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Author Topic: The Feedback Thread  (Read 37259 times)
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ConfusedUs
 

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« 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.

Remember your guest forum permissions. Even guests can reply to this thread or leave a bug report!

See the first comment for known issues.
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ConfusedUs
 

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« Reply #1 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.
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Genialus
 

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« Reply #2 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?
« Last Edit: 2004-03-16, 12:11 by Genialus » Logged
ConfusedUs
 

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« Reply #3 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.
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Genialus
 

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« Reply #4 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.
« Last Edit: 2004-03-18, 10:18 by Genialus » Logged
ConfusedUs
 

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« Reply #5 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

It's also in your /generations directory

As for the nails, 15 is more than enougn to kill someone with if you're accurate.
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Phoenix
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« Reply #6 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.


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Kajet
 

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« Reply #7 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?
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scalliano
 

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« Reply #8 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,
  • = original

Earth:
Quarea51 & Dangercity by M.Kupfer
Scancode Plaza by Scancode
Cityrush by HackWriter
Genom Warehouse by W2k

Doom:
Ruins of Babel by Angst [R]
Vorsprung Durch Vernichtung by Killer
Journey by [Kona]
Kritische Masse by -cha0s-
Kom-Pak-Tek by Rasputin
Hell Beneath by Snugglebunny [R]

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
Bullet Ride by Teddy
Devonaire by [Kona]
The Edge of Oblivion by Mike Zuber [R]
Are Friends Gothic? by Kit Carson
Return To Atlantis by Imric [R]
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
HardWired by Akuma
Iron Oxide by Killer [R]
Dislocated Shoulder by Magic-Walker
Industrial Skin And Bone by Geit
Last Fortress (Badlands Edition) by Qfraggel

Arena:
The Big Chill by Yogi
Black Celebration & Enjoy The Silence by Diffuze
Contortion by GONNAKILLYA!
Trial By Error by RPG
Mu.innellim by Charon
Station 52 by Quaker-X

There's a lot here, but I hope I'm covering all bases!
« Last Edit: 2004-03-26, 00:00 by scalliano » Logged

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Tekhead
 
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« Reply #9 on: 2004-03-25, 04:24 »

Care to give us some links to those maps, or host them yourself? =]
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Phoenix
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« Reply #10 on: 2004-03-25, 04:46 »

Weapon banning is not supported, nor will be in future releases.
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Kajet
 

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« Reply #11 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.
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Phoenix
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« Reply #12 on: 2004-03-25, 07:17 »

We're working on that. Slipgate - Wink
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Angst
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« Reply #13 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 Slipgate - Wink
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scalliano
 

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« Reply #14 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
All original maps, Iron Oxide & Return To Atlantis: http://www.planetquake.com/lvl
Aerowalk: http://www.mapraider.com/maps/?fileid=1146

Don't have anywhere to host them right now.

Angst: Sorry, didn't know! Thumbs up!
« Last Edit: 2004-03-26, 00:01 by scalliano » Logged

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dna
 
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« Reply #15 on: 2004-03-25, 19:10 »

What's Return to Atlantis like?  What game is it from?
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scalliano
 

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« Reply #16 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. Slipgate - Smile

Here's the direct link:

http://www.planetquake.com/lvl/mapper.asp?art=Imric
« Last Edit: 2004-03-25, 23:54 by scalliano » Logged

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Tekhead
 
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« Reply #17 on: 2004-03-26, 01:15 »

I'm gonna check those maps out right now =]
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scalliano
 

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« Reply #18 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

and a couple more good 'uns:

http://www.planetquake.com/lvl/mapper.asp?art=GlassMan
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PSN ID: scalliano

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Footman
 

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« Reply #19 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.
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