Recent Posts

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71
Discussion / Re: TremSpain (ESP community)
« Last post by ackman on June 08, 2018, 05:29:32 PM »
Hola
72
Discussion / Re: Taunt mute is a bit excessive.
« Last post by Rotacak on June 07, 2018, 08:51:53 AM »
Cooldown will limit me much, I want to taunt at various speeds :) But it should be somewhat improved. Maybe create separated mute or set different limit for chat and taunt.
73
Discussion / Taunt mute is a bit excessive.
« Last post by Rex on June 06, 2018, 10:54:40 PM »
Okay, so the current way of preventing taunt spam is to have the system mute the player's text communications.
I think that's a bit unnecessary, as it then means they can't communicate or vote just because they spammed the taunt a few times.
Would it be better to have a "cooldown" period for the taunts after excessive use? Since even after the mute, the player can still taunt spam.
74
Discussion / Re: TremSpain (ESP community)
« Last post by Niwook on June 05, 2018, 12:29:03 PM »
Nas Acea:

¡Cuanto tiempo!  ;D

Desde hace un tiempo estoy pensando en resucitar TremSpain; pero no dispongo de mucho tiempo, así que lo he ido aplazando y aplazando.

Si mucha gente se anima como bien dices en el post, me pondré seriamente a resucitar TremSpain.

Me ha alegrado mucho verte por aquí.

Un saludo.
75
News / Update: 0.1.592 (Engine update 4.18)
« Last post by Rotacak on May 30, 2018, 07:56:18 PM »
Changes:
- updated Unreal Engine from 4.15 to 4.18

Side effects:
- server printing error message in log, but that is no problem
- mouse cursor can sometime disappear on linux
- aliens furs are little buggy

Note:
There are no other changes. We need to test if server still crashing on same bug.
76
Discussion / Re: Rotcannon...
« Last post by caprisunboy on May 28, 2018, 05:53:17 AM »
i was having the same problem !!!
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Discussion / Re: How do we attract more players?
« Last post by caprisunboy on May 28, 2018, 05:51:16 AM »
i think a discord would help ive set one up KPSYD3f  cant really get new players on it or to communicate tho
78
News / Re: IndieGoGo campaign ended and future
« Last post by Rotacak on May 26, 2018, 10:34:27 PM »
Machine Medic: That could be also maybe somewhat possible but I doubt that anyone will want to dig it into code and whole Unreal Engine system. I think that in Q3 can anyone do many things but when you do not know Unreal Engine, then you will be totally lost, even if you know c++ well. And also synchronizing all source changes would be impossible.
79
News / Re: IndieGoGo campaign ended and future
« Last post by Machine Medic on May 26, 2018, 08:18:58 PM »
The only other suggestion I can add at this point is to look at possibly going open source and/or accepting volunteer help on an NDA/closed source basis.  There are players in the GrangerHub community who seem to be capable coders...

...even if they don't exactly possess a unified sense of direction.  Or foresight in general.  Most of their 'solutions' are in need of a problem.

Code: [Select]
"Hey, why not give all structures 3x health and delete the repair feature?  Humans camp too much!"
"Sure, that sounds like a great idea!  While we're at it, let's give the humans portal guns and grenade launchers... because the aliens camp too much?"
"Brilliant, but grenade launcher?  We're going to have to give the tyrant 1200hp then...  Let's do it!"
"Hey, want to give all humans ckits as sidearms and let the aliens devolve into grangers, so that when either team's spawns are dead they can just switch to ckit and rebuild somewhere else?"
"Yeah, that'll make forward bases easier, woo!  But won't that mean the game will never end?"
"Yeah, but we can just make it so build points aren't recovered when structures die."

¯\_(ツ)_/¯
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News / Re: IndieGoGo campaign ended and future
« Last post by Rotacak on May 26, 2018, 05:43:51 PM »
Loki: Wallwalking is buggy in Tension because that map is constructed only by brushes, not objects. And that causing some problems. But it is not perfect also in other maps. It is complicated thing, not easilly fixable. But one day it will be solved too. And it should not be faster that walking. I will test it.

Back in 2012 in Unreal Engine 3 there was spider physics and that was perfect. But nothing like that is in UE4 :( And my question "can you release sources of spider physics?" was ignored.
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