[Logo]
 
  [Search] Search   [Recent Topics] Recent Topics   [Members]  Member Listing   [Groups] Back to home page 
[Register] Register / 
[Login] Login 
Messages posted by: greg11  XML
Profile for greg11 -> Messages posted by greg11 [526] Go to Page: Previous  1, 2, 3 ... 33 , 34, 35, 36 Next 
Author Message

F8_AL wrote:
well the benefits would be the different abilities of the monsters. you would have say "loaded monster forms" and at lvl 1 you would have a flying bug (so u can fly) and you gradually get better monsters. i think being a titan would be too overpowered but a red skarge has a strong attack so could be one of the better ones. you could have monster vampirism so u get health from monster attacks etc... 

I have heard of a server that at the final wave, the player with the highest score becomes satan and the other players have to defeat him. I have never played it, but I am curious what it does to the players weapons. The ability to turn into monsters would be neat, and we wouldn't have the issue with monsters hanging around doing nothing.

I would like to see the monster master be able to spawn a gun that will command the monsters to attack what ever target the player fires at.
maybe a modified grenade launcher. Your monsters focus their attacks on monsters with the modified grenades attached to it.
Edit (didn't see page 2):
works fine on ctf for me... that part of whats the most annoying... high levels grab the flag and we can't kill them because we die when we shoot them 

Yes...CTF is annoying for the lower level players...I feel like the only thing for me to do is setup barriers...otherwise I am vaporized by the high level AM's lightning rod and bolt.
The problem you described is caused by either the redirect server not having the same version of the file on the game server, or a file you have installed on your system didn't match the servers.

when you connect, the files needed are downloaded from a webserver. Then the md5 sums are checked with the file on the game server...if they don't match then the file is downloaded from the game server.
The file on the game server is not compressed like the file on the web server...that is why you will see the percentage go above 100%. Also the game server is designed to limit the connection speed to every player...this limit is <50kps.

Having the monster pack installed probably caused the problem...plus once the newer file is downloaded into your cache you won't have to download it again for 30 days.
What about splitting up the medic/monster master.
medic would be self explanitory...maybe his healing abilities could damage certain types of monsters (like undead or demons/warlords)
The monster master could be more like a druid.
A ability that the monster master could have is the ability from mysterials rpg where monsters can be converted to friendly.
If windows: what happens if you start narrator?
START>RUN>narrator
it should say some stuff like "FowardGround window...blah blah"
if it doesn't, check your mixer settings.
Are we talking windows or linux?
I would think changing your speakers shouldn't change anything...changing your sound card could though.
The usb speakers generally use the usb port for powering the amplifier.
If the usb port is the only connection to the computer then it is possible that they are bypassing your sound card.
What brand are they.
have you checked the mixer settings?
Edit: I see now that logitech makes some with the built in sound card
Apparently DirectX support is still limited with most virtualization software...although some say they will be supporting it soon.

-Jason_x- wrote:
Also I thought RPG only worked in DM, DTM, VCTF and ONS not CTF.... 

I know that engineer abilities work in CTF
I think the sentinel would be better than the wall. The wall sounds like it could cause problems. how does one destroy the wall...when a pawn is released how would it keep from re-nulling the pawn...etc. Plus the sentinal idea could be sub-classed easier.
The range should be shorter, but it should be enough to utilize it as a ceiling sent. The delay between zaps should be alot longer...maybe base it on the engineers stats (wep speed or level)...The delay should be long enough so that it can stop the first rush of monsters but not the second.

An issue I can see though is if multiple null sents were within the same range. A pawn may never be able to leave the area without being nulled repetitively.
Could a range check occur when a null sent is spawned? Have it check for a nearby null sent...then synchronize its trigger with that sent so effectively all you are doing is increasing the range. Or just not allow a null sent to be spawned within a certain range of another null sent.

The CTF issue is interesting. I don't think I have spent enough time in CTF to answer that question.
Maybe prevent nulling a flag carrier now, and look into possibility of allowing it later.

What about vehicles? Should vehicles be immune?
Fair enough.
What about the null base /Bear trap?

And can you shed some light on how to make the Toilet car useful or is it just a novelty thing.
It looks like it has a huge engine with no umph behind it.

RoadKill v3.4 wrote:
wow sounds like a coding nightmare
 

I think that will be.
I think it would be easier to code to have a time limit on it...say 1 min.

Personally as an engineer I don't have much use for other weapons. Just my trusty link.
I don't see other engineers use other weps either...mainly because we don't put many points into max ammo.

Or...
Something for all classes: make an ability to spawn a temporary weapon locker of just the currently selected weapon (as long as that weapon could be replicated). Ex: a WM has a piercing mini, instead of finding the mini spawn and handing it out to everyone that walks by for 5 mins, he could just spawn a piercing mini locker and just say where it is...everyone who wants it can go get it while the WM is doing his own thing...saving the world..blah blah
Something like this would not interfere with class balancing. just improve teamwork.


Here is my skin...umm...this is me in my lazy state actually.
Attached is a upl file. This skin is actually just another skin's texture (corrosions head) over my body.
I would have compressed the file, but the file size gets bigger when compressed.
Just copy it into your ut2004/system folder...it should work. let me know if it doesn't

Szlat wrote:
No idea. I suppose if you stacked two small blocks on top of each other, then crouched, the top one may disappear?
The "disappearing on crouch" isn't something I deliberately added. So I am not sure why it happens. Something in UT doesn't like 2 things being in the same space? If one has to go, then it has to be the block rather than the player. 

Is the issue with pickup up artifacts a similar issue?


I know it is pretty annoying when you have bots on because they always seem to crouch next to the block. 

no the annoying thing with the bots is their ultima when real players join...do you think there could be a check on ultima: if bot then return (no ultima for bots)

Sorry if it seems like I have been nit picking on your work...you are doing an amazing job.
The weapons rack would take away the WM uniqueness

Szlat wrote:

Perhaps the best bet would be to see if I can just add the damage to the healabledamage value. 

That would have been my other solution.
I think you will have to do that in the DruidPoisonInv since that is where the damage is calculated. Since you have to make sure that the damage isn't self inflicted couldn't you use the if statement for determining if exp is awarded.Code:
if(Instigator != None && Instigator != PawnOwner.Instigator) //exp only for harming others.
(also, Am I reading this right...It looks like the poison queens are getting exp for poison damage.)
 
Profile for greg11 -> Messages posted by greg11 [526] Go to Page: Previous  1, 2, 3 ... 33 , 34, 35, 36 Next 
Go to:   
Powered by JForum 2.1.7 © JForum Team