Title: A v1.0 question (Three armours?) Post by: scalliano on 2004-07-16, 18:47 I was flicking through the Gen manual and I noticed that it metions that the Slippy and Strogg classes have 3 armours. Does this mean that we'll see CPMA map support as well as TA come version 1.0? (CPMA has a green armour)
Title: Re: A v1.0 question Post by: Tekhead on 2004-07-16, 19:24 Personally, I hope so... or at least some form of compatability is implemented so that CPM green armor translates into Gen green armor.
Title: Re: A v1.0 question Post by: Phoenix on 2004-07-16, 20:37 Well, we need to add a green armor item anyway at some point for Resurgence I'd imagine, so I don't see why we can't do that. I'll just have to find out the name that CPMA uses for the item spawn for down the road.
Team Arena maps will be supported, however it will not play like Team Arena does out of the box. I think I've covered this before. In fact, I did. It's all Right Here. (http://forums.wireheadstudios.org/index.php?act=ST&f=2&t=1707&hl=team,and,arena&s=) :) Title: Re: A v1.0 question Post by: scalliano on 2004-07-18, 03:27 Yeah, I'm up to speed on the TA side of things. It would be good to see CPM support as there are a load of great remake maps that use the green armour, like this one:
http://www.mapraider.com/maps/?fileid=1146 (http://www.mapraider.com/maps/?fileid=1146) Title: Re: A v1.0 question Post by: Angst on 2004-07-18, 03:48 /me wonders how green armor would work for the classes that only HAVE 2 armor types.
Title: Re: A v1.0 question Post by: Tekhead on 2004-07-18, 05:04 Green armor = Green Armor for Doom =]
...or perhaps a shiny new helmet & boots? Interesting thought... Title: Re: A v1.0 question Post by: Phoenix on 2004-07-18, 05:37 Well, Strogg has a green armor, and so does Skippy, so that only leaves Arena and Earth to worry about.
Title: Re: A v1.0 question Post by: scalliano on 2004-07-18, 05:59 I'm with Tek - just give em their yellow armours.
Title: Re: A v1.0 question Post by: Angst on 2004-07-18, 06:12 granted it's only Earth and Doom who get the short end of the deal. But keep in mind that doom's armor stacks like crap. Green won't stack unless you've got < 100 green, and blue only stacks with blue. Shards of course stack with anything. Now, doom having two green armors MIGHT work, but that's one of those questions of balance.
Title: Re: A v1.0 question Post by: Footman on 2004-07-18, 06:34 Bumping the green armor cap from the armors themselves to 150 might help even things out a bit. Just a thought.
Title: Re: A v1.0 question Post by: Tabun on 2004-07-18, 14:06 That'd be making an item spawn that supplies specifically weaker items for only two classes. I think this'll be better as a resurgence thing than for DM..
Title: Re: A v1.0 question Post by: scalliano on 2004-07-18, 15:15 IMO that isn't necessary. Remember it's still an extra armour spawn, and there are loads of maps at present that have more than one YA.
Title: Re: A v1.0 question Post by: WolfWings on 2004-07-26, 01:39 Could always say that the Green Armour adds a fourth (red, yellow, shard, green) armor pickup for the other three classes. Arena has caused subtle changes and additions to the other four classes, seems fair for the other classes to cause a subtle change to Arena, so to speak.
Just make it act like a 'bundle' of Shards for Earth, Doom, and Strogg, then tweak how big a bundle it acts like for each other class. Title: Re: A v1.0 question Post by: scalliano on 2004-07-26, 01:45 Quote from: WolfWings Could always say that the Green Armour adds a fourth (red, yellow, shard, green) armor pickup for the other three classes. Arena has caused subtle changes and additions to the other four classes, seems fair for the other classes to cause a subtle change to Arena, so to speak. What I was thinking, though, was perhaps just making it a YA spawn for Arena, That way all classes have exactly what they should have.Just make it act like a 'bundle' of Shards for Earth, Doom, and Strogg, then tweak how big a bundle it acts like for each other class. Title: Re: A v1.0 question Post by: WolfWings on 2004-07-26, 01:50 Quote from: scalliano What I was thinking, though, was perhaps just making it a YA spawn for Arena, That way all classes have exactly what they should have. But I thought it was, specifically, a new armor pickup for CPMA-compatable Q3A? I.E. There's already a defined and accepted result for picking up Green Armor thanks to CPMA. Slipgate is also handled (balancing issues not-withstanding) since they originally had Green Armor. That leaves Doom (green, blue, helmets, ???), Earth (Armor? *laughs*), and Strogg, IIRC.The whole point of adding a green armour would be to add a sub-YA-level of armor pickup above what a single shard grants. Making it 'fall back' to YA for anyone would make that class gain a calculable advantage over all other classes that it didn't revert to a YA for, on maps that featured GA, ergo it's not a valid solution. Title: Re: A v1.0 question Post by: Phoenix on 2004-07-26, 05:32 I was thinking along these lines:
Earth: Some kind of shield artifact, or thighpads, or something? 25 point armor pickup. Doom: Standard green armor. 50 point armor pickup. Slipgate: Green armor like in Q1, following Gen's 1/2 armor formula. 25 point armor pickup. Strogg: Green armor like in Q2. 25 point armor pickup. Arena: Recolor of the existing armor model and effect. 25 point armor pickup. The reason Doom would keep the 50 pointer is his armor is extremely weak as it is and gains no tactical advantage on the other classes. The Earth item would be open to interpretation. Title: Re: A v1.0 question Post by: OmEgA-X on 2004-07-26, 10:52 shield sounds nice but..his body armor is more modern..
Title: Re: A v1.0 question Post by: scalliano on 2004-07-27, 18:42 My reasoning for suggesting the YA spawn, however, was for fear of the Arena class turning into a full CPM class, but Pho's suggestion comes as a good compromise imo (particularly where Doom is concerned), as the actual armour system in CPM is more in line with Q1 and, as such, in itself would give Arena a huge advantage (as if the BFG wasn't advantage enough...).
Flak-jacket for Earth, perhaps? (ducks to avoid Tab's rail-slug) Title: Re: A v1.0 question Post by: Lopson on 2004-07-28, 00:05 The flack jacket is a nice idea since it won't be implemented on .99e.
Title: Re: A v1.0 question Post by: Tekhead on 2004-07-28, 00:31 How about something like some shoulder pads and a bandolier?
Title: Re: A v1.0 question Post by: Tabun on 2004-07-28, 01:31 Can we please stop thinking about new stuff that needs to be modelled, at least until after 99e is released? I'm getting nervous reading this thread :]
Title: Re: A v1.0 question Post by: Tekhead on 2004-07-28, 01:58 /me fizzles Tsunami of Potential Work
=] Title: Re: A v1.0 question Post by: Phoenix on 2004-07-28, 06:06 Aye, let's not burn Tab out just yet, I still need him! :D
Title: Re: A v1.0 question Post by: scalliano on 2004-08-14, 18:17 Quote from: Phoenix I'll just have to find out the name that CPMA uses for the item spawn for down the road. This might help:http://hubster.challenge-au.com/ (http://hubster.challenge-au.com/) item_armor_jacket methinks ... Tab: No rush, mate! Title: Re: A v1.0 question Post by: Assamite on 2004-08-14, 22:50 Except that now IS after 99e... so start pumping, Tabun! :evil:
Title: Re: A v1.0 question Post by: mecha on 2004-08-14, 23:38 more gametypes!!! :D
3 armors will take me back to the old days of QWDM when the red armor was RARE Title: Re: A v1.0 question Post by: JLMode on 2004-08-16, 00:43 Hey guys, didya notice dat in version .99b (or is it the .99c???? can't remember) the mod has full support for TA maps if ya already have installed TA in the same Q3A folder??? (but not the gametypes) so why the latest versions of Gen did not allow dis???
Title: Re: A v1.0 question Post by: Tabun on 2004-08-16, 01:10 !!
Assamite: (http://www.tabun.nl/fun/yoda.jpg) ;] Title: Re: A v1.0 question Post by: ConfusedUs on 2004-08-16, 01:19 Quote from: JLMode Hey guys, didya notice dat in version .99b (or is it the .99c???? can't remember) the mod has full support for TA maps if ya already have installed TA in the same Q3A folder??? (but not the gametypes) so why the latest versions of Gen did not allow dis??? Last I checked Gen DID work in TA, with the exception of mpterra2, which causes a memory error because the map is TOO DAMN BIG.Title: Re: A v1.0 question Post by: JLMode on 2004-08-16, 01:57 Dats correct!!! but the thing is dat you just added the mod in yer Q3A folder including TA and ya don't need to edit, make a config or somethin' like it!!! back then ya just unzip Gen to Q3A and dats it!!!! Although i missed dat feature for the maps; and in mpterra2, i get always dat error even playing TA, i usually solved it selecting the "set default" option, wich restores the settings dat came preloaded with the game, reconfigure everything but not in a big ressolution, and there ya go!!!!
Title: Re: A v1.0 question Post by: Phoenix on 2004-08-16, 02:48 There's an easier way to do it:
"C:/Program Files/Quake III Arena/quake3.exe" +set fs_game generations +set fs_basegame missionpack Substitute the backslash for the forward slashes. The reason we've not heavily promoted TA support is because it's not finished. We have item substitutions to make, as well as proper handling for persistant powerup spawns, gameplay modes, etc. Once that's done then of course we'll talk about it more. (Con, why the hell don't the forums like the backslash character?) Title: Re: A v1.0 question Post by: ConfusedUs on 2004-08-16, 03:04 Dear lord you talk like a badly-educated CS player, or maybe like Gameskeeper on a good day.
Either way, it's almost impossible to decipher what you're saying. Can you please do the following: Use paragraphs Use "This" and "That" instead of "dis" and "dat" USE PARAGRAPHS Realise that a comma (,) is not the same thing as a period (.) Thank you very much. ;) Title: Re: A v1.0 question Post by: scalliano on 2004-08-16, 20:52 JLMode: Yes. There are unwritten rules regarding attempts to sound ingratiatingly cute. This is an offence punsihable by having your eyelashes pulled out one by one. :evil:
Tab: ROFLMMFAO x10 Title: Re: A v1.0 question Post by: ConfusedUs on 2004-08-16, 21:02 Quote (Con, why the hell don't the forums like the backslash character?) the backslash is the escape charcter in PHP. If you want a backslash to appear, put two of them together. Title: Re: A v1.0 question Post by: JLMode on 2004-08-19, 15:14 Ha, ha, ha, ha, ha, ha, ha ,ha!!!!!!!! I laugh to dat!!!!!!!!!!
............................................................................................... ............................................................................................... ............................................................................................... Ok. now, the effects of the berserker are fadin' out...... so i'm sorry, didn't think my "dat", "ya", and ya know (sorry) i mean you know, quotes or ortograph will mess with you people, so i do apologize and next threads i write on will be more politically correcto!!!!! (help me out people i'm from another country!!!). Now, what was that backslash think???? Title: Re: A v1.0 question Post by: games keeper on 2004-08-19, 18:32 about mpterra2 , you can play the map , but only if your running the map on a server and you connect to it .
worked for me . Title: Re: A v1.0 question Post by: JLMode on 2004-08-22, 17:28 Hey pho; thanx for the TA tip, the shortcut for Gen is great, i really started missing out the fragfest in the TAMaps specially when i set the bots in nightmare, hopefully soon it'll be real people instead of bots...
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