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TheDruidXpawX

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Joined: 12/19/2004 18:32:13
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Please post bugs here now.

I believe all crashing issues are fixed now.

Currently the bugs are as follows:

Under no circumstances should you summon more than 4 pets. If you do I'll get very grumpy with you. The server cant take the pain. I'll probably have to limit players to no more than 4 pets, and maybe only 3. Unless anyone has any ideas to improve the performance of FriendlyMonsterController.

When pets are killed using the kill one or kill all pets "artifacts", they need to set their health to 0 and then deal a point of damage to them or something. Destory() seems to really increase the pain for the server.

The special Monster Summon Charm's text needs to appear somewhere else. (Probably below) It sits on top of the HUD for speaking players.

Some of the pets could use some coding love. Titans shouldn't bounce team mates, queens and giant gasbags shouldn't spit out children, and the tentacle needs a special trick to spawn properly.

The Monster Points HUD appears on top of the "Press L for level" It probably should just be moved down for simplicity.

The Monster Points HUD doesn't work after you die once. This needs to check to make sure the MInv has a valid instigator still and if not, re-query for it.

I think that healing weapons should not deal additional damage to enemies... and maybe shouldn't deal damage at all.

There is a limit in the exp healing rules that caps the max healing at max health + 50. This needs to be increased (dynamically) to 150 since a skilled medic can now do this.

Future ideas:

Possiblity for the healing weapon to knockback enemies instead of dealing damage to them.

Possiblity for the healing weapon (with an additional skill) to bring back to life a player's corpse.

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[KitFox]

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Joined: 11/25/2005 07:59:59
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Possiblity for the healing weapon (with an additional skill) to bring back to life a player's corpse.
 


Wow thats a wonderfull idea. But corpses disapear no?
Drago'Nish

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Joined: 08/10/2005 18:38:46
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yes, but that can be prevented.
with a bunch of code, you can make them disapear when the new wave countdown begins. (so when the players get respawnd)
that way, it is very well possible, getting the code done, to resseruct the player is a bit harder i think.

Zenas: Weapons Master - lvl 26
emetakleze

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Joined: 01/02/2005 18:15:15
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TheDruidXpawX wrote:

Possiblity for the healing weapon (with an additional skill) to bring back to life a player's corpse. 


Personally, I don't think this would be a good Idea. Imho the fear of "dying" is a motivator. It's like putting god mode on. (I know, it prob wouldn't be that dramatic of a necromatic raising, or wouldn't be able to be done often. But still, the fear of dying spurs people to be smart in their playing. Run when you got too, fight if you can.)
Perhaps an arty or wep that raises a players health all the way to the top, but only if their health was , say, below 25? Or, mayhap a wep or arty that would allow the medic to give shield. (seperate from a healing art or wep. like a shock of give protection or something. And they could gain exp from that too, just like the exp they get from healing someone.

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Okinesu

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Joined: 12/19/2004 20:45:34
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Location: San Marcos, TX
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Drago'Nish wrote:
yes, but that can be prevented.
with a bunch of code, you can make them disapear when the new wave countdown begins. (so when the players get respawnd)
that way, it is very well possible, getting the code done, to resseruct the player is a bit harder i think.  


Ugh, I don't want to have to deal with all the extra polys. After a while, the Dynamic Mesh LOD would even start to put a strain on some systems, especially on a large map. Perhaps if there was a way to bring up a menu of dead players and bring them back that way... or replace the bodies with tombstones or something.

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la_bomba

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Joined: 01/07/2005 15:19:42
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TheDruidXpawX wrote:
I think that healing weapons should not deal additional damage to enemies... and maybe shouldn't deal damage at all.

Future ideas:

Possiblity for the healing weapon to knockback enemies instead of dealing damage to them.

Possiblity for the healing weapon (with an additional skill) to bring back to life a player's corpse. 


Hmmm, I was interested by the idea of a medic being half support half offensive, but with these it'd be like full support, I think that's more appropriate. Interesting.... Granted they can switch weapons, but they're sole purpose is to help and not fight themselves. I like this, forces more teamwork on the players.

Teamwork=a good thing

Besides, there's a lot of medic characters coming up, and the fact that they get an ifinite +6 weapon, can heal themselves at any given moment, can summon monsters to help themselves, and the fact that I still feel the exp rate is a little fast; I've been thinking that the medic class is a little stronger in the long run (eventually, when the newer characters get high enough to compete with the already established high level players) and have an advantage. (All this coming from a Medic character too, I ain't complainin'.)

Although, could you add a little null entropy into the medic guns though? I'm tired of chasing peole all over the map. (just kidding)

Noob^2: Medic..................lvl 28
Noob^3: Weapons Master...lvl 43
Drago'Nish

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Joined: 08/10/2005 18:38:46
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wel, the poly count on a corpse is same as on a living player.
so that way it doesnt mether.
and like i said, make em disapear when the wave counter starts, and players respawn.

dindt forgot about the performance
ive been a C&C Generals modder. (i no, nothing special..)
and thats what i know modeling from. (and improved over the time..)

Zenas: Weapons Master - lvl 26
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I'm tired of chasing peole all over the map. (just kidding)
 


Bear did a good job last time healing. He stayed in one spot all the time and everyone were coming to him to get heal.

I often ask if theres an healer on map and where but i never get answer :/
Teddy_Bear



Joined: 12/12/2005 20:23:53
Messages: 24
Location: Albany, Oregon
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I like to heal, and I think half the time I wasn't getting xp for those. As long as you guys stay alive, the more you'll need healing, which makes my job. Goes back to when I started playing EQ, I started a cleric and loved it. So healing here, is nice to just watch after others. So if you're 1 health off, or 300, I'll heal ya, to keep you in the game.
Sour_Grape

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Joined: 12/11/2005 17:17:15
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I came to Unreal from Planetside. Played it about 3 years solid. Amazing game if you've never heard of it. Planetside.com Anyway, Medic is one of the three support skills and I thought I'd share a little of how it works there. The medic tool only works point blank and you have to be stationary to use it. It is alot slower of a game so it works there, I don't think that would be appropriate here. It heals others or yourself at level 1. Level 2 allows you to resurrect fallen mates. It takes a little time, you're standing by the corpse, and he wouldn't have fallen if he wasn't in the line of fire. It all adds up to not being the easiest job in the world, but very much appreciated if the nearest spawn point is over a kilometer away and no vehicles.

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Frost_Byte



Joined: 01/17/2006 19:09:30
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I know this sounds wierd but everybody is having a problem with finding someone that heals you..Is there a way to have the healers come on the radar a different color like the monster and pets are now.Or a different color becon over there head like yellow or something..Would be easier to go to them then them come to u..After all there healing you

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SilverMonkey

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Joined: 10/27/2005 11:02:14
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I highly doubt that's a problem when I'm playing seeing as I don't stop moving for more than 20 seconds. If the medic is camping it's also very easy to access him/her since he'll be in the same place. Unless the medic likes hiding from you I doubt you'll have any trouble getting healed....now if there was only 1 medic playing that would make it difficult seeing as he would have to heal 19 people. Other than that I don't think it's necessary. And you shouldn't do that "no damage" with the medic weapons thing for a few reasons

1)We will pretty much be helpless when we're on our own since we can't buy resupply

2)It would make the game very boring JUST healing and not even shooting down an annoying mosquito.

3)Unless everyone just stands in the way of fire we won't really have anything to do since sometimes no one needs healing.

If you would do that then reduce the damage done by like 50%. That way we'll have something to defend ourselves with but nothing too strong to take down 5 titans by ourselves. Or you could just avoid that idea in the first place

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la_bomba

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I'm learning more and more that healing people on the run is an acquired skill. Sorry about the comment, 'twas a joke anyways.

A medic is also a monster master, so saying that they can't defend themselves isn't totally acurate. Assuming you're beyond lvl 25 or so you can start buying monster skills while already having maxed the medic skills. These could defend you.

Just an idea?

Also, anyone know if Damage Bonus influences Medic guns? I THINK it did with the normal healing guns, but have no clue if it does now. IF so, my summoning skills will have to wait a few more days.

Noob^2: Medic..................lvl 28
Noob^3: Weapons Master...lvl 43
v0rTeX

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SilverMonkey wrote:
And you shouldn't do that "no damage" with the medic weapons thing for a few reasons

2)It would make the game very boring JUST healing and not even shooting down an annoying mosquito.
 


Actually since only the healing weapons wouldnt do damage under that idea, the only way you couldnt hurt anything would be if ALL your weapons were healing or medic weapons.
Okinesu

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From what I can tell (and what la bomba is telling me) medics are making a ton of XP per game. Makes the LW people feel kinda nerfed, ya know? Also, its a hassle trying to jump over people who are healing you so you can go kill things...

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