S.E.S {l Wrote}:1. Texture animations ("P.A. Sandbox" like).
2. Leaves particle ("P.A. Sandbox" or "Alien Arena" like).
3. Feather particle (similar of "Leaves").
The closest there are to texture animations ATM are making textures scroll with
vscroll. There are textures meant specifically to be scrolled, and there's nothing stopping anyone from making their own textures. As far as whether or not animated textures are possible for this engine anytime soon, is anyone's guess.
S.E.S {l Wrote}:4. Bots support for Time-Trial (bots non-works in this mode in this moment?).
Why would you want to play time trial with bots? The purpose of TT is to go against other
people...
S.E.S {l Wrote}: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.
More things for the Onslaught AI would be neat, but they're not really smart enough to effectively defend anything, and I don't like the sound of "camper" anything. Non-jump mode wouldn't be all that great, as it would probably render 90% of maps generally unplayable with Onslaught as they wouldn't be able to get anywhere.
S.E.S {l Wrote}:7. Load/Save map fragment (select area).
How exactly does one save...part...of a map?
S.E.S {l Wrote}:8. Copy select area with use correct texture positions (texture scroll).
Non-relative texture positions would be absolutely wonderful. I hate having to realign and flip textures when I want the same thing somewhere else. It drives me crazy.
S.E.S {l Wrote}:9. Thumbs for models.
Uhhh, they do? Not sure how you missed 'em...
S.E.S {l Wrote}:10. Fixed feature/bug for "Copy select area" with non-current grid/cube size.
No clue what you're asking here, man. If you're referring to changing the scale of what you have copied when you change your grid size, that's an intended feature.
If you need to align a paste to a smaller grid size, then copy the original selection with the necessary grid size.
S.E.S {l Wrote}:11. Fixed "shaders on" in "Options menu".
- Non-worked from menu (work only from console). Maybe, only in Linux/distributive/build/drivers problem?[/quote]
I could be wrong, but if your hardware doesn't fully support shaders (or well enough), then I don't think this option can be changed without using
shaders 1 in the console. Don't quote me on this.
S.E.S {l Wrote}:12. Autowaypoints ("Assault cube" like) if needed.
What's so difficult about making your own? It's better that way, as you can create intended paths around your map for the AI. Letting an automated process do that could not only produce unintended or unsatisfactory results...but is pretty lazy :/
S.E.S {l Wrote}:13. Non-shaders/shaders trigger for "Edit mode" (without change in main mode).
- Actually for texture position editing (Non-correct view without re-calculate Lights).
(Maybe add to full-Lights mode only?)
You can do that yourself with this:
- {l Code}: {l Select All Code}
editbind <KEY> [ if ($shaders) [shaders 0] [shaders 1] ]
There is a "full lights" mode. It's called
fullbright. You can toggle it in editmode with B
S.E.S {l Wrote}:14. "Mirror" material?
Sounds interesting.
S.E.S {l Wrote}:16. Added "texturecull" to edit menu.
May as well, since most everything else is.
S.E.S {l Wrote}:17. Added specific water variables sub-menu (vertwater, caustic). Maybe, presets for water.
Again, may as well. Would probably be useful.
S.E.S {l Wrote}:18. Particles custom skins. Maybe, only for maps used (non-gameplay used)?
You wouldn't be able to restrict it to being "map-only", as any vars that can be set on a per-map basis can be set globally at any time.
S.E.S {l Wrote}:19. Normal menu for skyboxes with all skyboxes list.
Same as the other Edit GUI responses
S.E.S {l Wrote}:20. Maybe, added checksum in map format (optional).
You mean like a hash to check the legitimacy of the map? I don't know if it uses checksums/hashes, but the server DOES know if a player is using a different/modified version of a particular map. That, and you can always use third-party checksum software to generate your own keys for your maps
S.E.S {l Wrote}:21. Reload animations for Rocket launcher (in "Ballistic" mode).
I don't think this is a priority, due to the possibility of the RL being re-modeled. That, and the only time you NEED to reload the RL is in the god-awful ballistic mutator, and with modified weapons.
S.E.S {l Wrote}:22. Animations for Strike in time-trial mode.
Again, the actual "melee" weapon is rarely used anywhere else, save for one certain occasion, not including modified vars. It's not really a priority. Though you're welcome to try yourself, if you know how to model.
S.E.S {l Wrote}:23. Voice messages for bots (optional).
NO! The spam would be immense, and it would quickly get annoying; so much so to the point that pretty much every server would disable it given enough time anyway. NO PERSONIFYING BOTS!
S.E.S {l Wrote}:24. Support custom skins for Actors (grunt, turret).
Interesting, but definitely not a priority. That's something you'll have to mod in yourself if you want it.
S.E.S {l Wrote}:25. Save video for slow-computers (maybe, with warning-message or special command?).
Maybe, convert from demo?[/quote]
If you've got a slow computer, you're not going to be able to record gameplay, ever. Face it.
S.E.S {l Wrote}:26. Textures for "Kappa" and "Gamma" teams logo.
I have personally requested this myself, and would love to see this. I know exactly the textures you're referring to as well.
S.E.S {l Wrote}:27. Anaglyph mode in Options menu (maybe, and postfiltering).
Not entirely sure what you're asking for, but there's a hidden post effects menu that you can show with
showgui postfxS.E.S {l Wrote}:30. Guide demo with game tips ("AC" or "UT" like). Maybe, demo for editing mode (If possible)?
There's actually a group of players working on something very similar to what you're talking about, though not for edit mode. There's lots of editing tutorials and tips scattered across the forum. Look around!
S.E.S {l Wrote}:31. Playlist for soundtracks ("World of Padman" like).
I'm not familiar with the music variables, but I KNOW that you CAN change how the songs are looped, played and chosen. Look through the vars, I don't know that one, unfortunately :( Though I do know that it IS there.
S.E.S {l Wrote}:32. 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).
Campaign is an iffy topic. Search the forum, there's a big thread about it.
S.E.S {l Wrote}:33. Included guide docs and edit reference in game archive ("Sauer" like).
Documentation is left pretty much up to us, the end users. The 2 main devs can only do so much, and they'd rather get contents and updates out. I don't fully agree with the lack of documentation, but it is what it is. When you're in a FOSS community, the community has to give too.
S.E.S {l Wrote}:34. Particles menu with thumbnails and presets.
What do you mean? You keep mentioning particles, but I don't think that's something you can control o_O
S.E.S {l Wrote}:35. Maybe, group for specific textures in menu (vegetation, walls, etc...).
You could do that yourself if you felt like getting your hands dirty with some CubeScript GUI code.
S.E.S {l Wrote}:36. Menu for sound with shortly comments.
Why?
S.E.S {l Wrote}:37. "Install-to-flag" mode (similar of "CS" bomb-mode) with survivor mutator?.
- Very actually and needed for more people.
Yeah, I've got no clue what you mean here. Sorry.