Some Ideas for 1.4

Re: Some Ideas for 1.4

Postby bonifarz » 18 Oct 2012, 11:54

I have to agree with all of Quin's points above.

Also, thanks for putting this on the tracker :)
http://sourceforge.net/apps/trac/redeclipse/ticket/252
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Re: Some Ideas for 1.4

Postby raiden » 19 Oct 2012, 15:55

One idea would be the following: a new kind of triggerentity which defines a boxed area instead of a sphere around it. I imagine a box where I can define the lengh, depth and height instead of a radius (or a bit more simple: a scale value).

Why this: while mapping I bump into the problem from time to time that I have to link a lot of triggers for one event only. In addition this is not very exactly. An example: I have the idea to make a concrete area the player should not enter. When he enters this place and oversteps the border, an orbiting Satilite shoots a lightning through the player and he dies as punishment. In my case it would be much easier to build with this kind of entity, instead of many unprecise spheres which are trying to simulate an area in boxform. I have to chancel this idea probably, because it's impossible. I had the same problem on cutec for the teleport area under the middle platform. This ent would be a simple solution.

For me alone such thing isn't necessary and I don't know how much effort this would need, but this is an idea and maybe others would like that too.
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Re: Some Ideas for 1.4

Postby bonifarz » 19 Oct 2012, 19:18

Raiden, I have had similar thoughts about teleports with a nonspherical, but voxel based volume of action (i.e. "material"). This would be necessary for map layouts with periodic boundary conditions, or for teleport surfaces that create the impression of a non-Euclidian geometry (e.g. looped box in a box).
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Re: Some Ideas for 1.4

Postby lamefun » 19 Oct 2012, 19:45

qreeves {l Wrote}: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.


But what purpose does it serve and how does it make the game better? In CTF it allows players to escape with flag, in BB it allow players to clear enemy base so they can throw the bomb, and DM --- ???
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Re: Some Ideas for 1.4

Postby wowie » 19 Oct 2012, 23:53

In DM if the enemy team is dead then they're forced to use whatever weapons are close to their spawn while you have time to go grab your favorites and return.
I lost the game.
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Make duel the best game mode

Postby lamefun » 21 Oct 2012, 16:44

1. Instead of making everyone but two players wait for their turn, make so pairs of players fight against each other in independent rooms. Players could be put one against another randomly or with some algorithm that takes their skill into account. If the number of players is odd, one player of course has to wait, but is put back into the game when one of the ongoing duels end.
2. Remove rocket from duel.
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Re: Some Ideas for 1.4

Postby Sniper-Goth » 21 Oct 2012, 22:59

A new type of Entity, called "physic". It sill spawn an object (rock,box,barrel,small block, etc) that can be pushed around, and if shot with a determined weapon, it would fly away cause of the impact.Depending of the object structure it would break also.
I dont know how to implement it, but it would be a nice addition to the game, it would make it more different from other free first person shooters.
Ideas people, IDEAS!
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Re: Some Ideas for 1.4

Postby GooshGoosh! » 23 Oct 2012, 02:40

quintux_v {l Wrote}:@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?


Ummm, I did, but I didn't like it. It would be awesome to have in in Red Eclipse though. Sniper-Gosh made a good suggestion (based on mine, I think).
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Re: Some Ideas for 1.4

Postby Sniper-Goth » 23 Oct 2012, 15:14

@GooshGoosh: yes, i got inspired by your suggestion.
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Re: Some Ideas for 1.4

Postby lamefun » 25 Oct 2012, 09:55

Prohibit combining expert and resize, for obvious reason.
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Re: Some Ideas for 1.4

Postby ballist1c » 29 Oct 2012, 18:23

- New "hurt" value ( a property of water material and lava material) - would work like this:

/hurt(or something like that) <1> <2>

Where <1> is amount of HP the material takes away gradually after <2> number of seconds. default for water would be 0 0 and for lava 100 0. Would be useful after being in, say, contaminated/toxic water, being in underwater too long, or if you did not want players to die immediately after spending 2 seconds in lava :)

- I still support overhauling the HUD code as a long-term project, will look to see if it is on tracker or not. I have neither the experience with CS or time to do this fully :( But it would be a cool and very userfriendly addition.
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Re: Some Ideas for 1.4

Postby Sniper-Goth » 02 Nov 2012, 17:11

Horizontal doors, it could be useful for making traps.
2 player split screen and xbox controller support (because its not nice to show the game for your friends while they see you playing, right? ).
Make the official Red Eclipse map editing server =p (i would run a server if i knew how to forward ports and such).

EDIT: Vertical skybox spin.
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Re: Some Ideas for 1.4

Postby Inogord » 26 Nov 2012, 21:23

Ability to select the team of actors.
viewtopic.php?f=74&t=3790&start=25#p38325
Actors can change weapon, actors with few weapons.
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Re: Some Ideas for 1.4

Postby qreeves » 27 Nov 2012, 01:50

Inogord {l Wrote}:Ability to select the team of actors.

Actors choose their team already depending on what affinity they are linked to.
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Re: Some Ideas for 1.4

Postby Evropi » 27 Nov 2012, 19:22

Talking of teams, I have a relatively simple but massive change.
Until I learn the command from an experienced player, I, presumably like other players, was endlessly confused by how on earth I could go into spectator mode if I didn't fancy a map or mode (like instagib on maps not meant for instagib like ones with loads of corridors, sort out your voting guys) or something.

So I propose this change (and I'll shut up, as a picture tells a thousand words!):
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Re: Some Ideas for 1.4

Postby qreeves » 28 Nov 2012, 03:10

Evropi {l Wrote}:Talking of teams, I have a relatively simple but massive change.
Until I learn the command from an experienced player, I, presumably like other players, was endlessly confused by how on earth I could go into spectator mode if I didn't fancy a map or mode (like instagib on maps not meant for instagib like ones with loads of corridors, sort out your voting guys) or something.

ROFL. Done, as of r4509.
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Re: Some Ideas for 1.4

Postby Sinma » 02 Dec 2012, 16:31

A little idea, improve “carnage”, “slaughter”, etc:
— tell why (ex: 5 kills)
— tell how many points (ex: 5 points)

By the way I want to know how to obtain “dominating” and how many points gives everything (also kill, death, and suicide), I'll put this in the official wiki and in my french RE doc. It'll be great to use MLEB or simply create a page in the wiki for french.

A great doc is a good feature, isn't it?
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Re: Some Ideas for 1.4

Postby Sniper-Goth » 02 Dec 2012, 17:49

Here i come again, to give more ideas =p
A "Trap" sort of entity.
Imagine this: you go walking in a hall with lasers, and suddenly you pass through the lazer beam, that then activates the "trap" entity wich shoots pistol/shotgun/rifle rounds at you.
This would be done by linking a Trigger+ the trap entity.
Maybe im dreaming a bit, but who knows what can be done with Cube 2 engine?
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Re: Some Ideas for 1.4

Postby greaserpirate » 02 Dec 2012, 18:45

Sniper-Goth {l Wrote}:Here i come again, to give more ideas =p
A "Trap" sort of entity.
Imagine this: you go walking in a hall with lasers, and suddenly you pass through the lazer beam, that then activates the "trap" entity wich shoots pistol/shotgun/rifle rounds at you.
This would be done by linking a Trigger+ the trap entity.
Maybe im dreaming a bit, but who knows what can be done with Cube 2 engine?


Red Eclipse: Indiana Jones Edition. :lol: I like it!
I guess you can do this by putting a turret (actor) behind a thick wall with a small hole in it, and then play onslaught.

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Re: Some Ideas for 1.4

Postby Sniper-Goth » 02 Dec 2012, 20:39

Yes, this can be done with the turrets, but it would be nice if you could do this type of thing without the needing to be in Onslaught to work.
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Re: Some Ideas for 1.4

Postby Boognish » 02 Dec 2012, 23:55

I was thinking about a type of clipping that damages you if you're in it, not kill you like deathclip. (think of jumping onto a stove or something)

thats pretty much it, lol.
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Re: Some Ideas for 1.4

Postby raiden » 03 Dec 2012, 01:10

Boognish {l Wrote}:I was thinking about a type of clipping that damages you if you're in it, not kill you like deathclip. (think of jumping onto a stove or something)

thats pretty much it, lol.


I've read this idea before already and like it too. This way I could make the acidpools in "metalhead" much more realistic/believable. A few other maps could use this also.
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Re: Some Ideas for 1.4

Postby ballist1c » 03 Dec 2012, 02:47

raiden {l Wrote}:
Boognish {l Wrote}:I was thinking about a type of clipping that damages you if you're in it, not kill you like deathclip. (think of jumping onto a stove or something)

thats pretty much it, lol.


I've read this idea before already and like it too. This way I could make the acidpools in "metalhead" much more realistic/believable. A few other maps could use this also.


This has been added as a ticket, I described it as "hurt" clipping or material.
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Re: Some Ideas for 1.4

Postby qreeves » 03 Dec 2012, 05:00

Sniper-Goth {l Wrote}:A "Trap" sort of entity.

Added this to Ticket #7.

Boognish {l Wrote}:I was thinking about a type of clipping that damages you if you're in it, not kill you like deathclip. (think of jumping onto a stove or something)

Due to high demand, I have bumped the priority up on Ticket #213.
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Re: Some Ideas for 1.4

Postby raiden » 03 Dec 2012, 14:19

Thumbs up and thanks everybody.
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