TheLastProject {l Wrote}:- I've had issues using my mouse after pressing ESC to get to the main menu during intermission. It just wouldn't move. On any moment which is not intermission, the main menu worked fine for me. Seeing how I moved to Gentoo only a week or two ago and have little clue about how to maintain a stable system, this could be completely on my side. I would appreciate it if others could check if they could reproduce this issue, just to make sure it's not just me.
TheLastProject {l Wrote}:- The "background changes" during intermission are quite nice, and definitely an improvement over the old, static "image".
TheLastProject {l Wrote}:- A lot of bots instantly die as soon as they spawn on cutec, when the mode is deathmatch (not team). I had 5 bots instantly die. After this short initial weirdness, the game seems to continue normally.
TheLastProject {l Wrote}:- The weapon crosshairs are quite nice.
TheLastProject {l Wrote}:- I've heard people talk about mine spawns, but I spawn with 4 mines when the match starts and didn't see any mine spawns. What are mine spawns used for? In case the server is set up not to let players spawn with mines?
TheLastProject {l Wrote}:P.S.: I see new access levels were introduced. What is the difference between them? I looked through diff #4720, but I couldn't really get a clear image about what which level can do.
qreeves {l Wrote}:TheLastProject {l Wrote}:- I've had issues using my mouse after pressing ESC to get to the main menu during intermission. It just wouldn't move. On any moment which is not intermission, the main menu worked fine for me. Seeing how I moved to Gentoo only a week or two ago and have little clue about how to maintain a stable system, this could be completely on my side. I would appreciate it if others could check if they could reproduce this issue, just to make sure it's not just me.
I can't reproduce the issue.
qreeves {l Wrote}:TheLastProject {l Wrote}:- A lot of bots instantly die as soon as they spawn on cutec, when the mode is deathmatch (not team). I had 5 bots instantly die. After this short initial weirdness, the game seems to continue normally.
I think it is happening because they appear to spawn fully solid for some unknown reason (the problem is my code, not cutec). RE prohibits people spawning inside something by killing them, but bot obituaries are hidden by default if they don't have a human component.
qreeves {l Wrote}:TheLastProject {l Wrote}:- The weapon crosshairs are quite nice.
The clips around the crosshair? I had to redesign them a little to allow it to properly reflect changes to server side variables. Previously, we were just drawing slices of a static image, so when the ammo capacity of a weapon changed, it was rendered unusable (I compensated by just drawing slices of the progress circle). With the new system, I am rendering each piece individually, with automatic scaling depending on size; the end result means that on servers with custom settings, you will always see a proper clip for the weapon you are using. This also lets me do some cool effects, like spin the little ammo piece(s) as you shoot, or change weapons.
qreeves {l Wrote}:TheLastProject {l Wrote}:- I've heard people talk about mine spawns, but I spawn with 4 mines when the match starts and didn't see any mine spawns. What are mine spawns used for? In case the server is set up not to let players spawn with mines?
"spawnmines" is set to "2" for testing, because maps currently do not have any spawns for them. I will change the setting prior to a release, once I've gotten (most) maps updated.
qreeves {l Wrote}:TheLastProject {l Wrote}:P.S.: I see new access levels were introduced. What is the difference between them? I looked through diff #4720, but I couldn't really get a clear image about what which level can do.
Currently, nothing other than look pretty and give you more power than those beneath you in the chain. Eventually, it will form part of the "RE system of government"; doctrines soon to be drafted, in coalition with the community, that will govern RE operations. Levels such as "operator" and higher will be able to set temporary global bans, "administrators" permanent ones, etc. I am implementing a clear chain of command, as I am tired of dealing with interpersonal disputes within the community.
No, this temporary freeze happens to me too and has for months--I should have reported it like you did.TheLastProject {l Wrote}:I've had issues using my mouse after pressing ESC to get to the main menu during intermission. It just wouldn't move. On any moment which is not intermission, the main menu worked fine for me. Seeing how I moved to Gentoo only a week or two ago and have little clue about how to maintain a stable system, this could be completely on my side. I would appreciate it if others could check if they could reproduce this issue, just to make sure it's not just me.
It will be interesting in subsequent testing to see where they are placed and make sure those are good spots.TheLastProject {l Wrote}:I'm going to assume not everything has been added yet, but for now:
- The mines are quite polished, and really add to the gameplay a bit, without damaging any of the core mechanics. Just, awesome! I wonder if people are still going to be using grenades a lot, though.
I like the ammunition reload spin around the crosshair.TheLastProject {l Wrote}:The weapon crosshairs are quite nice.
Dratz-_C {l Wrote}:quin,
See if you can use these for the mine and mineclip.
-snip-
Cheers
Sniper-Goth {l Wrote}:About the new release, will it be compatible with Cube 2 Sauerbraten "colletor edition" maps?
- I've had issues using my mouse after pressing ESC to get to the main menu during intermission. It just wouldn't move. On any moment which is not intermission, the main menu worked fine for me. Seeing how I moved to Gentoo only a week or two ago and have little clue about how to maintain a stable system, this could be completely on my side. I would appreciate it if others could check if they could reproduce this issue, just to make sure it's not just me.
Blindman {l Wrote}:- I've had issues using my mouse after pressing ESC to get to the main menu during intermission. It just wouldn't move. On any moment which is not intermission, the main menu worked fine for me. Seeing how I moved to Gentoo only a week or two ago and have little clue about how to maintain a stable system, this could be completely on my side. I would appreciate it if others could check if they could reproduce this issue, just to make sure it's not just me.
it isnt just you, dooes it on linux mint 13 as well
qreeves {l Wrote}:The clips around the crosshair? I had to redesign them a little to allow it to properly reflect changes to server side variables. Previously, we were just drawing slices of a static image, so when the ammo capacity of a weapon changed, it was rendered unusable (I compensated by just drawing slices of the progress circle). With the new system, I am rendering each piece individually, with automatic scaling depending on size; the end result means that on servers with custom settings, you will always see a proper clip for the weapon you are using. This also lets me do some cool effects, like spin the little ammo piece(s) as you shoot, or change weapons.
Remilia Scarlet {l Wrote}:Is there an option that allows you to disable the spinning ammunition counter?
// "round-the-clock" rotation of texture, 0 = off, &1 = flip x, &2 = flip y, &4 = angle, &8 = spin
VAR(IDF_PERSIST, meleecliprotate, 0, 12, 7);
VAR(IDF_PERSIST, pistolcliprotate, 0, 12, 15);
VAR(IDF_PERSIST, swordcliprotate, 0, 12, 15);
VAR(IDF_PERSIST, shotguncliprotate, 0, 12, 15);
VAR(IDF_PERSIST, smgcliprotate, 0, 12, 15);
VAR(IDF_PERSIST, flamercliprotate, 0, 12, 15);
VAR(IDF_PERSIST, plasmacliprotate, 0, 12, 15);
VAR(IDF_PERSIST, riflecliprotate, 0, 12, 15);
VAR(IDF_PERSIST, grenadecliprotate, 0, 1, 15);
VAR(IDF_PERSIST, minecliprotate, 0, 1, 15);
VAR(IDF_PERSIST, rocketcliprotate, 0, 12, 15);
Remilia Scarlet {l Wrote}:Thank you~
Something concerning the mines (svn)...
When touching a wall and throwing a mine (secondary or primary) they fall through geometry (perhaps attach to th wrong side? Bleeping can still be heard)...
[...]
Although in the screenshots I had set the gamespeed lower I can confirm that this happens at 100 also...
qreeves {l Wrote}:On the 28th of January 2012, Red Eclipse will be featured on Sourceforge's projects of the week.
qreeves {l Wrote}:This would likely be due to the influx of interest generated by the IllumiRoom project.
qreeves {l Wrote}:As such, I think it is prudent that we at least get a 1.3.5 point release out so that the new mechanics can be deployed
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