Some Ideas for 1.4

Re: Some Ideas for 1.4

Postby ZeroKnight » 04 Dec 2012, 22:22

Sinma {l Wrote}: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?


By default, if you kill a player 5 times without them killing you, you will be dominating them. This count can be changed with the dominatecount variable.

Killstreaks require you to get X amount of kills without dying. By default, the killstreaks are as follows:

  1. Carnage -- 5 kills
  2. Slaughter -- 10 kills
  3. Massacre -- 15 kills
  4. Bloodbath -- 20 kills

The number of kills required for the next killspree can be changed with the spreecount variable.
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Re: Some Ideas for 1.4

Postby hulk » 05 Dec 2012, 00:12

There should be a cool announcer voice for the killstreaks, i don't care if it's just text-to-speech voices it would make the game so much better.
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Re: Some Ideas for 1.4

Postby TheLastProject » 05 Dec 2012, 21:42

hulk {l Wrote}:There should be a cool announcer voice for the killstreaks, i don't care if it's just text-to-speech voices it would make the game so much better.

Find someone who wants to record it (or record it yourself) and replace the respective sound files in the Red Eclipse system directory (and share it here, if it's good and can be licensed appropriately).
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Re: Some Ideas for 1.4

Postby hulk » 06 Dec 2012, 03:39

TheLastProject {l Wrote}:
hulk {l Wrote}:There should be a cool announcer voice for the killstreaks, i don't care if it's just text-to-speech voices it would make the game so much better.

Find someone who wants to record it (or record it yourself) and replace the respective sound files in the Red Eclipse system directory (and share it here, if it's good and can be licensed appropriately).

Thanks, captain obvious. I had no idea that i would be able to do that. You know what i could do as well? Replace every texture, sound, models in the game and make it look completely different. Hell, If i could program i could change it completely and make my own game.

What kind of reply is this anyway? I'm not asking any random people, to tell me what i'm able to do.

Actually that was just a suggestion from my side, as this is a suggestions/ideas thread if you haven't noticed yet.
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Re: Some Ideas for 1.4

Postby Sinma » 06 Dec 2012, 08:51

ZeroKnight {l Wrote}:By default, if you kill a player 5 times without them killing you, you will be dominating them.

Thank you very much!

But do I browse Red Eclipse source code to know how many points it give to players? (I remember qreeves or somebody else telling me that a kill is 2 points, a death is -1 and a suicide is -2 or -3.)
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Re: Some Ideas for 1.4

Postby Ulukai » 06 Dec 2012, 14:43

hulk {l Wrote}:
TheLastProject {l Wrote}:
hulk {l Wrote}:There should be a cool announcer voice for the killstreaks, i don't care if it's just text-to-speech voices it would make the game so much better.

Find someone who wants to record it (or record it yourself) and replace the respective sound files in the Red Eclipse system directory (and share it here, if it's good and can be licensed appropriately).

Thanks, captain obvious. I had no idea that i would be able to do that. You know what i could do as well? Replace every texture, sound, models in the game and make it look completely different. Hell, If i could program i could change it completely and make my own game.

What kind of reply is this anyway? I'm not asking any random people, to tell me what i'm able to do.

Actually that was just a suggestion from my side, as this is a suggestions/ideas thread if you haven't noticed yet.


No need to be offensive... I'm sure that what TLP means is that RE is a community driven project because there are very few devs and artists involved. Not only ideas are in place, but when someone stands up and takes an initiative to contribute, that's very much appreciated.

You appear to have an idea in your head, if you can make this a reality and want to share it with us, that's great! Maybe it would make it into the game and make the game you love even better. If not, it might just never happen and there would be nobody to blame. So all TLP says is that you are free to contribute if you feel like it ;)
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Re: Some Ideas for 1.4

Postby TheLastProject » 06 Dec 2012, 15:16

Ulukai {l Wrote}:No need to be offensive... I'm sure that what TLP means is that RE is a
community driven project because there are very few devs and artists
involved. Not only ideas are in place, but when someone stands up and
takes an initiative to contribute, that's very much appreciated.

You appear to have an idea in your head, if you can make this a reality
and want to share it with us, that's great! Maybe it would make it into
the game and make the game you love even better. If not, it might just
never happen and there would be nobody to blame. So all TLP says is that
you are free to contribute if you feel like it ;)

This. I do understand the annoyed reply, though, I forgot the obligatory smiley. Sorry about that, hulk.
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Re: Some Ideas for 1.4

Postby qreeves » 06 Dec 2012, 23:00

Heck, I think you're all incredibly spoiled by me in this community. In most places, it'd be a mortal sin to suggest anything that you're not willing to do yourself. Here, I give you everything you could possibly want, and nag people very little to make stuff. But yes, in this case if you want it you will have to do it yourself, as we don't have any sound engineers available.

Red Eclipse opts for a different style which reduces the amount of announcer voice clutter by replacing things like rewards with musical riffs, not only does this have the capability to be more stylised, but also allows each type of reward to have its own unique feel. That being said, if someone were to make a decent quality mod of all the announcer sounds, I may consider adding it into the game as a selectable pack (ala UT).
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Re: Some Ideas for 1.4

Postby ballist1c » 09 Dec 2012, 00:38

Hm, I have been told I have a great announcer voice - I need a decent mike though as there is too much white noise with my old one :(

What program would you use to add echo/reverb and other effects? Audacity?
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Re: Some Ideas for 1.4

Postby wowie » 09 Dec 2012, 01:05

Audacity, definitely. I have used the noise removers on that program and it makes even my cheap headset sound good after playing with it for awhile.
There's lots of things you can do with it, but I've only messed with a few things. Maybe you should check it out.
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Re: Some Ideas for 1.4

Postby S.E.S » 09 Dec 2012, 11:07

1. Add the parameter "ambient" to "light" entity. If 0, then used the global "ambient".
2. Add to the "cube script" opportunity to obtain the parameters of the current texture (number in the config file (unmodified textures), shader settings, scrolling, etc.).
3. Determining whether "lightmaps" - established or not.
4. Ability to set the distance of visibility for "particles". For example:
When you are away - the effect is seen, the closer to particles, the less visible when it's close - it's not visible. Can be used to create the effects of any lamp/light source, as is done in many games/engines.
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Re: Some Ideas for 1.4

Postby D.A.M.I.E.N. » 09 Dec 2012, 11:36

S.E.S {l Wrote}:1. Add the parameter "ambient" to "light" entity. If 0, then used the global "ambient".

Yes, that would be a really nice improvement for lights generally.

S.E.S {l Wrote}:4. Ability to set the distance of visibility for "particles". For example:
When you are away - the effect is seen, the closer to particles, the less visible when it's close - it's not visible. Can be used to create the effects of any lamp/light source, as is done in many games/engines.

If I understand right, you want to make a particle visible only in some range? What kind of effect you exactly mean? You can use a trigger linked with particle. Other than that, for visibility of particles, there is a command: /maxparticledistance N (1024 defaultly).
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Re: Some Ideas for 1.4

Postby S.E.S » 09 Dec 2012, 12:10

D.A.M.I.E.N. {l Wrote}:If I understand right, you want to make a particle visible only in some range? What kind of effect you exactly mean? You can use a trigger linked with particle. Other than that, for visibility of particles, there is a command: /maxparticledistance N (1024 defaultly).


Maybe I'm a little vague expressed. I was referring to the non-global setting.
When you stand away from "partitsles" - partitsles fully visible when near him, not visible. For each" paritsles "- parameter.
These effects are used, for example, to create effects for street light (street lamp, etc...).
These effects are used in many games/engines. You probably have seen them repeatedly.

Distance:
1.jpeg


Near:
2.jpeg


Technically, the effect is something like "dynamic fade", depending on the distance.

The example in the screenshots is not the best ....

For Implement it, can use the existing "particles", if to be "dynamic fade".
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Re: Some Ideas for 1.4

Postby qreeves » 09 Dec 2012, 20:32

Those are lensflares, try /flarelights 1 for a dramatic version of it. The light/sunlight entities in SVN actually has a parameter to set/force a lensflare effect on a specific light (and how DAMIEN is making the sun look like it does on his new map).
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Re: Some Ideas for 1.4

Postby ballist1c » 09 Dec 2012, 20:40

- Radar not allowed in any form in duel mode
- unmute ability
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Re: Some Ideas for 1.4

Postby S.E.S » 10 Dec 2012, 12:13

qreeves {l Wrote}:Those are lensflares, try /flarelights 1 for a dramatic version of it. The light/sunlight entities in SVN actually has a parameter to set/force a lensflare effect on a specific light (and how DAMIEN is making the sun look like it does on his new map).


Thanks, Quin.

This is of course the same "Flares".I crashed a bit, in the "RE", he said "Flarelens".The screenshots there apparently just "Flares" or something like that. I tried to use the "Sparks" for the same effect. Although it is possible that I have proposed, can may be make some use for create more miscellaneous effects.
As far as I can see, there are five parameters for lensflares. I will try. Thank you again. And yes, I only use the SVN version.
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Re: Some Ideas for 1.4

Postby S.E.S » 12 Dec 2012, 12:15

Add "flarelights" , "flarecutoff", "flaresize", "flaresundist", "flareshine" in "<mapname.cfg>" file.
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Re: Some Ideas for 1.4

Postby hulk » 12 Dec 2012, 13:51

- Ability to scroll through mapmodels

i have no idea why that was scrapped, it was so practical. I'm also wondering if it's planned to add the awesome HD Flora Mapmodels to RE? There is a lack of mapmodels in RE maps in general. its sad because it makes maps stand out from the regular blocky geometry, which the cube engine unfortunately provides. I wonder if you could make maps that consist completely out of one mapmodel or seperate mapmodels, i mean where the whole map is created in a 3D program like blender, and imported as a map model...
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Re: Some Ideas for 1.4

Postby ballist1c » 12 Dec 2012, 21:16

hulk {l Wrote}:- Ability to scroll through mapmodels


You can do this in S.E.S's additional GUI and a lot more, I highly recommend it for all editors :)
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Re: Some Ideas for 1.4

Postby hulk » 13 Dec 2012, 13:35

ballist1c {l Wrote}:
hulk {l Wrote}:- Ability to scroll through mapmodels


You can do this in S.E.S's additional GUI and a lot more, I highly recommend it for all editors :)


Cool, i willl check it out. Is 0.07 the most recent version?
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Re: Some Ideas for 1.4

Postby ballist1c » 13 Dec 2012, 20:59

hulk {l Wrote}:Cool, i willl check it out. Is 0.07 the most recent version?


Yes.
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Re: Some Ideas for 1.4

Postby Evropi » 14 Dec 2012, 22:17

Even MORE ideas!
  • 'ns' should play 'nice shot - it is very common to say ns instead of nice shot
  • 'no prob' should play no problem
  • You should be able to type in the Greek alphabet (pleaseee)
  • Double jumping with jetpack? Is it possible?
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Re: Some Ideas for 1.4

Postby qreeves » 15 Dec 2012, 00:27

Evropi {l Wrote}:'ns' should play 'nice shot - it is very common to say ns instead of nice shot
'no prob' should play no problem

I replaced "no problem" with "no prob", so this will expand the matching. "np" is already there (it is simply a strict match, which means the only text that matches is "np" by itself).

Evropi {l Wrote}:You should be able to type in the Greek alphabet (pleaseee)

In the console? Should be possible already as far as I know.

Evropi {l Wrote}:Double jumping with jetpack? Is it possible?

Technically, yes. Pressing jump in mid-air is the only condition which is checked, when that happens you still do impulse, but if you continue to hold jump you will then start to jetpack.
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Re: Some Ideas for 1.4

Postby Evropi » 15 Dec 2012, 00:43

qreeves {l Wrote}:
Evropi {l Wrote}:'ns' should play 'nice shot - it is very common to say ns instead of nice shot
'no prob' should play no problem

I replaced "no problem" with "no prob", so this will expand the matching. "np" is already there (it is simply a strict match, which means the only text that matches is "np" by [itself).

What about ns? It is very common.
qreeves {l Wrote}:
Evropi {l Wrote}:You should be able to type in the Greek alphabet (pleaseee)

In the console? Should be possible already as far as I know.

Err, I meant typing to players, why would you need that? Or at least, I can't switch language in-game.
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Re: Some Ideas for 1.4

Postby qreeves » 15 Dec 2012, 01:18

"ns" is the same as "np", requires literal match. RE should type whatever characters your keyboard map is sending it, it is language agnostic.
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