Thank you, really nice server to play on.
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Teeworlds Forum → Posts by Dreamy
Thank you, really nice server to play on.
Pistol bullets are affected by gravity too. I think it would be misleading way too often to be useful.
/sign that's a great idea and opens the possibility to create hammer-server
Not quite true. You´d need an option to disable the pistol for that.
what i wanna say - be carefully. it's better to make the laser at the beginning to weak, so you can make it stronger in the next patch. but when you make it to strong, it could be an overpowered weapon, which could destroy the teewars feeling :x .
The shotgun was overpowered a little while after 0.3.0 (before which the granades were the most used weapon). They fixed that for 0.3.1 and I didn´t hear anyone complaining about that. I wouldn´t worry.
In fact I think making it slightly too powerful first might actually be good since then people will use it more and we´ll get to know how good it is faster. But of course, should always aim at getting it just right
. In either case, I´m sure they will get it right eventually.
Oh, didn´t know that. Handy.
Awesome.
What he said.
For the art I´d suggest a tweak on that sniper art but with some thing with lenses instead of the silencer - it looked awesome
. I also, for some unknown reason, really like that the ray is blue.
Well I'd like to see land mine. It was proposed few times
Land mine
- takes two hearts/three shields,
- explodes near enemy,
- you can get it in 3-pack and have maximally 3 mines,
- when you put it on land you have 3 seconds to get away from it,
- can be also destroyed by shooting to it.
Example:
http://i25.tinypic.com/2ujgphd.png
I have also version w/o border.@Edit: If you like it, I can make some other weapons in same style.
One of the absolutes in teewars is that you must be nearby a tee to be able to kill it, thus landmines and the like are out of the question. This has already been said in this thread by matricks I believe.
Shootme: You are wrong. cl_show_player_ids=1 is not an rcon command. I also thought it was first but when I tried typing it it didn´t work. No, it is as I already explained in my rewrite of the doc above, one of the variables in the file called default.cfg in the config directory. If you use windows I´d suggest opening that file with notepad to change the variable.
and it´s f2 you press to type commands, not f1.
edit: I stand corrected. Two wrongs made a right I didn´t know of
. How come f1 isn´t mentioned in any doc?
I completely disagree with being hooked making it almost impossible to survive. On the contrary I think actually having use for hooking someone gets pretty hard since just resisting the pull with the movebuttons makes your approach slower than if you hadn´t hooked. The dancing around each other a little while until it lets go scenario seems more common to me than it actually resulting in a kill. I´d say it´s balanced as it is.
All the information you ask for is in the Docs files, allthough it isn´t very pedagogically explained. To be completely honest with you, I had some trouble with it myself when I decided to try rcon out.
Since I´m pretty good at explaining things, I thought I´d give a shot at improving it. What comes next in this post is basicly a copy of the Docs file on rcon, but rewritten to be easier to understand (devs, feel free to copy this if you like it).
Using remote console
To be able to remote control your server, follow these steps:
1. Set rcon_password in your server config and start the server
(see the "Setting up a Server" document for details)
2. Set the same password in the client, available under settings, network in the game gui.
3. Join the server as a player
Now you can press F2 (configurable) and enter commands to the server.
All commands are in the form of assigning a value to a variable. For example, if you want to change the map used on the server to dm1, you write:
sv_map=dm1
All variables that are available in the config are available though the remote console.
(see the "Setting up a Server" document for all the config variables)
There are also a few more commands, listed below.
sv_status=1
This will print all the clients, their score and ip to the console.
sv_kick=id
Kicks a player from the server.
id is a number. To ba able to see the id of all players, set cl_show_player_ids=1 in the teewars config file of your client. In Windows, you can find this config file by doubleclicking on config_directory.bat in the directory you have Teewars. It´s called default.cfg. With that variable set you will see every player´s id to the left of their name on the scoreboard (when you press tab ingame).
sv_msg=my message
Use this to broadcast messages to all the clients.
sv_map_reload=1
Reloads the current map. Use this when you want the same map but another gamemode. Changing the gamemode variable won´t trigger a game restart, and thus it only takes effect after changing map or using this command.
You don´t think it could be balanced in any way?
Rcon, as in remote control. Basicly it´s commands for remote controlling the server your´e playing on.
It has too be a server with an rcon password and you need too have that password written in settings. Then it´s just to press F2 (unless you changed the controls too something else) and write the commands. Most rcon commands changes one variable or another, like what map is used on the server or which gametype.
For more detailed information check the Docs section of this page.
Seeing copies of oneself could be fun though
. Like a map with just one small platform and scrolling in all directions
.
You can try and turn off the prediction by setting cl_predict=0 .. It's really really horrible
I tried it now and I see what you mean. With prediction is better in pretty much every way except for aiming.
It seems too me it´s just a matter of calibration though. When playing with prediction the projectiles consistantly come from where you were a moment ago rather than where you are now. Can´t the prediction just take the delay into account in it´s calculations?
If there is a delay between a buttonclick on your computer and it happening on the server, shouldn´t the client try too mimic the server as closely as possible rather than giving you a fast response? Or maybe better yet, add the delay of the message coming back too so that it gets truly syncronized with how you show the projectiles. That way I think you´d get the smooth movement of prediction without the hard to aim drawback.
Dreamy wrote:Robot legs would be a great Tee Vehicle. They get legs the same way we get wheels
.
but what would it do? Provide a battery cannon? Impact damage?
Higher jump, faster running speed and shield against projectiles from below?
Teetees, you´re talking under the assumption that movement in water would be slow. I don´t think that has too be the case. Different, naturally, but not neccessairly slow. Tees could be very good swimmers.
Logaritmic speed increase (evenly getting harder and harder but no real limit)?
I agree with matricks that making running faster is a good idea.
I´m sort of with Teetees on this one in the sense that I think the fact that you predict movement but not projectiles does more harm than good. I didn´t find it hard too move around before, but I do find it harder too aim now since the bullets seem too appear where I was a moment ago rather from where I am now.
I don´t really understand how this stuff works though, and my memory isn´t perfect. Maybe turning off prediction isn´t the answer (but I heard it´s possible so I think I´ll try it out). Just pointing out that Teetees isn´t the only one not fully comfortable with how it is at the moment.
Robot legs would be a great Tee Vehicle. They get legs the same way we get wheels
.
I fail too see the purpose of unlockables. Becoming good at Teewars is very rewarding in itself, since Teewars really makes every cool move clear. I don´t see why people would need any further motivation.
What person on a university wouldn´t understand the charm of teewars?
We want to add 1-3 new weapons into the game. The number depending on the needs and if we can come up with something good. One of these weapons will be some sort of sniper. When I say sniper, I say a long range, high velocity, moderate-high damage weapon. I also want it to be a weapon of action, not standing around picking out targets. This weapon will more or less designed for hunting players down and for dealing that last fatal blow.
Exactly how this weapon will work has not been decided and we have to do testing to find out exactly how we want it.
Yay
, exactly what I wanted too hear.
Have you ever considered the fact that you keep coming 2nd or 3rd might be because you keep running away!? The winner of a DM (or TDM round) is the person/team that makes the most kills, not who lives the longest - just something for you run-away tees to think about...
Probably true in the crowded dm games. But in 1on1 duels as well as in ctf running is an issue.
if someone really wants to "play to win", just need to run everytime he gots 3 or 2 hearts left. and thats not very hard to do, even if dueling against a pro. i think this should be considered, so the battles would be more intense, dealdy.
If you run with onlu 3 or 2 life you´ll probably not escape if your opponent can handle the pistol properly. Most can´t since it´s a weapon easily missed, but it´s really good at killing off a wounded tee quickly.
Also, although running is no doubt easier than chasing, that still don´t mean that running from a "pro" is easy.
But I still agree that there´s a problem. You can run way before your´e on 3 or 2 life, and then even the pistol won´t bite. I don´t think changing the life is a good solution though, the elegance of exactly 10 hearts and all damage in whole numbers is something I would consider holy. My hope is that the sniper will solve the runner issue.
2 - aim
I don´t agree with you n this one, but I guess it´s just a matter of personal taste. Pherhaps an option in settings would be proper.
finally, i'd like to say that i hope teewars don't become a quake 3 or soldat alike,
because people seems to be expectinga lot of new weapons, pickups, powers, etc, etc, etc. i love it being simple as it is. a few seletive adds are welcome, but just a few. thats my opnion.
Teewars has a very smart dev team, I don´t believe they would do that mistake.
Wow, you actually count the bullets? Awesome
. For me, that is the ideal. Like in the movies, one guy sais "I´m out" and the other one might know if he´s lying.
Teeworlds Forum → Posts by Dreamy
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