User panel stuff on forum
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General Discussion
2009-06-27, 07:05
Member
357 posts

Registered:
Mar 2006
Free Beer that dispenses from the useless IPX port please
2009-06-27, 11:57
Member
90 posts

Registered:
Feb 2006
some kind of 2on2 league with oldies in one group and rookies in one?
2009-06-27, 13:20
Member
357 posts

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Nov 2008
fakkFejz +1
"the quieter you become, the more you are able to hear"
2009-06-27, 15:29
Member
227 posts

Registered:
Mar 2007
My wishlist: a defensive weapon.

http://retroquake.planetquake.gamespy.com/blog/?p=135
2009-06-27, 15:58
Member
793 posts

Registered:
Feb 2006
5h17h34d wrote:
My wishlist: a defensive weapon.

http://retroquake.planetquake.gamespy.com/blog/?p=135

i have an idea for one. i think i'll name it... the airfist!
2009-06-27, 16:20
Member
357 posts

Registered:
Mar 2006
Would it be cool, instead of hitsounds, that enemies that take damage have a sudden yellow powerup shell effect on them? Or that might be too giving for hardcore gaming?
2009-06-27, 18:33
Member
347 posts

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Feb 2006
Please keep it serious people.
2009-06-28, 03:43
Member
793 posts

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Feb 2006
raz0 how come you don't come up with something useful then? instead of just patrolling this thread i mean.

i'm +1 for the kenya and rookie related requests (qkc ftw!), i'd also like to see one kenya map in future 4on4 leagues. the addition of 1 good, exciting new map (not cmt3/4)would make for a much nicer mappool for me.
oh, and maps.qw.nu is like an old, almost forgotten dream, would be nice to have for sure.
2009-06-28, 10:10
Member
230 posts

Registered:
Jan 2006
Quote:
- Kenya collective tournaments

+1
2009-06-28, 16:19
Member
485 posts

Registered:
Feb 2006
- Less waiting for ready
- Shorter matches
2009-06-28, 16:23
Administrator
2059 posts

Registered:
Jan 2006
Kalma wrote:
- Less waiting for ready
- Shorter matches

???
www.facebook.com/QuakeWorld
2009-06-28, 17:23
Member
485 posts

Registered:
Feb 2006
Ake Vader wrote:
Kalma wrote:
- Less waiting for ready
- Shorter matches

???

As it is matches take 1-2 hours to play. I'd prefer they start on scheduled time and were completed within an hour. If we could leave out the waiting and meaningless playing when a map win is already decided we could do that.

It would be easier for people to organize their time and there would effectively be more people available to play.

I know this an absurd wish.
2009-06-28, 17:26
Member
347 posts

Registered:
Feb 2006
dEus wrote:
raz0 how come you don't come up with something useful then? instead of just patrolling this thread i mean.

Well, I'm a moderator. Just doing what I'm supposed to.

Edit: Anyway, Åke started a serious thread. He deserves serious answers.
2009-06-28, 22:56
Administrator
1265 posts

Registered:
Jan 2006
i got one:

League: fraglimit instead of timelimit should be interesting
interesting games to watch, camping tactics where every frag count, search for spawnfrag.
no timelimit, short frag limits, like 10 for dm6 -> 20 for dm4 -> 5 for dm2,
never argue with an idiot. they'll bring you back to their level and then beat you with experience.
2009-06-29, 10:56
Administrator
2059 posts

Registered:
Jan 2006
Fraglimit would introduce even more uncertainty regarding how long games can be though. But i guess i can see the charm of it in a way...
www.facebook.com/QuakeWorld
2009-07-02, 22:37
Member
357 posts

Registered:
Nov 2008
Maybe fraglimit helps in removing camping ( 1--0 in dm2? )
"the quieter you become, the more you are able to hear"
2009-07-02, 23:08
Member
347 posts

Registered:
Feb 2006
Fraglimit could be interesting to experiment with for sure. I'm not sure it will cure camping though. Sure, you won't be able to 'play the clock' and spam to kill time, but people are also less likely to take chances with fraglimit, since each frag is much more important this way. If anything, people have to be even more careful/silent/campy with fraglimit, since you have to be extremely careful not to get ninja'd. Of course, as Åke said, games will be vary varied in length too. Some games will be over in a couple of minutes (lucky spawnfrags on DM2) while others could last for an hour, if the players are very cautious. It would probably be a good idea to have a timelimit in addition to the fraglimit. It would naturally have to be somewhat longer than normal, say 20 minutes for 1on1?
2009-07-03, 19:43
Member
485 posts

Registered:
Feb 2006
Function of frag difference and remaining time could end matches when other team/player is hopelessly behind.
2009-07-04, 00:00
Member
6 posts

Registered:
Jul 2009
non random RL dmg? I seriously can't believe this hasn't happened before, seriously, this is some MMO BS, so why have features like that.
2009-07-04, 01:34
Member
357 posts

Registered:
Nov 2008
define MMO BS
and is not so random, is always more than 99 but less than 121, making static would not change the gameplay almost...
"the quieter you become, the more you are able to hear"
2009-07-04, 05:06
Member
252 posts

Registered:
Dec 2006
Full .md3 model support, and electro's player model!
Movement prediction through teleporters, and explosion knockback physics prediction (rj prediction).
Pixel shading lightning (steal this from q3?), higher resolution lightmaps (no jagged blotchy shadows).
Better particle effects that don't require a super computer to maintain fps.
Hope Phil's trick archive is proliferate.
Change default cl_rollangle back to 2! (If you're going to arbitrate any change in that area it ought to be cl_rollalpha 0).
Non-random respawn delay time, (I'm ambivalent about random direct rl damage, and random grenade yaw.)
'Shadows' under player's feet (black circle).

Wet dreams: Greater exposure for QW. It would be great if a scene spawned in high population density places in Asia. QWlive...
'on 120 ping i have beaten mortuary dirtbox and reload' (tm) mz adrenalin
'i watched sting once very boring and not good at all' (tm) mz adrenalin
[i]'i shoulda won all
2009-07-04, 12:10
Moderator
1329 posts

Registered:
Apr 2006
son1dow wrote:
non random RL dmg? I seriously can't believe this hasn't happened before, seriously, this is some MMO BS, so why have features like that.

time! wrote:
define MMO BS
and is not so random, is always more than 99 but less than 121, making static would not change the gameplay almost...

Direct hit is always 110, not 100+rand(20) anymore (it's been like this since 5.2.2009 in KTX, and few months before that during the testing period). Splash damage depends on the distance between the hit and the player model, and is from 40 to 110 (113*).


* Some extra info:

The splash damage is calculated from the distance of the explosion center and the center of the player model, which means:

1. The damage could actually be 112, but you can achieve this by only boring towards a wall, but the selfdamage is limited to 50% from your own explosives. The damage given to you is 56 in that case, also making it "almost timpossible" for an enemy to score that kind of splash damage, while 111 might happen sometimes.

2. Practically the highest damage given to player using RL splash damage is 113 but it's impossible to achieve, because it would mean that the rocket explosion center would have to touch player model, something that is impossible without direct hit using RL. Hence the GL dh damage can only be this high, unless player teleports directly on top of the nade, which makes the center hit possible. The same would apply to RL using GL damage model (=no direct hit code, only splash damage code applies).
Servers: Troopers
2009-07-04, 12:23
Member
7 posts

Registered:
Jul 2009
- a way to record sound and images at the same time, much like q3mme's "\capture" function. Also it captures the sound directly from the WAV's used, so even if you record @ 120fps, the sound does not get affected!
2009-07-04, 13:11
Member
6 posts

Registered:
Jul 2009
Renzo wrote:
...

Nice to hear, totally missed that. It's rather amazing to see quakeworlders keen enough to change what was a standart for many years.
2009-07-04, 13:25
Member
357 posts

Registered:
Nov 2008
Anyway, renzo you should know not all servers are updated, so youre wrong saying the damage is not random anymore, i play all whole days in a server with random damage.
"the quieter you become, the more you are able to hear"
2009-07-04, 15:03
Moderator
1329 posts

Registered:
Apr 2006
And how is that my fault or concern? I can't and won't msg after every admin to update when needed, they should listen to players and the scene in general and read news to find out when it's time to update some stuff.

The servers I admin (my signature) are always updated, and I know pangela's servers are too, much like tuna seems to update dybbuk quite often. I remember EQ running so old version in the past that it couldn't even properly support QTV related stuff, even if people told the admin to update nothing happened until some time ago.

In any case, any and all important KTX/MVDSV changes are always posted on QW.nu frontpage news, and some stuff is mentioned in my blogs (less important though).
Servers: Troopers
2009-07-04, 19:36
Administrator
1864 posts

Registered:
Feb 2006
Ake Vader wrote:
A comprehensive map archive like the old maps.quakeworld.nu

Wish granted, now let me be
2009-07-04, 21:34
Member
357 posts

Registered:
Nov 2008
+ something for open/paste the URLs others players type in chat, is really annoying to write it manually...
"the quieter you become, the more you are able to hear"
2009-07-05, 09:42
Member
485 posts

Registered:
Feb 2006
time! wrote:
+ something for open/paste the URLs others players type in chat, is really annoying to write it manually...

connect $lastip
2009-07-05, 13:07
Member
357 posts

Registered:
Nov 2008
I mean web URL's, for example when you are trying to teach a new player and you paste in the console http://videos.quakeworld.nu/video/guide-bunnyjumping/
"the quieter you become, the more you are able to hear"
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