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PostPosted: Fri Jul 09, 2010 1:02 pm 
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Sharp Shooter
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Joined: Thu Sep 03, 2009 1:08 pm
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coroner wrote:
All platforms will be supported. However, currently I can do only win compiles, since my other compilation environments are not available at the moment. I will need to contact some ppl who helped me with providing the linux machine and environment and Tier for the mac universal binary. I hope it works smooth, last compiles for linux and universal binary were internal 0491 versions in 2007 ...

If someone could provide me with a ready-to-go cross-compiler (working with stock ET SDK) on a windows (XP) machine I would be very grateful!


Can't you use Mingw or Cygwin in combination with a makefile ?
When you do have a linux virtual machine, you should be careful which libgc you use because serverhosters might use an older/ or newer version which ends up to incompatible so's.


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PostPosted: Fri Jul 09, 2010 8:20 pm 
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Expert
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I also agree to include the ability to change gametype from console as in the older versions. Restarting the server and changing server.cfg along with maps.cfg just to change gametype is a bit tedious. Please include that ability in CQB.


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PostPosted: Tue Jul 13, 2010 7:41 pm 
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@ Coroner:

Can you please give a little bit more information at the kind of maps we'll be seeing in CQB. You've mentioned new skins, weapons, features, fixes, but no mention of official maps yet. Any sneak peeks? I was guessing that you would be using current official maps since there has been no word of new ones, nor has the other developers mentioned anything.

Also

Referring to Shadows problem. I think having a great looking shadow adds to the look of the game, but is not necessarily a need option for people with low end pc's. The ability to turn it off and on by using a cvar is a great thought. Currently cg_shadows ( if it even deals with shadows ) is cheat protected and would probably help players with low fps to get that little boost they need by turning it off.

Thanks!


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PostPosted: Wed Jul 14, 2010 3:33 pm 
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Groove Six Studios
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Regarding maps, there is no clear plan at the moment. For the sake of workload, the maps will have to be based on existing ones. There are however some design changes required, introducing much more routes and removing the choke point design. At least for Bodycount and reinforced objective, I will also remove the spawn zones and spawning will be distributed over the map using some smart logic. For the reinforced objective I would think of dynamically relocating targets (eg computers) or of zones distributed over the map. The major goal is to have a huge variety of routes similar to the original design in Q3TC. Next to the design changes all maps get a complete detail overhaul.

I also have past/present versions of the maps in mind giving them a different mood, in some cases more rotten and overgrown areas, combined with some route changes. This would be very cost effective with regard to development time. One version would be in the late 90s at the time of Q3TC 045 and the other version in the near future. Weapons (bringing back Mac10 and Saiga12k) and the roles of the teams would slightly change ...

For the first test release, I might finish my small new map (appearing in the video). Other candidates are an updated version of Liquids raid map Bruces Arab map which is nearly finished and was never published.


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PostPosted: Wed Jul 14, 2010 3:49 pm 
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Master
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Great news, thanks for the info.

I was thinking about the "dynamic spawnpoint system" and the best I could think of was using "setautospawn" script to assign spawns, various trigger entities to check for player positions and "accum" variables to check which spawns are currently taken.

Too bad about those shadows though. :(


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PostPosted: Wed Jul 14, 2010 10:01 pm 
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Master
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Very nice, keep it up!


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PostPosted: Thu Jul 15, 2010 7:01 am 
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Hey Coroner and others,

What about starting to bleed after taking damage? Like in TC 1.2.
Even if you don't have time to code a way to get healed or heal others, it would still be way more realistic than without the bleeding. :!:

And what about adjustable leaning like in Infiltration? So the longer you hold the key the more it will lean and stays on the angle until you start running or something.
It's already possible in TC:E with a script but..lol


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PostPosted: Thu Jul 15, 2010 7:49 am 
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Groove Six Studios
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I have managed to simplify the shadow projection massively and can now draw 6 complete projective player shadows without any framerate impact (using the faster trap_projectdecal). I will probably add a cvar setting that draws the remaining shadows (if there are any in the scene) with the more expensive routine that does not suffer from polygon limitations.
Even with adding the more expensive shadow polygons it should be faster than before for up to 12 players.
In TCE, three shadow quads were drawn for each player (blob shadows). Now, shadows are drawn depending on the lighting conditions and direction. If diffuse light is dominating, no shadows are drawn at all. In areas of strong directed light, the projective shadow is drawn with a max of 6 quads, depending on distance and shadow lod settings.
Problem solved.


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PostPosted: Thu Jul 15, 2010 9:53 am 
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Master
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good job :cheers:
And good to hear there is bots

Btw how big this "massive" fps drop were ? In your case i know it was big since developers rarely say 10 fps drop even big

And about map i would like to know others opinnion but best map ever (among custom maps) was the village which is original map :D i liked the desing very much like the lonely house in middle of map on parklike area and those messed up rooms where stuff were all around the floor. That map is just fabulous but too simple

So i suggest village should be extended :shock: what about others think?

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PostPosted: Thu Jul 15, 2010 11:45 am 
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dynamic spawnpoints? :( So now people need less tactics to flank the enemy :( I hate in CoD that enemies spawn at my back... :(

Seriously now... in a match with 24+ players the dynamic spawnsystem will simply fail... just like in CoD. You either spawn in an area with full of enemies or a lot of enemies will spawn right behind you. I think in CoD the only reason for that spawnsystem were the Killstreak rewards.

Also keep in mind, that you might TK this way a lot easier... unless Friendly Fire is disabled.

AND in addition you need to find a way to let players know when the sides on the front have entirely changed (better compass/radar?)


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PostPosted: Thu Jul 15, 2010 11:54 am 
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Groove Six Studios
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dynamic spawnpoints:

less predictable
less chokepoint action
more awareness required
no spawn camping

there will be a better radar
there will be a max of 12 players

1-life is another issue, of course


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PostPosted: Thu Jul 15, 2010 12:06 pm 
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yeah cod just simply maybe failed with dynamic spawn points :lol:

Btw invader do you live in scotland or ireland? Since i remember i once played with someone maybe called invader

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PostPosted: Thu Jul 15, 2010 12:48 pm 
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Pwnzer
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@coroner: can you make the single firemode in CQB effective like in TCE 0.48, in 0.48 i always used single firemode but in 0.49 i dont use single firemode anymore because its not effective like in 0.48 anymore,
so can you please make the single firemode effective again, thanks.

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PostPosted: Thu Jul 15, 2010 1:06 pm 
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Dragonathan wrote:
@coroner: can you make the single firemode in CQB effective like in TCE 0.48, in 0.48 i always used single firemode but in 0.49 i dont use single firemode anymore because its not effective like in 0.48 anymore,
so can you please make the single firemode effective again, thanks.


How it was more effective?

I got a idea :D what about perk which increases power and accuracy of single shot greatly
And one cool thing is little different sound for singleshot

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PostPosted: Thu Jul 15, 2010 2:03 pm 
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RedRuM wrote:
yeah cod just simply maybe failed with dynamic spawn points :lol:

Btw invader do you live in scotland or ireland? Since i remember i once played with someone maybe called invader


Nope, I'm a Hungarian living in Slovakia


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