely something that media will pick up upon and therefore reducing the game's rating. Admins not being active is one of the complaints about several old servers in 1.1.

Also regarding names, why the heck are people's usernames defaulted to their PC's names? If possible, set the default to the Steam username. Newbie#UniqueID and Steam UniqueUsernames could also work out (e.g. mine would be ZdrytchX, proven by

News / Re: IndieGoGo campaign for future development
« on: March 26, 2018, 01:52:18 PM »
It's payday next week, so I guess I found a reason to be broke for all of April :P

I'm a bit worried about this, because this could possibly lead to griefing.

ATCS is missing a lot so hopefully the modding tools will come out in the future so we can create our own!
I'll do it if osmeone gives me an easy enough tutorial to learn off.

I've already done it twice (first was a failed atttempt) and forked off the second version into three versions for three different game modes (siege, which is kinda like Ambush mod, vanilla mode which was also played with a HvH mod in a video, and then there's the ns2:combat version which is actually a seperate game but not like that matters that much)

although honestly it still looks trashier than Tremulous' protocol 71 client's GL2 rendering system:

also this forum needs [spoiler] tag support

Suggestions, ideas / Re: First impressions
« on: March 24, 2018, 07:24:37 PM »
For now my streams (which you may use to find traits in regards to crashing, like dying) can be viewed through this playlist once I enable them publically:

Damn son that bitrate :DD
I'm Australian. I actually live in one of the fastest internet suburbs for my entire state.

Suggestions, ideas / Re: First impressions
« on: March 24, 2018, 06:41:24 PM »
I also need a sensitivity value of 0.0149... but that's not a valid setting :>>

so I had to halve my sensitivity and then use 0.03 to get an approximate equivalent to my quake engine/tremulous settings.

For now my streams (which you may use to find traits in regards to crashing, like dying) can be viewed through this playlist once I enable them publically:

Also for fun with discord:


Apheriox (Natural Selection 2 server group/community that has their own mod server, something like the current GrangerHub/DerBunker, or the past R xyz CZ community):

Discussion / Re: [ReShade] Graphical Enhancement
« on: March 24, 2018, 06:32:03 PM »
I wasn't expecting someone to make a tutorial on ReShade so quickly. Damn.

Suggestions, ideas / Re: First impressions
« on: March 24, 2018, 01:21:09 PM »
I like it so far, reminiscient of R Funko CZ although as expected still plays quite differently due to the UE engine.
I streamed a bit of the gameplay too.


I tihnk the gravity and speed is sort of fine for now although the physics are rather unsatisfactory at times due to the way UE's air physics work. For example, jumping over the turret is like... well that:

Human's sprint ability feels so fast relative to its regular running pace. I assume that rotacak knows the balance values that tremulous had since he did make the funko mod afterall so I won't talk about that here.

Air acceleration should be increased.

Jetpack physics are also rather linear, you don't feel and acceleration. It also tends to stic kto he ground if you try to move and liftoff simultaneously, to get off the ground it seems you need to let go of movement keys and only use the jump key.

Wallwalk rotating animation is very slow and also has trouble working around rocks where client-server mismatches often happen resulting in quite a lot of warping at times.

Taunt key can be spammed, not a high priority issue but it can get annoying if you get 5 players to simultaneously spam their taunt and sniff keys. This was also an issue in tremulous although in tremulous you kinda had to jump for taunt to replay.

In the Boxfield map: The ledge in the human's base needs to be made more accessible. Coupled with UE's air physics, its very difficult for humans to get up there without building brick support structures to step onto.

Humans shouldn't have to take damage through the forcefield, you can try KoRx's approach where a player presses Q on it to momntarily disable it

Technical feedback:

Graphics settings needs more options rather than the poor presets. Reduction of resolution scale is NOT something that people like to have unless absolutely necessarily, and yet they have that on low settings as well (not just the lowest). Bloom and that stuff could also be disabled on low settings. Turrets are also kinda dark, and are actually harder to see than acid tubes quite strangely enough.

Armoury crashes and softlocks often happen if you try to spam to buy a weapon. If you use the ESC key the buy/evolve menu also tends to not close sometimes, sometimes soft-locking your cursor and ability to aim, sometimes not but nevertheless the menu cannot be closed and sticks for the remainder of the game until map change, which can be annoying.

Also, there's no latency compensation for projectiles. It's a bad thing for a modern videogame but if you're intending for a 1:1 replica of 1.1 gameplay than that is not an issue, but it also means that it can be difficult to play as humans. Example of lack of projectile nudge in 1.1 gameplay (pulse rifle. It looks different because I'm using the 1.3 client)

Because turrets aren't latency compensated, the fact that if you stand on them causes you to rotate causes a lot of lagging problems with aiming for people of any latency so I highly don't recommend keeping that function if possible for structures specifically. Remember that "anything that changes the physics state of a player's avatar that cannot be client predicted should be avoided if it isn't essential to the gameplay" (example: knockback from the lasgun in Tremulous can be a pain in the butt for marauders with >200 ping)

Discussion / Re: Worried
« on: January 30, 2018, 07:54:39 PM »
Imo, patreon is kind of a personal support thing that doesn't work out too well for developement groups, but sure, you can give it a shot.

I currently am still searching for a job for over a year (western australia is the land of occupational inopportunity) so unfortunately I can't help your financial situation.

Also while I personally think that projects with paid early access tend to get negative reviews if they hadn't passed a sufficient developement stage, it might be the best choice for your financial situation.

Also, care to share the conditions of the investor's agreement? If it hasn't been finalised yet, at least remember to read through the fine print.

News / Re: Murnatan will be free!
« on: July 03, 2017, 07:23:01 AM »
~added basic information on Murnatan to the Tremulous wiki page. Some other sources would be nice.

Also the login in the top right (not the link to an alone login page, the embeded one) doesn't allow logging in properly.

Also don't forget the tradition: It must be released on a Thursday

News / Re: Murnatan will be free!
« on: May 14, 2017, 12:09:34 PM »

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