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

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

  1. ukgamer

    ukgamer more like noob gamer

    Messages:
    241
    Likes Received:
    0
    Trophy Points:
    0
    Flag hoisting/lowering to show capture progress so people who aren't in the cap zone can see if their team is about to lose/capture a flag.

    ML turret target prioritisation. Shoot an occupied tank first rather than an empty one, a heavy tank rather than a jeep, a barracks rather than a repair pad, etc.

    Battlefield-style low hull alert sound. Kinda like lock-on warning sound.

    The ability for spectators to see who are in vehicles without having to switch between all the players until they find them.

    Remove drag 'n' drop on vehicle customization, or AT LEAST make the the "drop zone" for each slot a few pixels bigger than the slot itself, to prevent frustration in the heat of combat when you keep missing the drop zone by 1 pixel and have to re-drag.

    Nicer building placement effects/building ghost effects. Maybe GMOD-style "warp in" effect, maybe even with a zeeoowww sort of sound.

    Maybe not so small, but a new commander voice. That bitch's voice constantly mispronouncing everything is annoying. A DEFENSIVE TURRENT IS UNDER ATTACK A DEFENSIVE TURRENT IS UNDER ATTACK A DEFENSIVE TURRENT IS UNDER ATTACK
     
    Last edited: Jan 30, 2012
  2. Trickster

    Trickster Retired Developer

    Messages:
    16,576
    Likes Received:
    46
    Trophy Points:
    0
    Numbered this because I'm too lazy to annotate the quote.

    1) This is a good idea, and it can't be that hard, although it probably needs maps to be recompiled to use whatever way it got added.

    2) Not really that important, but probably simple to do.

    3) Whilst not massively important, and probably kind of annoying (like when your pokemon has low HP), it could be done if we re-added the old ML lock sound and gave low hull the current one.

    4) This would be really nice, and I was sure it was actually something KaneTW added at some point, although it might not have made it in.

    5) VF customisation GUI is a total nightmare. Whether or not the catchment areas could be increase, I don't know, but changing it in the way you're saying is no small thing at all.

    6) Particle-wise, that's up to Empty, but we have no sound engineer and no spare sounds to use, so I doubt we can do much else.

    7) No, this isn't small.
     
  3. Fooshi

    Fooshi For fuck's sake Fooshi

    Messages:
    4,741
    Likes Received:
    18
    Trophy Points:
    0
    I would have done some sound shit if I had proper recording equipment. I can always try dicking about with NI Massive/Reaktor/Kontakt to make some weird sounds.
    I've always wanted to do something like sound engineering.
     
    Last edited: Jan 30, 2012
  4. Trickster

    Trickster Retired Developer

    Messages:
    16,576
    Likes Received:
    46
    Trophy Points:
    0
    If you get in contact with Angry then he could tell you stuff.
     
  5. ukgamer

    ukgamer more like noob gamer

    Messages:
    241
    Likes Received:
    0
    Trophy Points:
    0
    Nope. Just replace the current flagpole model with one that can be hoisted/lowered.

    The BF3 low hull sound is non-constant and not overly loud, so something like that could work.

    Add it then.

    I'm sure you could use royalty-free sounds or get Fooshi to try it if he wants.
     
  6. Candles

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

    Messages:
    4,251
    Likes Received:
    10
    Trophy Points:
    0
    As long as it isn't, as Trickster said, similar to or as annoying as the low health sound in Pokemon. Sadly, only constant high pitched sounds work for alerts. And sadly, both of them give me major headaches.

    If I can disable it through console at least, I don't care though.
     
  7. flasche

    flasche Member Staff Member Moderator

    Messages:
    13,299
    Likes Received:
    168
    Trophy Points:
    0
    how can you say ml turret targeting prority is unimportant? change it and youll notice how unimportant it is ...

    and 1. was a great idea ukgamer :thumbsup:
     
  8. ukgamer

    ukgamer more like noob gamer

    Messages:
    241
    Likes Received:
    0
    Trophy Points:
    0
    Fix turrets resetting their angle when sabbed/stunned.



    Nope. Again, BF3 has it just right. The occasional "REPAIR YOUR SHIT" klaxon-type sound is good enough.

    All of these sorts of things should be toggle-able.
     
  9. Smithy

    Smithy Developer Staff Member Administrator

    Messages:
    333
    Likes Received:
    68
    Trophy Points:
    0
    I've just tried to reproduce this in the SVN and couldn't.

    Requires model and code support, I think it would use blend sequences therefore it would need to be fed a variable of what the progress is. It wouldn't be too hard to change the flag models but I have no idea what state the capture code is in so I can't judge how difficult this would be to achieve.
     
  10. ViroMan

    ViroMan Black Hole (*sniff*) Bully

    Messages:
    8,382
    Likes Received:
    4
    Trophy Points:
    0
    holly shit... smithy still alive.
     
  11. Smithy

    Smithy Developer Staff Member Administrator

    Messages:
    333
    Likes Received:
    68
    Trophy Points:
    0
    I never went anywhere. I was recently asked to help out with some models (specifically tree models), therefore I'm more active.
    The trees that I added today.
     
  12. bitchslap

    bitchslap Member

    Messages:
    1,217
    Likes Received:
    0
    Trophy Points:
    0
    [​IMG]

    easy to hide this jumbalaya at the start of games?

    you can see it in spec and if you look up while waiting to spawn...

    just looks unfinished....
     
  13. flasche

    flasche Member Staff Member Moderator

    Messages:
    13,299
    Likes Received:
    168
    Trophy Points:
    0
    modelwise wouldnt you just have to detach the flag from the pole and then simple move it along the y direction (or z direction, depending on what you consider upwards) codewise? 0% is flagpole origin + flag origin and 100% is flagpole origin + flagpole height - flag origin, sounds a bit like a nobrainer if you know the api (or maybe, since i dont know it, is it not that easy? cant believe it ...)

    hmm, theoretically, if you can get how much capped it is, you could do that in hammer ...

    do you know how the game picks what emp_info_mapoverview you "spawn" at before round starts? it looks as if most spawn at one, but a few at other ones too (unless you have only one)
    also, if you want to polish that further, you could also let it switch them each x-seconds (10?), maybe even with a fade post effect or smthg, as presentation of the maps ...
     
    Last edited: Feb 1, 2012
  14. ukgamer

    ukgamer more like noob gamer

    Messages:
    241
    Likes Received:
    0
    Trophy Points:
    0
    I've seen it happen a lot in-game. Maybe it's sporadic but it definitely occurs when turrets are disabled for some reason (also when they are destroyed they reset their angles before disappearing). Maybe it was already fixed in SVN? I doubt it.


    I know it would require code support, I didn't just expect it to work magically without it. :rolleyes:
     
  15. Smithy

    Smithy Developer Staff Member Administrator

    Messages:
    333
    Likes Received:
    68
    Trophy Points:
    0
    Well the destroyed turrets are going to be gibbed in the next patch, and I'm pretty sure matching the angles of the gibs to the current turret angles isn't possible. (I could be completely wrong though...)
    What I was trying to get at was the difficulty of adding it, they're supposed to be simple features. Something that requires work from more than one person is generally going to be harder to add.
    You could do it this way but the way I was describing should be cleaner since you aren't limited to one flagpole model, should any custom flags ever be made they might have a different start to finish z position.
     
  16. ViroMan

    ViroMan Black Hole (*sniff*) Bully

    Messages:
    8,382
    Likes Received:
    4
    Trophy Points:
    0
    you mean a flag that is easy to capture the first time but the other times will be longer or visa verse?
     
  17. ukgamer

    ukgamer more like noob gamer

    Messages:
    241
    Likes Received:
    0
    Trophy Points:
    0
    I really don't think it is THAT difficult or complicated.
     
  18. Deadpool

    Deadpool SVETLANNNAAAAAA

    Messages:
    2,246
    Likes Received:
    0
    Trophy Points:
    0
    -mortar collision
    -get mines from ammo boxes after being revived
     
  19. ViroMan

    ViroMan Black Hole (*sniff*) Bully

    Messages:
    8,382
    Likes Received:
    4
    Trophy Points:
    0
    ohh god yes... fix mortar collision. The other day I was playing in escort I aimed a mortar at a dude... and hit went to the dudes location then quickly dragged across the ground to a wall then exploded... WTF Dude kept going like he didn't even see anything explode around him?
     
  20. A-z-K

    A-z-K Member

    Messages:
    3,241
    Likes Received:
    215
    Trophy Points:
    0
    i thought the mowtar bounce thing was just clientside thin making it look like that when really it was on target. I've killed people with the mortar even though it looked like i wasn't even close because it appeared to bounce off
     

Share This Page