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/4ballist1c {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/newticketballist1c {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/23ballist1c {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.