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Posted: 09-01-2005 01:35
by Messy
Yeah, just had a very fun and full game on BuD
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Got everyone to vote GB so GB we played
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twas lovely..
Anyway, hoping for some 3on3/2on2 GB pickups soon. Would be leet.
Posted: 09-01-2005 01:37
by fro
hell yeah, rack that up.
ggs tonight. (mewwy: all your awards are belong to me)
Posted: 09-01-2005 09:50
by Imaginos
Twigstir wrote:
Imaginos is learning how to code. How in the world do you find the time to do all the suff you do?
Easy.. be awful at it. Set low expectations and rejoice in meeting them.
I stare at exported uc script til it makes sense or I pass out.. and lately, passing out seems to be winning.
Also.. those looking for servers: I use gamemake to do a front end to Gibball and make it appear in the server browser as Deathball. This is what I originally did in the ut2003 version as well. This was to sucker people into the server where they would get the redirected files and find themselves playing a mod.. worked well back then, thought I would do the same now.
Posted: 09-01-2005 11:59
by METAFrank
Any1 got a tip for me stupid buyer of the german version w/o gore? In DB i like it more to see the people flying around when theyre killed, but in GB it just looks plain stupid when the ppl simply disappear as they are hit by the ball
Any blood-patch?
Posted: 13-01-2005 00:12
by EsorcismoNJD
I'm afraid I don't think that will be possible with the coding capabilities we have now... as it is it will be difficult getting what we really wanna get done done... at this point I'm going to declare this the final version of GB for DB 2.3 as when DB 2.4 comes out it will require a lot of work to get it compliant... besides I haven't heard any major complaints except excessive noob-cannon tactics, but the next version will tone it down some
Posted: 13-01-2005 12:10
by Imaginos
The ball rockets around at random, several people want the original sound back, p/u radius is still a little big, volley speed characteristics need to match deathball, altfire suicide delay still needs to go in.. just off the top of my head.
btw, work finally decided to block my access here..
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So I'm only left with lagfrag's forum to communicate during the day.
Posted: 13-01-2005 20:00
by EsorcismoNJD
Ok in order:
What do you mean by this?, Ok just get me the name of the sound and the file it's in, yes I know I'm having trouble adjusting it properly, they do except for self-volleys and enemy volleys (these are both equal to the standard volley speed) which since catching is not allowed this should be the case, I have no idea how to implement this one myself
At this point we might as well just wait for 2.4, cause all hell's gonna break loose for GB with that release anyway...
Need your opinions on this guys... feel free to make suggestions
Posted: 14-01-2005 12:09
by Imaginos
At random times, the ball seems to hit warp speed and ricochet all over the place as if 12 seconds of travel was suddenly compressed into 1. When this happens, from the path trails, the speed must be thru the roof too. Otherwise for the distance the ball travels, it surely should have stopped. It's kind of funny to see it really, but it's scored goals a few times in games where the ball was on one side of the map and suddenly it's on the other.
For the sound, I'm still at a loss to guess why the original gib sound isn't heard on your side. I know you did a little randomizing of them, but there's one in there that sounds like a metal/glass picture frame being stepped on. That one I personally find grating, but the feedback I've been getting is that the sounds are just wrong - to go back to the original.
The pickup radius is fun.. I was messing with that too when I abandoned my changes and we put the current build online. It's a pita.
Speeds - tweaking for the number of players or the gameplay.. I would tend to stay away from doing that. Gibball is for fun, but I wouldn't want to muck up people's timing. With the exception of being fatal, the ball should behave exactly the same as normal deathball.. and this of course is out the window shortly anyway.. gah...
Altfire delay is something that was easier to put in before the 2004 version - because there was an actual routine already.. doh.. We'll worry about that in 2.4 too.
Everyday I keep planning to hammer out some of these on top of doing the stats work - just not enough hours in the days..
Posted: 14-01-2005 14:18
by Inphidel
be sure to make use of the gibball forum on lagfrag
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