Simple things that need to be in 2.25

Discussion in 'Feedback' started by communism, Jan 12, 2010.

  1. Sandbag

    Sandbag Member

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  2. ScardyBob

    ScardyBob Member

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  3. communism

    communism poof

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    I'll try to test them then edit the OP
     
  4. Mashav

    Mashav Member

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    Brutos, Is this the main list of things that need to be tested?

    Edit:

    Dig in is fixed
    This is also fixed
     
    Last edited: Jan 12, 2010
  5. flasche

    flasche Member Staff Member Moderator

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    i suggest brutos nominates someone (if he doesnt want to do it himself) to keep track of all that as i see this getting pretty much pretty soon. (as guys already, like 5 posts later, dont get what "no balancing changes" mean :rolleyes:)

    and trickster, i didnt know that you can change sabotage behaviour with scripts oO


    BTT: but i think thats fixed already - reintroduce purple smoke for sabotaged buildings; generally fix building smoke bugs (as said, just to make sure)
     
    Last edited: Jan 12, 2010
  6. Sonecha

    Sonecha Member

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    Make emp_plateau official
     
  7. Empty

    Empty Member

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    I'll forgive your english, but not stupid nerfs for sniping tanks.

    There's only 2 places a gren can kill vehicles, extreme range, and up close and personal.
     
  8. PreDominance

    PreDominance Member

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    I feel bad, Empty. I didn't even think of Grenadier when I saw his post.

    Is it possible to have an option to turn off commander notifications? This shouldn't require MUCH gui code, just a check for the option.
     
  9. Empty

    Empty Member

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    Not really, I've never had a problem with missiles going across the map.
     
  10. ScardyBob

    ScardyBob Member

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    Rocket sniping the bridges on Isle, maybe?
     
  11. Empty

    Empty Member

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    Well I'd say the bridges should respawn instantly myself.

    It's the maps problem, not the game.
     
  12. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Implemented like a year ago by yours truly:

    Other SPAWN_ variabeles are also used to give actual clips on spawn instead of the default 1/3rd.
     
  13. CobaltBlue

    CobaltBlue Member

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    Good questions cobalt! Does anyone have an answer for these?
     
  14. Brutos

    Brutos Administrator Staff Member Moderator

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    The particles are kinda messed up atm.
    So rocket trails need some work i guess.

    about your second point: Can you elaborate on what you mean? Thanks.

    Script manifest basically yes, but servers admins should test if it actually works. There might be some errors still in there.
     
  15. pickled_heretic

    pickled_heretic Member

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    I will never say anything bad about the devs ever again
     
  16. ScardyBob

    ScardyBob Member

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    Also,
    Kick squad leader vote (i.e. if 3 members of the squad vote the squad leader out, he gets kicked from the squad).
     
  17. Brutos

    Brutos Administrator Staff Member Moderator

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    not for 2.25, to be done together with a new gui
     
  18. Sandbag

    Sandbag Member

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    oh gj :)

    it's not in 2.24 though right? because i've been playing that a lot recently and i'm sure it's not.
     
  19. ScardyBob

    ScardyBob Member

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    Instead, could you make it easier for people to make custom GUIs (like Nesquicko's)? This way we could experiment with different GUI layouts to find ones that work best.

    Also, for the Vehicle Turret Calculations, I remember some dev (possibly Kylegar?) mention that vehicle turrets were doing excessive updating every time they moved, which may be part of the reason why vehicles cause so much lag.
     
    Last edited: Jan 13, 2010
  20. CobaltBlue

    CobaltBlue Member

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    Yes, Scardybob knows what I'm talking about. As I have herd it, pro'lly from Kylegar, The way vehicle positions and orientations have been calculated is that the base gets calculated, then the turret gets calculated by recalculating the base and calculating the turret again, then the turret barrel get calculated by re-calculating the base, then re-calculating the turret, and then calculating the barrel. Instead of doing each calculation once for a total of 3, it was being done Fibonacci style for a total of 6 or more depending on how many links were in the skeletons.

    P.S. Thanks for the previous reply!
     
    Last edited: Jan 13, 2010

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