Simple features/bugfixes/polish that you would like to see in the future

Discussion in 'Testing Discussion' started by wealthysoup, Jan 23, 2012.

  1. wealthysoup

    wealthysoup Lead Tester

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    As the title says. Go here: https://www.pivotaltracker.com/projects/133576 look at whats done/being done/planned and if you have any good suggestions for little things that would make a big difference then post them here (not things that take forever like using a new engine or redo all the models etc)

    E.G. Tonight I added 2 things from the suggestion forum to that list, graying out the vehicle counter when no vehicle factories are built and a progress bar for mine defusal (said in the suggestion thread it might be trouble but we will ignore that for now)

    What I would like to see is a list of easy suggestions that a dev can then review and if necessary include it in either patch 1 or 2. (I know patch 1 is mainly bug fixes but if its a big benefit for little work then it would be useful to be included)

    Suggestions, given an estimated order by wealthysoup, needs beerdude or jephir to check and correct:
     
    Last edited: Feb 4, 2012
  2. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Aesthetic suggestions are indeed welcome.
     
  3. Fooshi

    Fooshi For fuck's sake Fooshi

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    I suggested replacing the VGUI with one of Nesquiko/Daruk's.
    Since the files are fully working with the current version, there should be no problem at least trying them in the current test version. (I guess.)

    I also saw the problem with players using emp_force_kill having the revive icon on top of them. What about a skull icon above people who have used the command (to suicide) and for people who died in vehicles?
    Would be a neat feature to notify everyone that the dead player is not revivable.
     
  4. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    We're working on both of those things, but thanks for suggesting :p
     
  5. Candles

    Candles CAPTAIN CANDLES, DUN DUN DUN, DUN DUN DUN DUN.

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    Melee to break reload. Or, at the least, disable auto reload.
     
  6. -Mayama-

    -Mayama- MANLY MAN BITCH

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    centre the NFHR iron sight :3
     
  7. PredatoR[HUN]

    PredatoR[HUN] Member

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    I already talked to Beerdude about this but I guess it wouldn't hurt to post here.

    Building hotkeys for the commander. Like press a button on your keyboard in comm view and instantly get the green ghost image of the building on your cursor. Probably not as simple as I think it is but it would make commanding a lot less clumsy and probably speed it up a bit as you could drop buildings with one click instead of three(or two depending on which menu you have up).

    Or make the buildings bindable like squad powers.
     
  8. LordDz_2

    LordDz_2 Strange things happens here

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    That the emp_cap_point actually moves with its' parent point and the model is updated on the minimap.
     
  9. flasche

    flasche Member Staff Member Moderator

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    in no particular order
    • swim animations
    • hide as refractive shader rather then only reduced opacity.
    • entity which "feeds" a vehicle spawner (opens your customization menu; id prefer it to be a brush entity, but it could be point aswell - as bonus, do both)
    • 3D cursor for the commander, 3D building ghosts (http://forums.empiresmod.com/showthread.php?t=14938)
    • damage models for buildings (4 states - 100%, 66%, 33%, 0% health, where 0% is actually only to spawn gibs like for walls)
     
    Last edited: Jan 23, 2012
  10. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Damage models for buildings already has code support, but we have no appropriate models :p
     
  11. wealthysoup

    wealthysoup Lead Tester

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    Umm simple things flasche? I. E. Things current developers can do in a short timeframe
     
  12. Fooshi

    Fooshi For fuck's sake Fooshi

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    What about using textures for that instead?
     
  13. Trickster

    Trickster Retired Developer

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    I think you missed the point of the thread somewhat.
     
  14. Nickierv

    Nickierv Member

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    Menu support for ammo/hp requests and the 2 squad powers.
    As long as this is not going to need major gui changes, cant see why this cant be a quick add in.
     
  15. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Unfortunately, the controls menu is batshit INSANE, I spent two hours adding the minimap and research overview binds
     
  16. Trickster

    Trickster Retired Developer

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    I know it's not ideal but the binds we have currently are the best short-term option. I wanted spotting added by default to a key, but it's just so much work for so little gain.

    So for now we'll probably have to stick with console binds for those squad powers (emp_menu_quickcmd 6 3 etc) until a time in which the controls menu can be overhauled.
     
  17. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    Regarding damage being shown on buildings, can't we just change the fire particles to show up at the damage levels mentioned before, like 1 fire - 75%, 2 fires - 50%, 3 fires - 25%?

    It'd work with buildings, and since turrets and cameras have so low overall HP they can be left untouched.

    Sounds simple-ish and would do the trick.
     
  18. flasche

    flasche Member Staff Member Moderator

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    the title might have been formulated misleading (for me at least). i thought its for FUTURE empires after current patch. i missed that im in the tester forums, my fault, sorry.
     
  19. Trickster

    Trickster Retired Developer

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    Problem with damage levels is they're bugged at the moment and buildings show as being damaged when they aren't and other shit.
     
  20. complete_

    complete_ lamer

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    1. open up icacrate01.vmf
    replace
    Code:
    "LightmappedParallax"{
    //	"$basetexture"	"parallax_test/stones"
    //	"$bumpmap" "parallax_test/stones_hm"
    //	"$heightmap" "parallax_test/stones_hm"
    //	"$heightmapscale" 0.025
    
    	"$basetexture"	"Common/Props/icaCrate01"
    	"$bumpmap" "Common/Props/icaCrate01_normal"
    	"$heightmap" "Common/Props/icaCrate01_normal"
    	"$heightmapscale" 0.015
    
    
    //	"$basetexture"	"common/road/roadfloor06"
    //	"$bumpmap" "parallax_test/wall_hm"
    //	"$heightmap" "parallax_test/wall_hm"
    //	"$heightmapscale" 0.10
    	
    //	"$detail" "detail/detail_concrete_03"
    //	"$detailscale" 4.0
    
    //	"$phong" "1"
    //	"$phongboost"	"8"
    //	"$phongexponent" 40
    //	"$phongfresnelranges"	"[0.1 0.5 1]"
    
    	"%keywords" "empires"
    	"$surfaceprop" "concrete"
    }
    
    with
    Code:
    "lightmappedGeneric"
    {
    	"$baseTexture" "Common/Props/icaCrate01"
    
    	"$detail" "detail/metal_detail_01"
    	"$detailscale" 8.533	// Fits the detail texture onto the material the given number of times. Generally around 7 or 8 for a 128px detail texture; default is 4. 
    	"$detailblendfactor" 1.3	// Intensity of the detail's darkening of the albedo. Effectively an $alpha value. 
    	"$detailblendmode" 0	// Enable to make the detail texture darken the albedo more. 
    
    	"LightmappedGeneric_HDR_DX9"
    	{
    		"$bumpmap" "Common/Props/icaCrate01_normal"
    	
    		"$envmap" "env_cubemap"
    		"$envmaptint" "[ 0.5 0.5 0.5 ]"
    		"$envmapsaturation" 0.5
    		"$normalmapalphaenvmapmask" 1
    	}
    
    	"LightmappedGeneric_DX9"
    	{
    		"$bumpmap" "Common/Props/icaCrate01_normal"
    	
    		"$envmap" "env_cubemap"
    		"$envmaptint" "[ 0.5 0.5 0.5 ]"
    		"$envmapsaturation" 0.5
    		"$normalmapalphaenvmapmask" 1
    	}
    
    	"%keywords" "empires"
    	"$surfaceprop" "metal"
    }
    
    its a metal texture and should sound so

    2. obtain/rip the texture from the be crate?

    3. also, would a repairpad brush entity be considered simple?
    [​IMG]
     

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