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Re: Suggestions to AMP RE

PostPosted: 30 Mar 2011, 11:29
by TheAncientGoat
So, the featureset of Syntensity/CubeCreate with the fun of RedEclipse? Impossible! :P

Re: Suggestions to AMP RE

PostPosted: 31 Mar 2011, 09:31
by mikeplus64
There is a zombie mode, it's the onslaught mutator. :)
Also, one can change *a lot* of variables on a server that you have master/admin to (eg locally or on a server you host or a server that explicitly allows anyone to mess with the variables), look in the "variables" menu. :)

Re: Suggestions to AMP RE

PostPosted: 22 Jun 2011, 18:57
by greaserpirate
I like these suggestions. I can't wait to see what Red Eclipse will be like in future releases.

Here are some things I thought could improve the game:

First of all, I think we really need docs. I know most of the variables are taken from Sauerbraten, but it would be immensely helpful if there was a list of Red Eclipse vars and what they do.

Do you think it would be possible to make a "deflectShot" variable? That way you could have a "parry" weapon for the sword so you have some chance at surviving a long-range attack, and it would also make medieval mode really interesting. Since there's already a "bounce" collisions and a "impact shot" collision it seems fairly easy to put the two together.

How do you control which weapons grunts can spawn with? Whenever I play onslaught it seems like the grunts are way too overpowered, and you can only take on one or two at a time. The "enemystrength" variable does come in handy for deathmatches most of the time, but on insta or ballistic they can still kill you with one shot. I know there's an "aiforceweap" command, but that would also change all the bots' weapons. An alternate idea would be to make a "damagescale" variable for the grunts.

This would only really come in handy for people who play in 3D, but could there be variables that tell you a) if you're zooming and b) what the distance is from you to the geometry your cursor is on? (if you went into editmode and selected a cube straight in front of you, how far would it be?) They aren't really necessary, I just thought it would be nice to have them.

Also, is there way to edit the obituaries?

Re: Suggestions to AMP RE

PostPosted: 22 Jun 2011, 20:29
by Kitsune

1. Documentation is very much needed.
2. Rockets can explode other rockets (rare) but yes that would be a cool feature, i'll look into.
3. You got it.
4. Edit mode does tell you how far away the cube is, and there used to be a "showkeyspressed" command, but it sounds like you want a rangefinder, it could be done so maybe it will show up eventually.
5. Obituaries are controlled by game.cpp so only a recompile can change them currently.

Re: Suggestions to AMP RE

PostPosted: 22 Jun 2011, 21:23
by John_III
I do like the idea of player customization.

Re: Suggestions to AMP RE

PostPosted: 23 Jun 2011, 02:22
by qreeves
The docs should be collected in the wiki; when there is enough there, (parts of) it will be included in the distribution. Customisation of player colour has been added upstream to SVN, so expect to see that in the next release. There may be other ways added in the future, but a lot of that requires we have artists who are ready and willing to create models for it.

Deflecting shots is an interesting idea, I will sit on the idea for a while and see if I can come up with a good way to implement it. The only problem I foresee is the sword collision is done along a two dimensional line, so there's not really any depth to collide with from the other direction; I'm sure I can think of something though.

Re: Suggestions to AMP RE

PostPosted: 23 Jun 2011, 03:01
by Kitsune
I'm already looking into the shot deflection. First i'll try it with my usual modding on my servers and if i need to i'll mess with physics.cpp and weapons.cpp

Re: Suggestions to AMP RE

PostPosted: 23 Jun 2011, 15:30
by Kitsune
one of my servers is dedicated to my Unreal Tournament 99 script, maybe we can use that server as a start as it already has a lightning gun along with most of the basic UT99 weapons. I'd like to see a translocator and a shield gun.