Some Ideas for 1.4

Re: Some Ideas for 1.4

Postby ballist1c » 26 Sep 2012, 20:11

Barsook {l Wrote}:
ballist1c {l Wrote}:- ACCOUNTS and name registration
- STATS (goes along with name registration)


Why do you want stats?


Myself and a lot of others want stats to track our progress, see how good we are in comparison to others, worldwide/by gamemode rankings, our own improvement, percent accuracy, ratios, damage taken/dealt, etc. A system similar to XonStat (http://stats.xonotic.org/) is optimal, however it is written in a very messy language so we would have to build our own ^^. To have stats obviously account registration is neccesary.
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Re: Some Ideas for 1.4

Postby Barsook » 26 Sep 2012, 22:18

I can see why but I also see that it will make the new players (like me) scared of playing with the pros. Or scared because of their crappy skills. But that is just me, maybe it won't be a big deal to have stats. But the good thing out this is that we are going to have registration of our usernames and that means less cheating because you can ban players and keep them banned. Just my thoughts on this, that's why I have asked for your first.
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Re: Some Ideas for 1.4

Postby qreeves » 26 Sep 2012, 22:59

ballist1c {l Wrote}:- New weapon models for SMG and Plasma
- New reload animation for SMG
- New Playermodel (dreaming here :P)

Not going to happen any time soon by the looks of it, we have zero people in the community capable of modelling to everyone's satisfaction.

ballist1c {l Wrote}:- Tutorials for movement and weapons (in progress now)

Looks like it is something I will have to do myself if I want it done properly. People have made some good efforts, but the follow through has been lacking IMO.

ballist1c {l Wrote}:- Ability to color your nick/capital letters (this would be better implemented after the accounts are)

RE colours nicknames using your team colour, I don't believe in letting players use embedded colour codes (always hated this in FPS games). Imagine this: "^fzoy^f[textures/dominating]^fzrg^f[textures/dominating]^fzcb^f[textures/dominating]"

ballist1c {l Wrote}:- ACCOUNTS and name registration
- STATS (goes along with name registration)

http://sourceforge.net/apps/trac/redeclipse/ticket/4

ballist1c {l Wrote}:- Option to have a fraglimit for matches (would be serverside)

In RE, you can't win matches with frags, only points. For this: sv_pointlimit X

ballist1c {l Wrote}:- Pistols only mode

sv_itemsallowed 0

ballist1c {l Wrote}:- More Sauerbraten maps (retex obviously, greaser's look very promising ATM)

Beware, even with a retexture, most Sauerbraten maps don't have any explicit license, so the authors would need to be contacted before you'd be allowed to redistribute them.

ballist1c {l Wrote}:- A couple of Quake/Xonotic maps (modded for RE's movement)

I'd rather we keep the number of "imported" maps down to a minimum. We walk a fine line already with the number of Quake 3/Doom/UT homages.

ballist1c {l Wrote}:- /forcemodels var. If team/multi/CTF mut is not active, then all player's skins would be forced to the same bright green color all round. If team/CTF/multi muts are active, then player's skins would be forced to all red/blue/yellow/etc. This is not cheating since the option is available to everybody, and is widely used throughout arena shooters.

{l Code}: {l Select All Code}
VAR(IDF_PERSIST, playerovertone, -1, CTONE_TEAM, CTONE_MAX-1);
VAR(IDF_PERSIST, playerundertone, -1, CTONE_TMIX, CTONE_MAX-1);
VAR(IDF_PERSIST, playerdisplaytone, -1, CTONE_MIXED, CTONE_MAX-1);
VAR(IDF_PERSIST, playereffecttone, -1, CTONE_TEAMED, CTONE_MAX-1);
FVAR(IDF_PERSIST, playertonemix, 0, 0.3f, 1);
FVAR(IDF_PERSIST, playerblend, 0, 1, 1);
VAR(IDF_PERSIST, forceplayermodel, 0, 0, NUMPLAYERMODELS);

You can decrease playertonemix to simply reduce the amount of player colour that is done in the *MIX variants of toning. Or you can set the *tone vars directly:
  • 0 = team colour only
  • 1 = player colour only
  • 2 = player colour only when team equals neutral
  • 3 = player colour only when team does not equal neutral
  • 4 = colour is a mixture of player and team colour at all times
  • 5 = mixture when team does not equal neutral
  • 6 = mixture when team equals neutral
The "team colour" itself is determined by the server, and as such is not modifiable by the end-user. See sv_<team>colour, where <team> is the team in question (neutral/alpha/omega/kappa/sigma).

ballist1c {l Wrote}:- Color crosshair according to health level option

The crosshair currently "flashes" to red depending on the amount of health you have (crosshairflash) and "throbs" as you regenerate (crosshairthrob).

ballist1c {l Wrote}:- Favorite servers, a la favorite maps option. Red checkbox next to servers for favorites

Add ticket please: http://sourceforge.net/apps/trac/redeclipse/newticket

ballist1c {l Wrote}:- Option to rename servers (clientside)

Probably not, I've found it difficult enough caching them adequately.

ballist1c {l Wrote}:- the private message option, as mentioned before: /pm <cn> <message>

http://sourceforge.net/apps/trac/redeclipse/ticket/23

ballist1c {l Wrote}:- Radar and blood vars put in the Options page

Problem is, the entire options menu needs to be rewritten. It is currently a mess and so I avoid even maintaining it.

ballist1c {l Wrote}:- Multiple animations for the sword's two strokes

We have the same problem with the animators as we do with the modellers, just nobody capable of it currently.

ballist1c {l Wrote}:- /ffire option as mentioned by hulk, for offline and serverside

sv_teamdamage: 0 = off, 1 = non-bots damage team (default), 2 = all players damage team
So, yeah, set it to "0".

ballist1c {l Wrote}:- Better melee sound of some sort (karate chop?)

The melee sound is made whenever someone presses "fire", this is hard to balance with the fact of whether it makes contact or not, so the melee sound needs to be less intrusive compared to the "impact" sound.
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Re: Some Ideas for 1.4

Postby Barsook » 26 Sep 2012, 23:12

I have one: target practice with out the moving bots, just moving targets or standing ones.
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Re: Some Ideas for 1.4

Postby bonifarz » 27 Sep 2012, 09:54

qreeves {l Wrote}:
ballist1c {l Wrote}:- Tutorials for movement and weapons (in progress now)

Looks like it is something I will have to do myself if I want it done properly. People have made some good efforts, but the follow through has been lacking IMO.

Concerning my attempts there, I have to agree that those are still quite far from something of use ;)
qreeves {l Wrote}:
ballist1c {l Wrote}:- Option to rename servers (clientside)

Probably not, I've found it difficult enough caching them adequately.

Now I am slightly confused.
{l Code}: {l Select All Code}
/serverdesc <text>

qreeves {l Wrote}:
ballist1c {l Wrote}:- the private message option, as mentioned before: /pm <cn> <message>

http://sourceforge.net/apps/trac/redeclipse/ticket/23

Aha, have not noticed that one, on the list of trivial priority for quite a while...
Barsook {l Wrote}:I have one: target practice with out the moving bots, just moving targets or standing ones.

Not sure if I got your point right, but you may want to experiment with
{l Code}: {l Select All Code}
/aipassive 1
/botspeed 0
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Re: Some Ideas for 1.4

Postby TheLastProject » 27 Sep 2012, 12:21

bonifarz {l Wrote}:
qreeves {l Wrote}:
ballist1c {l Wrote}:- Option to rename servers (clientside)

Probably not, I've found it difficult enough caching them adequately.

Now I am slightly confused.
{l Code}: {l Select All Code}
/serverdesc <text>

ballist1c was talking about client-side. If I'm correct, /serverdesc is a server-sided variable changing the description of the server itself, not a client-side variable to change the name of server on your screen.

qreeves {l Wrote}:
ballist1c {l Wrote}:- New weapon models for SMG and Plasma
- New reload animation for SMG
- New Playermodel (dreaming here :P)

Not going to happen any time soon by the looks of it, we have zero people in the community capable of modelling to everyone's satisfaction.

Except LuckyStrike-Rx, that shotgun model he was working on was beautiful... Too bad he seems to disappear often, though, I'd love to have seen the result...
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Re: Some Ideas for 1.4

Postby bonifarz » 27 Sep 2012, 12:47

TheLastProject {l Wrote}:
bonifarz {l Wrote}:Now I am slightly confused.
{l Code}: {l Select All Code}
/serverdesc <text>

ballist1c was talking about client-side. If I'm correct, /serverdesc is a server-sided variable changing the description of the server itself, not a client-side variable to change the name of server on your screen.

Ah, right, the latter just did not make much sense to me. The best thing for Ballistic is maybe a set of connect aliases and optionally some gui or key bindings in config.cfg:
viewtopic.php?f=72&t=3106&p=30650&hilit=config#p31926
pskosinski {l Wrote}:
{l Code}: {l Select All Code}
// List of some Red Eclipse servers
alias s_blaze [connect .....

Unless I got the idea wrong again :twisted:
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Re: Some Ideas for 1.4

Postby hulk » 27 Sep 2012, 13:13

ballist1c {l Wrote}:- New weapon models for SMG and Plasma

I agree with plasma, but the SMG looks good to me... What also strongly needs a better animation is the grenade throw, it looked absurd from the beginning. Both sword and grenade could use idle animations.

ballist1c {l Wrote}:- Tutorials for movement and weapons

Good idea, that would make the game more accessible to beginners.

ballist1c {l Wrote}: New Playermodel (dreaming here :P)

But it looks awesome. Or do you mean an ADDITIONAL playermodel? :twisted:

While i agree with most points it's funny that you call minor things like some weapon models 'big stuff', while the really hard things to implement planning and coding-wise you call realistic. If there would be a great modeler in the team it wouldn't take long at all to make new weapon models.

Barsook {l Wrote}:
ballist1c {l Wrote}:- ACCOUNTS and name registration
- STATS (goes along with name registration)


Why do you want stats?


counter question: Why should you NOT want stats? If you're someone who doesn't care about stats you ignore them anyway, and you wouldn't care even if your stats suck. Every decent fps has stats. It's interesting to look up other players stats and compare them with your own stats. And to see if you are improving your skills. It motivates you to play better. Red Eclipse needs stats.

There should be a kickstarter campaign to help fund all the awesome features. :lol:
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Re: Some Ideas for 1.4

Postby Barsook » 27 Sep 2012, 15:24

hulk {l Wrote}:There should be a kickstarter campaign to help fund all the awesome features. :lol:


+1 I would back it if there was one :D :cool:
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Re: Some Ideas for 1.4

Postby ballist1c » 27 Sep 2012, 19:55

Barsook {l Wrote}:
hulk {l Wrote}:There should be a kickstarter campaign to help fund all the awesome features. :lol:


+1 I would back it if there was one :D :cool:


+1 ME TOO.

quin I'm waiting :D
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Re: Some Ideas for 1.4

Postby ballist1c » 28 Sep 2012, 02:15

qreeves {l Wrote}:HUD's in RE are not configurable, and the time involved in making it this way is too much for a small team.


Then why not make a hud.cfg, for people to make their own? Put the info outside of the core .cpp files and such, so that a recompile is not neccesary, like you did for me with the death messages. Switching in graphics and doing a little bit of coding to move them around should not be that hard I think ^^ Similar thing is done with Quake Live HUDs.
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Re: Some Ideas for 1.4

Postby arand » 28 Sep 2012, 03:28

ballist1c {l Wrote}:
qreeves {l Wrote}:HUD's in RE are not configurable, and the time involved in making it this way is too much for a small team.


Then why not make a hud.cfg, for people to make their own? Put the info outside of the core .cpp files and such, so that a recompile is not neccesary, like you did for me with the death messages. Switching in graphics and doing a little bit of coding to move them around should not be that hard I think ^^ Similar thing is done with Quake Live HUDs.

Um, he did just note that it would take far too much time (an would be tricky), if you think otherwise, by all means do it yourself :p
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Re: Some Ideas for 1.4

Postby Sniper-Goth » 30 Sep 2012, 20:29

-Explosive Barrels and breakable Boxes.
Thats it :D
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Re: Some Ideas for 1.4

Postby Barsook » 30 Sep 2012, 22:12

Sniper-Goth {l Wrote}:-Explosive Barrels and breakable Boxes.
Thats it :D



+1
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Re: Some Ideas for 1.4

Postby greaserpirate » 30 Sep 2012, 22:37

Sniper-Goth {l Wrote}:-Explosive Barrels and breakable Boxes.
Thats it :D


+2

Should there be some way to place them?

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Re: Some Ideas for 1.4

Postby Barsook » 30 Sep 2012, 23:08

Could be a random generator that can place them. Falling crates and boxes from the sky that could kill someone.
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Re: Some Ideas for 1.4

Postby wowie » 03 Oct 2012, 01:44

I would like the ability to quickly switch between several graphics detail presets in the options menu using a separate tab. It doesn't have to be anything fancy, just some "ultra low, low, medium, high, ultra high" settings on a slider or row of buttons that choose between several graphics presets. It's not a feature any of us here need, since most of us use console commands or swap config files to do the same thing, but increased ease of use would help for the random person who just happens to find this while surfing the web, then, upon opening the graphics options, wonders "what's a decal? I didnut kno my dude wore stickers on his helmet!!!11" upon seeing it for the first time. Just a little more stuff to make the graphics options a bit more idiot-resistant.

Edit: A concept mockup I threw together in 5 minutes:
Concept mockup.png


-Simple options would present a row of options in a similar fashion to how the voting menu presents maps.

-The preview image changes with the selected preset to demonstrate to the user what that preset would look like,
in a similar fashion to the way the voting menu changes the map preview.

-The advanced options would be the same as the current options panel.

-I have no idea what the option presets could be, since I don't know what settings have the most/least impact on fps.

Also, the "special" key in the keys menu could be renamed to parkour, acrobatics, or something else that more clearly indicates it's function. Affinity, located on the same tab, could be renamed "drop flag/throw bomb" for the same reason.
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Re: Some Ideas for 1.4

Postby GooshGoosh! » 13 Oct 2012, 23:08

Hmmm... If we are talking about suggestions for the next release, I would suggest a collision physics engine.
A physics engine for better ragdoll physics and probably adding physics for some mapmodel (which can be cool).
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Re: Some Ideas for 1.4

Postby quintux_v » 14 Oct 2012, 00:26

@wowie: agreed. There are quite a few maps that I'll play and I absolutely must reduce the graphics quality to play on, such a menu would make it faster to change settings when a new map is loaded. Maybe they could even be console commands, e.g. "/graphicsdetail 1" or something like that.

@GooshGoosh: Have you looked at Syntensity or Octaforge yet?
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Re: Some Ideas for 1.4

Postby greaserpirate » 14 Oct 2012, 02:30

One suggestion I have: add a variable that scales movement speed in resize to slow down larger players and speed up smaller ones, making it more like normal speeds. The biggest annoyance with that mode is not being able to escape when you're small. It's really easy to implement also, you just have to add

if(m_resize(game::gamemode, game::mutators)) {vel += (GAME(spawnhealth) - e->health) * GAME(resizespeed)};

after the line that says

vel *= movespeed/100.f*(1.f-clamp(e->stunned(lastmillis), 0.f, 1.f));

in physics.cpp. I tried it, and it worked fine.

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Re: Some Ideas for 1.4

Postby greaserpirate » 14 Oct 2012, 03:29

Also, DEFINITELY de-nerf the plasma. It was fine before; in fact, it was slightly weaker than the other weapons. But now, it's totally useless. There's absolutely no point in picking it up when each shot deals less damage than the pistol and smg. The way it was before was fine, and it was a great weapon.

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Re: Some Ideas for 1.4

Postby S.E.S » 14 Oct 2012, 08:43

1. Frame Animation Texture - ("P.A. Sandbox" like).
2. Leaves particle ("P.A. Sandbox" or "Alien Arena" like).
3. Feather particle (similar of "Leaves").
4. Bots support for Time-Trial.
5. Static spark for lighter-fx (Spark without animation).
6. More variables for Actor-Grunt:
a. Behaviour variables:
- Go to pointstats and patrol in radius (defend sub-mode).
- Camper mode.
b. Non-jump mode.
7. Load/Save map fragment (select area).
8. Copy select area with use correct texture positions (texture scroll).
9. Autowaypoints ("Assault cube" like) for further manual editing.
10.Voice messages for bots (optional - with the possibility of tripping.).
11.Save video for slow-computers - non-real-time convert from demo.
12.Support for campaign-map creations:
a. Select in map menu.
b. Complete map variables.
c. More actors (Maybe, add "Spider" and "Barrels"?).
d. Support triggers-used for bots (Actually and for normal maps).
e. Support for pure-singleplayer mode.
It-would be nice just to have this support - and the cards,
in practice, there will be, perhaps, with time, their level will add them to the project.
13.Opportunity, with the help of "cube script," a list of sounds, set in the config file,
or at least, would be the name of the current sound.
14.Ability to position the camera for "editmode" and "campaign".
Perhaps, if you can add "tsampaign" in the absence of finished cards,
developers will find it possible to do this in the form of a debug mode?
15.Configuring textures for partial transparency and partial "envmap" - could be added-textures-map similar to the "glow".
16.Alphabetical sort for "sauerbraten" map.
17.Was, would still very nice to have some game modes with "survivor".
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Re: Some Ideas for 1.4

Postby bonifarz » 14 Oct 2012, 18:50

To keep it short:

tab-auto-completion of player names in saycommands.
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Re: Some Ideas for 1.4

Postby lamefun » 17 Oct 2012, 21:36

1. remove respawn delay for deathmatch by default - it does nothing useful but only makes player wait
2. reverse radar dot coloring in teamplay modes - player color must be outside and team color must be inside - the outside color can be barely seen, so I always waste my time trying to identify it, while inside color is unreliable - a red player with blue color is almost blue - so I have to look at the player when I turn around and that wastes time too
3. allow voting for coop balance and bot skill for coop
4. no-rocket mutator
5. true instagib mutator - no grenades, no rockets, no reload
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Re: Some Ideas for 1.4

Postby qreeves » 18 Oct 2012, 11:45

lamefun {l Wrote}:1. remove respawn delay for deathmatch by default - it does nothing useful but only makes player wait

Respawn delay is the penalty in RE for dying. C'mon, you're running round with basically infinite health and ammo most of the time.
lamefun {l Wrote}:2. reverse radar dot coloring in teamplay modes - player color must be outside and team color must be inside - the outside color can be barely seen, so I always waste my time trying to identify it, while inside color is unreliable - a red player with blue color is almost blue - so I have to look at the player when I turn around and that wastes time too

Already done that, and more, to the hud in SVN.
lamefun {l Wrote}:3. allow voting for coop balance and bot skill for coop

That's getting kind of into the realm of letting people vote on variables, and that opens up a big mess I won't get into now.
lamefun {l Wrote}:4. no-rocket mutator

Probably not, it can be disabled with variables at the moment, so this is sort of like crossing the variable-mutator barrier.
lamefun {l Wrote}:5. true instagib mutator - no grenades, no rockets, no reload

I think I prefer the way we're doing it in Red Eclipse at the moment, and a server is free to provide a more "pure" kind of gameplay if they so like (again, with variables). It's what makes us different that sets us apart, and I want RE to be accessible to people at all levels by default. The rocket is just our version of the "special item" in the middle everyone always races for; it just so happens this is a huge explosion yielding rocket, rather than some relic which makes you do large amounts of damage for some reason.
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