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61
Suggestions, ideas / Re: Official Discord?
« Last post by Rotacak on August 06, 2018, 08:57:18 PM »
You can try this, but I don't have time to managing it: https://discord.gg/HfvNAna
62
Discussion / Re: How do we attract more players?
« Last post by Rotacak on August 06, 2018, 08:53:19 PM »
tuple: server does not need you credentials from Steam at all. That password in config is only for you (can be anything what you will remember) to allow you to identify server.

Starting server from Steam: I have no experience with that but it should be doable later when I have time.

Starting server from server browser: Should be possible to add but managing that is little complicated. I will look at that later too.

But look at thread here on forum about server, it is easy to run it.

Yea, 30 vs 30 was epic. When Murnatan was released then we got about 20 vs 20 and it was amazing, funny, crazy, cool.
63
Discussion / Re: How do we attract more players?
« Last post by tuple on August 06, 2018, 07:50:21 PM »
Making it easier for someone to set up their own server may help. I look and find 2 available and 160 is the lowest ping I've gotten :(

I have a game server machine and started looking at firing up a murnatan server. It requires a valid logon to get the game files via steamcmd (vs anonymous logon) which I'm very hesitant to do, who wants their steam credentials on a machine exposed to the internet? I could transfer steam installs and hope it works but perhaps I need only the murnatan game directory?

Getting the server to work with steamcmd would help entice game server providers to offer it as an option (if user counts increase) since they could then just modify their existing scripts.

Default connection entry is to localhost but there's no option to start a local server. I'll bet that I can start one underneath it

In any event, I'll get it working but making it easier to fire up an instance may help increase the number of available servers which may attract more players.

I miss the madness of 30 vs 30 trem games :p
64
Suggestions, ideas / Official Discord?
« Last post by Shieldmate on August 01, 2018, 06:30:40 PM »
I hoped to find a place, where I can find people to play with. Official Discord server would be great for that. Didn't find any. Can you create one, please?
65
News / Re: IndieGoGo campaign ended and future
« Last post by Rotacak on July 04, 2018, 01:50:55 PM »
About synchronizing code: it is not so easy like in Q3 and such engines. In UE is souce code connected with assets more closely. For example when you want to change default HP of player, then you have to do it in UE editor, not in C++ code. I think that for working simultaneously on more versions is possible, but merging it together is almost impossible.

About AI: UE have own AI system and should be quite easy for default game. But I think, no, I know that for this custom game it will be much more work/problems.
66
Discussion / Re: Rotcannon...
« Last post by ViruS on July 03, 2018, 05:54:30 PM »
It would really help if some custom graphics options were to be added. The UE presets suck especially for low end graphics users. Reduced render resolution while still rendering things like specular, normal mapping and high quality lensflares has got to be one of the worst decisions in presets for improving performance that EpicGames has done.
67
News / Re: IndieGoGo campaign ended and future
« Last post by ViruS on July 03, 2018, 05:49:16 PM »
The raw surface of the gamelogic should be sufficient to help smash out basic physics and related bugs without a need for leaking potential security and the alike. Synchronising source changes isn't needed with the availability of patch submissions however it does mean that the user's end must always be updated and patches needed to be tested for potential clashes if the user's end isn't updated or if an update rolled between the user finishing their work and a new update that is related to the section of the gamelogic (e.g. an update may rework the routing order of the marauder zap, user fixes the way the marauder zap hit detection system)

Speaking of which, we need at least a publically announced regular dev game going to help boost the population as it is.

Regarding bot AI, I can provide some advanced concepts (that no other game from what I know has yet to combine) to the aiming system so they won't be so aimbotty but it will require the use of the latency compensation system similar to quake's unlagged or a similar memory system to feed off. I have not seen how the UE3/UE4 system works so it may or may not be easily applicable.
68
News / Re: Current plans
« Last post by Loki on June 28, 2018, 08:45:08 AM »
Yay, bots are going to be interesting, I wish there would be some simple optimization along the lines but I can manage. Shame for my upcoming university that I can't play games as much as I'd want to.
69
News / IndieGoGo rewards
« Last post by Rotacak on June 22, 2018, 12:53:54 PM »
When you will get your rewards?

Badge on forum: now (just tell me that you really want it)

Coupon for item shop: when will be item shop implemented

Place in credits: DONE

VIP status forever: when admin system will be implemented

Place in credits in book: when book will be finished

Special skins: when skin support will be added (after item shop and admin system)
70
News / Current plans
« Last post by Rotacak on June 11, 2018, 08:39:01 PM »
1) make money <<<NOW
2) dumb bots (basic walking and attacking) (it looks complicated more than it seems :( )
3) ambush mod
4) admin system (log in, vip, bans)
5) ...
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