?uhm..I don't know if this makes me stupid but..what's a CSV file do? x_X
- Fixed Reconnect abuse(Some players were reconnecting, to quickly get back on
defense)
How? Different spawn-spot (for example @ ball spawn)? respawn at your old place?
In the 'Still To Do' list:
- Startlag
What does this mean? Does this mean all the models will be loaded before actual spawn so people with worse systems dont have a disadvantage? Or something else (like the joinlag, that's still there)?
There is however a nasty bug that somehow disables this for deathball servers if you try to do it through the ut2003.exe, could just be me as I've heard no1 else about it.
Besides these things I have to say: Looks promising, both the Done and To-do lists look good, I like most of the implementations, this paired with the rumours of catalyst having optimized the weapon's code makes me feel warm and fuzzy inside ^_^
As for the spawning, might give some annoyance @ pubs with the bug, so I sure hope you'll decrease the chance of getting that before implementing the spawn delay
As for pickups and matches, I'm sure it will be paused then
In my opinion the reconnect still goes too slow to return to defense fast enough tho..could be just my connection
As for pickup, does that have anything to do with the delay you experience if you pickup/catch a ball before you can shoot/pass?
As for the spawning, might give some annoyance @ pubs with the bug, so I sure hope you'll decrease the chance of getting that before implementing the spawn delay
We have a completely new weapon, I hope this fixed that bug
As for pickups and matches, I'm sure it will be paused then
We could do this, but only with an option that al players can click to continue the game. Just in case that player can't come back.
In my opinion the reconnect still goes too slow to return to defense fast enough tho..could be just my connection
I can reconnect pretty fast
As for pickup, does that have anything to do with the delay you experience if you pickup/catch a ball before you can shoot/pass?
Well the current weapon in DB is different, I don't think that there is no unintended delay anymore
edit: huh Jero took out the CSV /o\
I posted it in my previous reply as an attached file. VB messed up the format.
Oki, I assume that file will be saved in every1's system directory?
Other than that, I didn't mean an auto-pause that could be stopped by a vote or the player returning (for example the replays be sure to make it a server option tho, as it might get annoying), I actually meant more of a regular and manual pause by the admin, but your idea would certainly be interesting too
- While loading Deathball now shows a picture of the map it's
loading on the background(only works for official maps)
How exactly will this work? Is there going to be some sort of level property or entity which you can set a picture texture to? If so, would it be possible for mappers to use this in their own works?
Armagon wrote:
How exactly will this work? Is there going to be some sort of level property or entity which you can set a picture texture to? If so, would it be possible for mappers to use this in their own works?
No, Deathball has a different background for each map(it's been since that for a while now) but they were always chosen randomly while a map was being loaded. Now the correct background shows up when loading a map.
2COOL4-U wrote:
No, Deathball has a different background for each map(it's been since that for a while now) but they were always chosen randomly while a map was being loaded. Now the correct background shows up when loading a map.
Ah I never noticed that. That's most probably because I always used UT2003 to access DB (since there was no real reason to use the Deathball.exe).
There was x_X
Added menus to set pass radius, shortname and radar properties.
Also with me the 'open' command didnt seem to work for deathball servers through ut2003.exe
And Fizzy, please do so
also: Wudn't it be great for the background to just show the maps' small pics u get when choosing a level (besides that 'Author:' etc. text) , but with one dominant and overlapping colour for custom maps?
Or something Could be an option x_X If you dont understand me: ill summarize it quickly ;p
- When you are choosing a map in botmatch or when starting a server you see an image that quickly displays map and author etc.
- Take off the text on top of it (stating author and recommended players mostly) if possible, and use this image as a background when loading that custom map
- If possible, overlap it with that gold-ish deathball colour and make the overall colour of the image 'dominated' by that gold-ish colour by adjusting the rgb etc.
Messy wrote:
There was x_X
Added menus to set pass radius, shortname and radar properties.
All of that was already accessible, all I had to do was be in a game or start an instant action one of DB and I could change all those with no problem at all.
I think it'd be nice if when you're playing a 1v1 or on a pub where you're the only player on your team, the bad passes stat shouldn't register. After all, when you're on your own who can you pass to? Can it not be done so that when team number = 1 no passes are deemed as bad passes?
Onge wrote:
I think it'd be nice if when you're playing a 1v1 or on a pub where you're the only player on your team, the bad passes stat shouldn't register. After all, when you're on your own who can you pass to? Can it not be done so that when team number = 1 no passes are deemed as bad passes?