Title: The Feedback Thread Post by: ConfusedUs on 2004-03-13, 14:15 Here's a thread where anyone and everyone can post feedback about the mod. Please, let us know what you like, what you don't like, balance concerns, map requests, and anything else that you can think of.
This is not for Bug Reports though. Please post those here (http://forums.wireheadstudios.org/index.php?s=&act=SF&f=9). Remember your guest forum permissions. Even guests can reply to this thread or leave a bug report! See the first comment for known issues. Title: Re: The Feedback Thread Post by: ConfusedUs on 2004-03-13, 14:15 Things we already know about
Weapon animations don't work: Proper weapon animations aren't possible in Q3; the entire system must be coded from scratch. This is being worked on, expect it in 1.0 The 'turncloak' bug: Sometimes, a member of the blue team in a CTF match will have a red skin. If you can duplicate this bug, let us know, as we have no idea what causes it at this time. Slipgate nailgun/double shotgun weapon switching: Already fixed; will be in the next version (v99e). Doom's rockets make the Goodyear Blimp seem small: Fixed in 99e. Slipgate grenades bounce wrong: We're working on it The CTF/TDM scoreboard: It doesn't show enough people, nor a total player count. Once the match is bigger than 5v5, there's no way of telling if the teams are balanced. Title: Re: The Feedback Thread Post by: Genialus on 2004-03-16, 12:04 A small low priority request: Could you make an auto demo option so the game always records a demo of your game?
I'd like to make a "shit happens" demo but I forget to set to record which is a shame because I've expierenced some nastys in generations and another small request I know this probably won't happen since it's a lot of work for a small thing when i started playing doom one of my favourite things was to go god mode and berzerker mode and splat the zombies and imps could you bring that back in generations? and if not all of it then perhaps just the splattering sound as that was the most important part. and a balance thing or something I'm not really sure about this but IMO slippy's super nailgun projectiles move too slow, I realize that this how it originally was and so I'd like it preserved but could you somehow implement lavanails or something? Just to add damage to make up for the low speed. I have no idea how this could be done if you'd want to preserve the compabillity with original q3maps. maybe 50/50 normal nails and lavanails per pickup? Title: Re: The Feedback Thread Post by: ConfusedUs on 2004-03-17, 15:19 Just bind a key to /demorecord. I can picture the tech support nightmare we'd get with auto record.
We've been planning on a players vs monsters mode for some time, but it's not gonna happen till after version 1.0. We're boosting the nail speed slightly for the next version because everyone seems to want it. Title: Re: The Feedback Thread Post by: Genialus on 2004-03-18, 10:16 How do I set it to name the demo's differently so it doesn't overwrite them?
I really meant for the sound to appear when splatting other players with the fist but the monster thing sounds cool too. I think something else that might boost the nailgun would be more ammo in the initial pickup 30 nails make for like 15 shot which isn't a lot for the rapid fire type of gun. Just an alternative for people who would want their current speed maintained. Title: Re: The Feedback Thread Post by: ConfusedUs on 2004-03-18, 18:22 Read the manual, there's lots of things in there you might want to know
http://www.wireheadstudios.org/generations/manual.html (http://www.wireheadstudios.org/generations/manual.html) It's also in your /generations directory As for the nails, 15 is more than enougn to kill someone with if you're accurate. Title: Re: The Feedback Thread Post by: Phoenix on 2004-03-19, 00:17 Lavaballs will be in an upcoming mapper SDK.
If you /demorecord without specifying a demo name it will automatically increment them, like screenshots. E.g., demo0000, demo0001, demo0002, etc. Just remember to /stoprecord when you are done. The Doom splatter sound is copyrighted, so we can't use that sound unless Id graciously grants us sound licensing at some point, which is highly doubtful. Title: Re: The Feedback Thread Post by: Kajet on 2004-03-23, 07:25 I love this mod but whould it be possible to ban certain weapons through the use of something like dm or gen flags?
Title: Re: The Feedback Thread Post by: scalliano on 2004-03-25, 03:51 Some requests for future DM mappacks. I have all of these in my Gen folder but I thought I'd post em here for everyone else's benefit:
Key: [R] = remake,
Earth: Quarea51 & Dangercity by M.Kupfer Doom: Ruins of Babel by Angst [R] Vorsprung Durch Vernichtung by Killer Slipgate: Aerowalk Remix by Hubster [R] (admittedly a CPMA map, but it rocks in Gen) The Elder God Ruins by David M. Pochron [R] Grindill 2.0 by Quaker-X Are Friends Gothic? by Kit Carson The Cistern by Snugglebunny [R] (not as good as the version in CQA but the only one I could find) Strogg: Coriolis Storm & Let's Drink Beer And Shoot Things by Lunaran Dislocated Shoulder by Magic-Walker Arena: The Big Chill by Yogi There's a lot here, but I hope I'm covering all bases! Title: Re: The Feedback Thread Post by: Tekhead on 2004-03-25, 04:24 Care to give us some links to those maps, or host them yourself? =]
Title: Re: The Feedback Thread Post by: Phoenix on 2004-03-25, 04:46 Weapon banning is not supported, nor will be in future releases.
Title: Re: The Feedback Thread Post by: Kajet on 2004-03-25, 06:47 Ok just thinking of a way of keeping players or bots from turning into BFG whores in fully loaded games.
Title: Re: The Feedback Thread Post by: Phoenix on 2004-03-25, 07:17 We're working on that. ;)
Title: Re: The Feedback Thread Post by: Angst on 2004-03-25, 17:13 Quote Ruins of Babel by Angst ACK! Ruins v2 is in the works, so just hold your bloody horses ;)Title: Re: The Feedback Thread Post by: scalliano on 2004-03-25, 18:57 Quote from: Tekhead Care to give us some links to those maps, or host them yourself? =] Tek: Of course! What was I thinking? Here goes:All remakes except Aerowalk, Iron Oxide & Return To Atlantis: http://www.thebadplace.us (http://www.thebadplace.us) All original maps, Iron Oxide & Return To Atlantis: http://www.planetquake.com/lvl (http://www.planetquake.com/lvl) Aerowalk: http://www.mapraider.com/maps/?fileid=1146 (http://www.mapraider.com/maps/?fileid=1146) Don't have anywhere to host them right now. Angst: Sorry, didn't know! :thumb: Title: Re: The Feedback Thread Post by: dna on 2004-03-25, 19:10 What's Return to Atlantis like? What game is it from?
Title: Re: The Feedback Thread Post by: scalliano on 2004-03-25, 23:50 It was a custom DM map from Q1 (originally called A2 by Pingu) and it makes an appearance in the Classic Quake Arena mod as well. It's a small-ish map and it's pretty damn fast. :)
Here's the direct link: http://www.planetquake.com/lvl/mapper.asp?art=Imric (http://www.planetquake.com/lvl/mapper.asp?art=Imric) Title: Re: The Feedback Thread Post by: Tekhead on 2004-03-26, 01:15 I'm gonna check those maps out right now =]
Title: Re: The Feedback Thread Post by: scalliano on 2004-04-09, 00:15 UPDATE: Oops, if you're wondering why you can't find Grindill, it's cos it's actually here:
http://www.planetquake.com/quake3/features...-03-11-25.shtml (http://www.planetquake.com/quake3/features/lotw/dm-03-11-25.shtml) and a couple more good 'uns: http://www.planetquake.com/lvl/mapper.asp?art=GlassMan (http://www.planetquake.com/lvl/mapper.asp?art=GlassMan) Title: Re: The Feedback Thread Post by: Footman on 2004-04-09, 02:03 Quote from: Phoenix The Doom splatter sound is copyrighted, so we can't use that sound unless Id graciously grants us sound licensing at some point, which is highly doubtful. Accually, Doom's sounds are in the open domain, they were taken from an open domain sound collection CD.Title: Re: The Feedback Thread Post by: ConfusedUs on 2004-04-09, 02:10 Quote from: Footman Accually, Doom's sounds are in the open domain, they were taken from an open domain sound collection CD. Got proof? We love you long time!Title: Re: The Feedback Thread Post by: Phoenix on 2004-04-09, 04:15 Yes, we need 100% confirmation on this. If the sounds are open and not copyrighted that means we can use them for Generations!
Title: Re: The Feedback Thread Post by: Gnam on 2004-04-13, 21:50 That would explain why you sometimes hear Doom sound effects in movie previews and stuff. I think I've heard the opening and closing door sounds in some sci-fi shows, and I think I heard the pinky demon growl as that of the alligator in the preview for Peter Pan.
Title: Re: The Feedback Thread Post by: ReBoOt on 2004-04-13, 22:01 I've heard several sound effects from q1 in diffrent games, the item spawn is freqently used in other games..think i heard it in Goldeneye to N64. so id guess ID used several "open domain" sounds.
Title: Re: The Feedback Thread Post by: dna on 2004-04-13, 22:16 Quote from: Gnam That would explain why you sometimes hear Doom sound effects in movie previews and stuff. I think I've heard the opening and closing door sounds in some sci-fi shows, and I think I heard the pinky demon growl as that of the alligator in the preview for Peter Pan. You hear these sounds all the time. It's fun to pick them out. I turn to my wife and say, "Mega-sphere pickup sound from Doom!!!" She'll say something like, "Yes dear... :roll eyes:" Title: Re: The Feedback Thread Post by: shambler on 2004-04-13, 23:13 Fragtown. I play these quite a lot for Q1 (it was off my PC for a week but otherwise I've had them on since 98)
Theres one really good one for painkeep for Q3 called fragtown30 that I play on a 1 to 1 dm a lot. It's got long open spaces and a lot of corners and highs to shoot from. Not at all like doom from dunwhich. Gen needs that or a map like it in my opinion. and smaller, faster nails. :ownage: Title: Re: The Feedback Thread Post by: monkey monkey monkey on 2004-04-14, 17:12 OK, I got some stuff I'd like to see / say / know about...
Where is the slipgate grenade sound? I have most of these games already, so I've been making custom .paks with the original weapon sounds in. Problem is... Is there a way of having seperate bounce sounds for seperate grenades? Even though there is one that sounds like the slipgate grenade bounce, it's not linked to anything. The other grenade sound effects affect all of them. By the way, I tried putting the Strogg grenade sound back in. I think the Q2 hand grenade should take much longer to explode! That new Quake2 Heavy armour - You could put it on a Grunt model ^_^ And the Dual Earth Miniguns... I can only see one in 3rd person. You could use the animation tags from Q3: Team arena so both hands are outstretched, and duplicate the wep tag onto the flag arm :shifty: Keep up the good work <3 Title: Re: The Feedback Thread Post by: Angst on 2004-04-14, 17:27 Well, we've actually already gone over most of those points, but here we go:
Grenade Sounds - Possibly in the works, but minor, look for this closer to 1.0 Strogg Grenades - The times are very close, the SOUNDS are off. Again, 1.0-ish material. Visible Armor - With the variety of player models, this just isn't feasible. MAYBE if Tabun feels like creating a player model based on grunt using the strogg body armor. 3rd Person Dualgats - Again, minor visual concern, 1.0 material. Dualgats were hacked in at some point, but that hack no longer works. Pho's gonna do it right, just wait for it ;) edit: Quote Yes, we need 100% confirmation on this. If the sounds are open and not copyrighted that means we can use them for Generations! I'm not sure on ALL the sounds, but as for the scream: http://slashdot.org/articles/03/12/23/1514...&tid=188&tid=97 (http://slashdot.org/articles/03/12/23/1514238.shtml?tid=101&tid=188&tid=97)But specifically [involving the doom2 spawncubes]: Quote "That's on Sound Ideas' "The General" series 6000 sound effects library. Disc 6015, track 28-1: "Fire,Ball - Impact and large fire burst, rumble." http://www.sound-ideas.com/6000.html (http://www.sound-ideas.com/6000.html) So start digging boys, you might find something useful. Title: Re: The Feedback Thread Post by: Gnam on 2004-04-14, 19:20 Yeah, I made my own custom sound PK3s too. Too bad I accidentally deleted them. It was actually a lot of work, downloading the right editors for each game, balancing the volume discrepeancies out. Oh well, guess I'll just have to do it again.
Title: Re: The Feedback Thread Post by: Phoenix on 2004-04-15, 00:53 Quote Mechanical rights are not included in the purchase of this synchronization license - and therefore except as specifically identified in the Sound Ideas and Hanna-Barbera & Turner Sound Effects End User License Agreements, you are not authorized to copy our sound effects - they must be synchronized within your productions. http://www.sound-ideas.com/pdf/enduser.pdf (http://www.sound-ideas.com/pdf/enduser.pdf) From what this and the EULA states these are not "freeware" so we would have to purchase the sounds from this collection in order to use them. I don't know about you, but I do not have $1,000 to purchase a sound library. Title: Re: The Feedback Thread Post by: Gnam on 2004-04-16, 17:56 Is there an option to turn the "YOU FRAGGED ____" messages off? If not that would be a nice feature, both to get a "classic feeling" and to improve peripheal vision. It might also be nice to be able to turn the feedback beeps off, so you can appreciate your enemies' death cries. :evil:
Title: Re: The Feedback Thread Post by: dev/null on 2004-04-16, 18:41 Quote from: Phoenix Lavaballs will be in an upcoming mapper SDK. When though? :(I'd still really like to see some environmental (particle, maybe?) effects included... (Snow would certainly help out with what I promise will be an awesome version of Hans Grosse)... Title: Re: The Feedback Thread Post by: Tabun on 2004-04-16, 19:40 Gnam:
cg_centertime 0 Disables the drawing center screen messages altogether (any other numbers sets the time in seconds. Sadly, this is 'cheat protected'. However, if you set it in the menu, it still works for cheat protected games. You just can't change it during play. cg_drawKiller 0 At least disables the annoying head popping up of whomever killed you last (but that's not what you asked). cg_nochatbeep "1" Disables.. well.. the chatbeep. Title: Re: The Feedback Thread Post by: Gnam on 2004-04-18, 01:53 Thanks for the help, but are you sure about that centertime command Tab? It won't work for me. It doesn't say anything about cheat protection, it just doesn't recognize the command.
Title: Re: The Feedback Thread Post by: Tabun on 2004-04-18, 03:53 That's odd.. it definately works here, got it at 0.7 atm..
Title: Re: The Feedback Thread Post by: Phoenix on 2004-04-18, 05:05 Dev/null: I'm planning to release the SDK alongside .99e since right now there are a few things that are broken in .99d that .99e is fixing. A very big problem right now is the movers code. Id never finished writing the prediction code for func_rotate, among other things, so I have to do it from scratch. There was also a crash bug related to one of the map based shooter entities that .99e fixes.
Snow and rain effects are not workable at present. It seems one of the point releases broke the code, which is very complex and finicky as it is. I'm not sure if we're going to attempt to refix it or not, but I don't plan on working on that for .99e. I've still got a lot of other things left to do for this release. Title: Re: The Feedback Thread Post by: Gnam on 2004-04-18, 08:08 Hrmm...very odd... I've checked throught the whole cmdlist and used tab to approximate anything close to cg_centertime, and can't come up with anything. BTW, what is cg_scoreplums?
Title: Re: The Feedback Thread Post by: Tabun on 2004-04-18, 13:41 toggle cg_scoreplums
That enables/disables the little impressive, gauntlet, etc symbols above the scoring players' heads. About the cg_centertime command.. It does work. I have a q3autoexec.cfg that I load on startup, to which I have added: seta cg_centertime "0.7" Which works like a charm. I know it works because I tried 0.5, which seemed too short, and 1, which seemed too long :] Loading it at startup, and using 'seta', instead of 'set' might make a difference for this command - I know it's on odd one, that's for sure. If all else fails, edit the q3config.cfg in your generations folder, to match your preferred centertime... Title: Re: The Feedback Thread Post by: Gnam on 2004-04-18, 20:12 scoreplums- isn't that what cg_drawrewards does?
Anyway, I finally got it (I wasn't using the set or seta command) but for some reason it resets to 3 after one game. Very strange. Maybe I'll try it in autoexec and see if that stops it from reseting. Title: Re: The Feedback Thread Post by: Tabun on 2004-04-18, 21:23 Well, this is a vague one, and I haven't tested it myself yet. cg_drawRewards shows the rewards you acquired, above the 'you fragged...' message. It may also indeed toggle the viewing of the rewards above the players ingame.
cg_scoreplums however, toggles the showing of the score-change a player has just gone through. Suicide results in a red -1 floating up, for instance. I'm unsure where the plums themselves fit in .. so test freely ;] Title: Re: The Feedback Thread Post by: dna on 2004-04-18, 21:44 Quote from: Tabun Well, this is a vague one, and I haven't tested it myself yet. cg_drawRewards shows the rewards you acquired, above the 'you fragged...' message. It may also indeed toggle the viewing of the rewards above the players ingame. I believe scoreplums were mostly used in Team Arena - aren't they the scores you see float when you do anything? Like when you are shooting the other teams power core (I forget what they call it now :P) you see the steady stream of scores float up? That's the plume. Use a machine gun on it and it's a pretty steady stream.cg_scoreplums however, toggles the showing of the score-change a player has just gone through. Suicide results in a red -1 floating up, for instance. I'm unsure where the plums themselves fit in .. so test freely ;] Title: Re: The Feedback Thread Post by: Gnam on 2004-04-19, 01:54 oh yeah...I forgot about those things since I haven't had Team Arena on my comp in like a year. I'll deffintely be putting those to 0 next time I run Q3.
Arg! My centertime keeps on getting reset to 3 after one game, no matter what. The only time it doesn't change is if I use the devmap command, so this must be part of the cheat protection. What the hell was Id thinking!? If you can actually see after you kill someone then you're cheating!? Can you guys please remove the cheat protection on this for Gen? Title: Re: The Feedback Thread Post by: Tabun on 2004-04-19, 03:17 Again, on my system & setup I have no trouble adjusting the centertime.. even though it does say it's cheat protected, it's still at the value I set it at, for every game. Are you testing it on a server? That's about the only thing I'm not sure of yet, namely. I'll have to see about that next forum game ;]
Title: Re: The Feedback Thread Post by: Gnam on 2004-04-19, 18:20 I've been playing completely offline. Are you sure you don't have developer set to 1 or something? I guess I'll try online at some point, who knows, maybe it'll work.
Title: Re: The Feedback Thread Post by: Tabun on 2004-04-19, 18:43 Absolutely positive. Cheats are disabled in all the games I've tried, and I've tested it both in Generations & Vanilla Q3..
Title: Re: The Feedback Thread Post by: Phoenix on 2004-04-20, 03:21 Here's something to keep in mind. Some client-side cvars can only be set from the console if the cgame.vm is running. This means once the game actually starts. You can't do it from the main menu. Also, if a cvar is not sticking in Gen you may have to check the q3config.cfg in your baseq3 folder. Try adding the seta cg_centertime 0 statement to both q3config.cfg files and it should work.
Title: Re: The Feedback Thread Post by: Gnam on 2004-04-24, 01:16 I did try putting the setting in the q3config and it changed them anyway. I guess I've given up trying to get it to work for now. No big deal, thanks for your help guys.
Title: Re: The Feedback Thread Post by: Boffo on 2004-04-26, 11:37 I have a request. Is it possible to make the slipgate rocket launcher look as close as possible to the Quake 1 rocket launcher? That rocket launcher is a symbol for that game. It would immerse me even further. Thanks.
Title: Re: The Feedback Thread Post by: Tekhead on 2004-04-26, 11:39 It's done - just wait for 99e.
http://www.planetquake.com/tabun/img/skin/...liprl_shots.jpg (http://www.planetquake.com/tabun/img/skin/weap/sliprl_shots.jpg) http://www.planetquake.com/tabun/img/skin/...lipgl_shots.jpg (http://www.planetquake.com/tabun/img/skin/weap/slipgl_shots.jpg) http://www.planetquake.com/tabun/img/skin/...rnail_shots.jpg (http://www.planetquake.com/tabun/img/skin/weap/slipsupernail_shots.jpg) http://www.planetquake.com/tabun/img/skin/...ilgun_shots.jpg (http://www.planetquake.com/tabun/img/skin/weap/slipnailgun_shots.jpg) :thumb: Title: Re: The Feedback Thread Post by: Boffo on 2004-04-26, 11:48 Oooooh. Very nice. :)
Title: Re: The Feedback Thread Post by: Tekhead on 2004-04-26, 11:49 Check out the offical "what's coming up for 99e" thread here:
http://forums.wireheadstudios.org/index.ph...t=ST&f=2&t=1214 (http://forums.wireheadstudios.org/index.php?act=ST&f=2&t=1214) Title: Re: The Feedback Thread Post by: Gnam on 2004-05-04, 21:15 Arg, I still can't stand that center frag text...Is there any way to atleast make it smaller? (Preferable size=0 :P)
Title: Re: The Feedback Thread Post by: Tabun on 2004-05-04, 21:19 Perhaps some way to influence cg_centertime via the menus, and have Q3 actually remember the setting, would indeed be nice ;]
Title: Re: The Feedback Thread Post by: Gnam on 2004-05-05, 07:06 Indeed. Promode, for one, has a plethora of HUD options, including the ability to switch frag text off and on (without reseting every game). I don't think Gen needs tons of HUD options (although if someone had extra time on their hands after everything else was done it would be nice) but some simple proprietary, non-cheat-protected method for disabling/enabling that dern text would be extremely appreciated. A size option would be good cause then you could just set it to 0, or make it small enough to not be in the way if you still wanted it there.
The other annoying text is the "FIGHT" that shows when you restart a match. One time I kept on restarting a bot match against Klesk to perfect my start up, but he always got the upper hand durring the first couple seconds of the match because all I could see was "FIGHT!" and I could scarecely aim my rails. Title: Re: The Feedback Thread Post by: Genialus on 2004-05-05, 10:31 Quote from: Gnam The other annoying text is the "FIGHT" that shows when you restart a match. One time I kept on restarting a bot match against Klesk to perfect my start up, but he always got the upper hand durring the first couple seconds of the match because all I could see was "FIGHT!" and I could scarecely aim my rails. speaking of cpma, could you borrow their bots? I really like them Title: Re: The Feedback Thread Post by: Gnam on 2004-05-06, 05:56 Hey, I didn't say it made me lose the whole match, I just said it gave him an advantage in the begining! :shout:
CPMA's bots are good, though they seem to use a lot of CPU power. I don't know if they need to be that beefed up, but it would be nice to give them additoinal awareness of how to use the new weapons. I think it's the Bad Place, where the quad spawns by the PG, and basically if you're playing Earth bots you never have to worry about them getting the quad because they will fry themselves and drop it as soon as you hear "QUAD DAMAGE!" :D Title: Re: The Feedback Thread Post by: ConfusedUs on 2004-05-08, 02:34 HUDs are 1.0 material. We can probably talk about putting in these options after 99e
Title: Re: The Feedback Thread Post by: Paco the Taco on 2004-06-03, 07:27 Quote from: Phoenix Yes, we need 100% confirmation on this. If the sounds are open and not copyrighted that means we can use them for Generations! Speaking of using the sounds from Doom, I would highly recommend the sounds from the Playstation version. I hope those sounds would be considered public domain as well. They absolutely rock! The shotguns sound way cool. All the weapons for that matter sound very cool. If the Playstation version's sounds are not public domain, I will settle for the old version's sounds.Title: Re: The Feedback Thread Post by: Gnam on 2004-06-03, 20:42 Yes, the sounds from the PSX version are the same as Doom 64, they rock. But speaking of which....
Would it be possible to allow client-side custom sound paks durring online games? I went through the trouble of making my own sound pak a while ago, and it was great for killing bots, especially since I never played online, but now that I'm playing online a lot, it's kinda useless. If the sound effects were not largely just placeholders it wouldn't be the slight annoyance it is, but a few...like the Doom pistol/chaingun and single-shottie, as well as the Luger in particular....are rather....underwhelming. I understand the complications with making sound effects when there are no sound engineers on the team, but allowing us our own alternatives would be nice. Also, if the options to disable frag text (permanently) and feedback sounds (doink!) were in 99e that would be awesome. Title: Re: The Feedback Thread Post by: Tabun on 2004-06-03, 21:36 As for the client-side pk3s, this is the famous pure-server issue.
The pure setting is a pretty effective way of making sure people don't cheat with brightskins or spikemodels etc. I'm all in favour of that, since it's one of those things that sucked a lot in the Quake2 scene. However, I feel there ought to be a list of files that shouldn't be affected or trigger the pure system. How is changing the Q3 Font cheating? How does one cheat by replacing announcer sounds with dutch versions (;))? What's so bad about changing hud icons or crosshairs? Now, in-game sounds are a different matter, because making very loud sounds might make it easier to hear things, taking away game-elements. At present, there are no plans to 'fix' this for Generations. I'm still all in favour of a way to allow harmless modifications even when sv_pure is enabled. Title: Re: The Feedback Thread Post by: scalliano on 2004-06-03, 22:02 Quote from: Tabun As for the client-side pk3s, this is the famous pure-server issue. I agree. I have a ton of custom skins/bots and I'm sick of getting that "invalid .pk3 files referenced" kick message.The pure setting is a pretty effective way of making sure people don't cheat with brightskins or spikemodels etc. I'm all in favour of that, since it's one of those things that sucked a lot in the Quake2 scene. However, I feel there ought to be a list of files that shouldn't be affected or trigger the pure system. How is changing the Q3 Font cheating? How does one cheat by replacing announcer sounds with dutch versions (;))? What's so bad about changing hud icons or crosshairs? Now, in-game sounds are a different matter, because making very loud sounds might make it easier to hear things, taking away game-elements. At present, there are no plans to 'fix' this for Generations. I'm still all in favour of a way to allow harmless modifications even when sv_pure is enabled. Title: Re: The Feedback Thread Post by: Paco the Taco on 2004-06-04, 19:43 I needed to ask about something that may change a pretty big part of the mod. Is it just me, or is Visor one of the zombie guys from Quake 2 with the blaster, shotgun, or machinegun? I was asking becasue if he is, would you guys consider using his model for the singleplayer mode in the future? Also, would you ever change the title screen to using Anarki or Xaero for the Arena Gladiator holding the rail gun? Thanks again for your time and effort with the mod.
Title: Re: The Feedback Thread Post by: Lopson on 2004-06-04, 20:05 could you guys make a new mappack so that everyone could download them more easily?
Title: Re: The Feedback Thread Post by: Tabun on 2004-06-04, 20:16 Visor is in no way related to the Quake2 enemies. He looks entirely different to me, and the only thing that might somehow be taken as slightly similar is the fact that his face is covered by something. However, the slab of somethingness that covers Visor's face (if he indeed has one) is not at all like the helmets the Q2 'zombies' had. Visor runs like mad and has bionic legs of some sort - two things I can in no way compare to the Q2 'zombies' either.
Nup, I really don't see why it'd be resurgence material :] Also, Visor is THE Quake3 model. He and Sarge have been in since Q3Test, and if any Quake 3 character is typical of the game, it's one of those two. So no, it's unlikely that the title screen will ever change to show a different character. [Kruzader]: A mappack of what exactly? There is no new set of maps defined for Generations yet, and what we have compiled is already in neat mappacks. So the answer is either: Yes, we already have three mappacks easily downloadable - or Yes, whenever there will be a new mappack, you'll be able to download it as easily as the first three. Title: Re: The Feedback Thread Post by: Lopson on 2004-06-04, 20:21 Ok thanks. :smirk:
Title: Re: The Feedback Thread Post by: Paco the Taco on 2004-06-05, 02:38 Quote from: Tabun Visor is in no way related to the Quake2 enemies. He looks entirely different to me, and the only thing that might somehow be taken as slightly similar is the fact that his face is covered by something. However, the slab of somethingness that covers Visor's face (if he indeed has one) is not at all like the helmets the Q2 'zombies' had. Visor runs like mad and has bionic legs of some sort - two things I can in no way compare to the Q2 'zombies' either. I was curious.... If Visor is not from Quake 2, then why is Major, who was from Quake 2, holding Visor's head on the statues in Quake 3 (check the stautes on the first DM map with Ranger)? It seems very logical to me.Nup, I really don't see why it'd be resurgence material :] Also, Visor is THE Quake3 model. He and Sarge have been in since Q3Test, and if any Quake 3 character is typical of the game, it's one of those two. So no, it's unlikely that the title screen will ever change to show a different character. [Kruzader]: A mappack of what exactly? There is no new set of maps defined for Generations yet, and what we have compiled is already in neat mappacks. So the answer is either: Yes, we already have three mappacks easily downloadable - or Yes, whenever there will be a new mappack, you'll be able to download it as easily as the first three. Title: Re: The Feedback Thread Post by: Tekhead on 2004-06-05, 02:48 I'd interpret that as a Vadrigar Arena Trophy thing.
Title: Re: The Feedback Thread Post by: Phoenix on 2004-06-06, 00:53 We cannot do any kind of "this file is in, this file is out" scheme with regards to pure server. Pure server is a pk3 checksum that's run by Quake3.exe. It is not something that can be altered by a mod team.
Also, sv_pure is entirely up to the server admin in terms of usage, alongside sv_strictauth and sv_punkbuster. We neither encourage nor discourage the use of any of these cvars and controls. Title: Re: The Feedback Thread Post by: Gnam on 2004-06-06, 22:16 I know what Paco means. I always thought Visor was a strogg too. His visor looks like the ones the Q2 gaurds wear, and his skin is very similar as well. He is a cyborg after all. I now know though, that according to the Q3 manual, they make no mention of Visor being a strogg. He's just a regular cyborg.
As for the pure-server thing, perhaps its not necessary to use sv_pure on Central. Its a small community where we all know eachother and know that none of us are the cheating type. If a cheater did show up, he would probably be identified pretty quickly and vote-kicked. Word about the cheater would spread through the forums and irc, and if the cheater ever showed up again, everyone would recognize him and he could be banned. Obviously, only a few of us have even very minor complaints about the sv_pure feature, and perhaps it doesn't seem worth the risk leaving it off. I'm just saying that the Gen community is very small, and not really under threat, so why bother locking the doors at night? Title: Re: The Feedback Thread Post by: Tabun on 2004-06-06, 22:39 This is why, at the moment, the Euro server is running with sv_pure set to 0. Mind you, this is because we know and trust everyone that shows up there. If there'd be 20+ strangers every day, it'd probably be a different story.
I thought I was clear about Visor, but perhaps I was not. I've made the following useful reference sheet to make my meanings crystal: (http://www.planetquake.com/tabun/tmp/visor_is_not_a_strogg.jpg) I know the 'visor' itself is similar, but that is really the only thing that is even remotely comparable. A 'cyborg' is not automatically Stroggish.. if this were so, Robocop would be a Strogger (hell, he even has a visor!), as would the Terminator. :] Title: Re: The Feedback Thread Post by: Genialus on 2004-06-07, 00:27 :offtopic: Tabun, you're cheating with the background colors!
Just to be annoying and saying this AFTER the forums were changed, wouldn't it be nicer with a feedback subsection in the forum, in stead of a thread that just keeps getting longer and more confusing? Title: Re: The Feedback Thread Post by: ConfusedUs on 2004-06-07, 02:25 Quote from: Genialus :offtopic: Tabun, you're cheating with the background colors! I've honestly considered changing the Bug Reports forum to include suggestions, or perhaps adding a separate suggestions boardJust to be annoying and saying this AFTER the forums were changed, wouldn't it be nicer with a feedback subsection in the forum, in stead of a thread that just keeps getting longer and more confusing? Title: Re: The Feedback Thread Post by: monkey monkey monkey on 2004-08-07, 22:10 I was gonna put this in 'what's coming up in 99e', but that thread's winding down, so...
What about the traditional method for Slipgater skin selection? Select a shirt and pants colour. This would probably be hard to do though - best I can think of is using the inner/outer railtrail colour bars, and somehow linking them to .skin files. Hell knows O_o And yes, Visor is nothing like the Strogg laser guard. Title: Re: The Feedback Thread Post by: ConfusedUs on 2004-08-08, 04:37 That's how you select your colors already. Your railcolors control your player colors.
Title: Re: The Feedback Thread Post by: Phoenix on 2004-08-08, 05:38 :rtfm: :rtfm: :rtfm: :rtfm: :rtfm: :rtfm: :rtfm: :idiot:
Title: Re: The Feedback Thread Post by: shambler on 2004-08-09, 11:18 I have a problem. I'm new to XP (put it on thursday) (but not Gen) and I THINK that 99e is being locked up by something in XP home. Could this be messanger? what the F*ck is messanger, and how do I stop it anyone?
UT seems to run ok, but Gen 99e locks up and gives a repeat loop of sound, about 0.5 sec long. PS: hunk megs are set. PPS: love the new gun models etc. STOP PRESS: It only happens with bots! never otherwise. another stop press: It didn't happen on the euro server - until i lanched a grenade! I'll try dropping the graphics etc. this never happened with 99d guys. what am I doing wrong? Title: Re: The Feedback Thread Post by: Tabun on 2004-08-09, 14:18 It still looks like a memory problem to me. It's a known fact that XP is more of a mem-hog than any previous operating system by M$ (That is the trend they like to keep going). How much RAM does your system have available? What does the Task Manager have to say about resources? What's running in the background?
Messenger could be a pest, but I wouldn't know, because I burnt that mf of a program alive, before removing the ashes from my computer. Title: Re: The Feedback Thread Post by: shambler on 2004-08-09, 16:03 this is whats running in the background....
does not happen with vanilla Q3 by the way... Title: Re: The Feedback Thread Post by: Tabun on 2004-08-09, 16:25 Ah.
NProtect.exe... Well, I'm not arguing the use of a virus scanner, these days, it's a bare nescessity. But leaving it running actively in the background is a sure fire way to decrease game playability. I recommend disabling Norton Antivirus (or any other, for that matter) during play, or de-installing it entirely. The latter however, is kind of dangerous ;] GhostStartService... I have no idea what this is part of (Norton Ghost?) - but I'm sure it needn't be running in the background all the time... InCD A virtual CD drive? Are you sure it's non-resource hogging? I prefer using Virtual DAEMON for that, but perhaps it's not the kind of program I think it is.. ZLCLIENT What's this? Don't recognize it at all.. Same goes for: NOPDB SLEE401 All I know is that my services and tasks list is probably 1/8th the size of yours, at any given time - wouldn't surprise me if the background apps caused the trouble ;] I'm not surpised VQ3 runs without trouble. Gen just uses that much more memory/resources. Remember that it's both ALL that is VQ3 AND the stuff we've added for four more classes :] Title: Re: The Feedback Thread Post by: shambler on 2004-08-09, 16:32 I will trim the list and see.
ZL is zonealarm Ghost is norton ghost INcd is rewriteable software for nero. thanks Tab (later by 30 min) SORTED! I dropped the texture detail to med and the detail to med and then its runs like a bute. (that means very well). I even did a restart with all background progs on, and 1024x768 and 5 Bots. good FPS etc ad no locks or crashes. This must be textures thing. I'll now try on my M.E. comp. (later) works on my 800 mgz with voodoo 5, 640 ram with bots and med texture detail. love the HUDS Title: Re: The Feedback Thread Post by: ConfusedUs on 2004-08-09, 19:02 I'm gonna close this thread and start a new one for 99e, just for consistency's sake. ;)
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