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RambOrc
Added some stuff for bot "animic states", just if we want to make them chat when pissed off, etc.What does this exactly mean?
Messed up with the bot attributes for the different difficultiesYou mean now I can choose the easiest skill level and actually have some chance against the bots in a fair way (i.e. not only when they are stuck in a corner, facing away from me)?
Weather effects (rain/snow)How can they be implemented into a map? Regarding the pathnodes, if some of the other improvements you did to bot movement help with the getting stuck in corners thingie, I think you can put it aside for this release, there is quite a noticeable difference in bot behaviour already. I still have the weapon table, before I give you a new version, is it OK if now all damage values are fixed and not variable any more? Idea: highest LVL you can reach should be 5, after that every time a player gets LVL 5 another one should fall back to LVL 4 (or if it's a dumb idea, something else), or is this difficult to implement? Also, player should have access to tier 2 weapons at LVL 2, and to the tier 3 weapon (#8) on LVL 3. Still waiting for ideas for a LVL 4 and a LVL 5 benefit. Also, LVLs should be reached slower and should give a larger boost (20% instead of 10%), I think these changes would result in a more balanced gameplay. Janis, I guess by now you hate this question, but is there any ETA for a new netcode (resp. is it still on your roadmap at all)?
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Added some stuff for bot "animic states", just if we want to make them chat when pissed off, etc.What does this exactly mean? This means that the bots will chat different things depending their animic status, for example, if you are beating the bot badly it will increase his skill a bit and start saying things like "You freaking bitch" or something like that, I think that would make it like if the bots were other people playing (or something). [quote="RambOrc":pjr5zm0h]
Messed up with the bot attributes for the different difficultiesYou mean now I can choose the easiest skill level and actually have some chance against the bots in a fair way (i.e. not only when they are stuck in a corner, facing away from me)? It's supposed that now the bots will behave less or more skilled depending the skill you set at the begining, I haven't test this completely, but I'm sure there should be some noticeable difference there, heh! [quote="RambOrc":pjr5zm0h]
Weather effects (rain/snow)How can they be implemented into a map? Using ACS Scripts for now, later I'll maybe work on a way of declaring something like a property for the map in the MAPINFO lump, for now, you have to place some spawn spots around the map and use an OPEN type script spawning the rain/snow as a projectile (that of course doesn't damage the player), I'll upload a demo map with a internal test version for the team. [quote="RambOrc":pjr5zm0h]Regarding the pathnodes, if some of the other improvements you did to bot movement help with the getting stuck in corners thingie, I think you can put it aside for this release, there is quite a noticeable difference in bot behaviour already. Why don't you tell me if you are happy with the stuff I made for the bots by testing it in the internal release? <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> I'll put it up later today <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. [quote="RambOrc":pjr5zm0h]I still have the weapon table, before I give you a new version, is it OK if now all damage values are fixed and not variable any more? Could you explain a bit further? I don't think I get it right, what I understand from it is that the damage values won't change with the leveling up? [quote="RambOrc":pjr5zm0h]Idea: highest LVL you can reach should be 5, after that every time a player gets LVL 5 another one should fall back to LVL 4 (or if it's a dumb idea, something else), or is this difficult to implement? Also, player should have access to tier 2 weapons at LVL 2, and to the tier 3 weapon (#8) on LVL 3. Still waiting for ideas for a LVL 4 and a LVL 5 benefit. Also, LVLs should be reached slower and should give a larger boost (20% instead of 10%), I think these changes would result in a more balanced gameplay. I think it could be another kind of deathmatch gameplay, I think that the best thing to make the weapons more balanced would be to make each weapon start with lower damage rates, I mean, if you get a level 5 weapons (as it is now) it will only make 2 or 3 damage points and as you grow higher in experience you'll improve your damage rate (using the system already built in the engine), or something else, maybe. [quote="RambOrc":pjr5zm0h]Janis, I guess by now you hate this question, but is there any ETA for a new netcode (resp. is it still on your roadmap at all)? I think Janis will hate that question too, heh! <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
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Log: >addbot botw5 Dev: Client NULL connected Log: DISC OF REPULSION - Z_Free - VDirect3DDrawer::SetSpriteLump - VDirect3DDrawer::DrawSpritePolygon - RenderSprite - R_RenderMobjs - R_RenderPlayerView - SCR_Update - Host_Frame ERROR: Z_Free: freed a pointer without ZONEID4) I guess it's a first with enhancing maps this far, but I actually like the original Heretic version better in the start outdoor area of the Docks where you replaced the stone wall on the right with a fence, for me the original wall design gives a better feeling. Can't wait for the new version with the more balanced leveling system, discounting the fact that I was shot all the time it was fun. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
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