151

(23 replies, posted in Development)

I believe racing with player collision would be more interesting than without, hooking too sabotage opponents jumps and such, then again that would be more demanding on the map design. The possibilty too restart at any time would sort of ruin that, too.

152

(23 replies, posted in Development)

pharo212 wrote:

Heres any easy way to do it:
Add items called checkpoints. There should be a begginning checkpoint and an finish one.

A timer starts when you hit the beggining one and ends when you hit the finish one.

The time is your score.

Should it work like that when there´s several people racing at once too? Wouldn´t there be some value in everyone´s time starting at the same time? I mean, you wouldn´t want too not know if you won after you reached the finish line first, right?

153

(45 replies, posted in Tutorials)

Movement tutorials could be taken way beyond beginner level eventually, I´m sure smile. Not that familiar with the making of movies yet, so I´ll just follow the development of what others do for now smile.

154

(48 replies, posted in Developer Journals)

I like the second one the most. The scope adds a nice feel too the whole thing.

I think it´s important too keep the sniper art in stilistic minimized style just like all the other teewars weapons. 2:nd is real close too being too detailed, but it looks so darn good that I just can´t dislike it smile.

Ammoclip however feels wrong, too much detail, none of the other weapons have ammoclips.

155

(1 replies, posted in Development)

Why slow when walking up? Sounds like the opposite of speeding things up ^^, would still be better too climb by hooking then.

I´d rather like too see normal speed up (fast if you were already fast), really fast speed (like after hooking the ground) down.

156

(46 replies, posted in Development)

Teetees wrote:

Takes a lot of pace from the game though. In a competition environment, the water would be equally with the hazard tiles, once you're in you're cannon fodder.

Not if there´s currents.

157

(46 replies, posted in Development)

Too make water truly interesting there could be stuff like underwater currents and waterfalls dragging the tees with them smile.

158

(59 replies, posted in Community News)

I´m guessing the people in the second cathegory just don´t know better. Theyr´e simply beginners and maybe they don´t know where the chatbutton is (the location isn´t obvious anymore). The concept of leaving pickups too teammates isn´t that easy too grasp when the dm-insticts of grabbing everything is still there, I know I still have trouble with that. That you very rarely see someone knowing what too do doesn´t help the learningprocess either.

Maybe there should be a guide. Or organized newbiehelpers.

I´m guessing the path too more interesting teamplay is getting together a group of players too play a whole game without switching teams on a passwordprotected server. Though a mode where strangers can join as spectators only too ask if they can take part in the next game would be nicer.

159

(59 replies, posted in Community News)

Interesting point. I havn´t quite thought of it that way.

But isn´t there a more polite way too express those emotions? Like saying "damn!" or "grrr" instead of insulting. The tee even has a curse emoticon too use smile.

160

(380 replies, posted in Development)

The problem isn´t it´s speed, the problem is where it spawns. Couldn´t the server run some prediction for where it should appear too, too make it end up as close too the weapon tip as possible?

161

(14 replies, posted in Development)

I can´t really answer that argument since I havn´t played Quake hmm.

162

(380 replies, posted in Development)

I understand, I just think it´s a bad thing. I don´t think it makes sence gamedesignwise that you can´t fire down while falling, however logical it is how the situation occured programmingwhise. I still think it is too be called a bug. Can´t be impossible too do something about it, can it?

163

(14 replies, posted in Development)

FireArrow wrote:

I don't think killing a tee with katana is very hard.

In one-on-one combats I win like four out of five against a katana, so I don't think it's overpowered in any way.

In my experience the difficulty varies a lot depending on the skill of the ninja. I´m not a very skilled ninja, but I´ve encountered some really scary ones.

But I agree, not overpowered. Still real powerful though.

164

(14 replies, posted in Development)

I think both suggestions fall on elegance of design.

1. Frags count the exact amount of kills, I think it should stay that way. Killing the ninja is it´s own reward, anyway smile. Also, preventing a killing spree of an opponent can be just as good as having one yourself when it comes too determining the winner.

2. No other weapons are dropped, so having that for the katana would be inconsistant and therefore confusing.

165

(14 replies, posted in Development)

Grx wrote:

1) If you kill a guy with the katana, you should get like 3 frags or so.

Because it is so hard or what tongue?

I see no reason too promote the use of katana. It´s cool, but it´s power alone should be the motivation too get it.

I also really like that one has a chance of killing the ninja by just staying too fight. Sort of uneven odds but not impossible, makes for great fun. Katana giving 3 frags would really punish such behaviour, which might turn me into one of those katana-haters.

166

(24 replies, posted in Fan Art and Other)

Daniel wrote:

changed your trickjump in dm2 a little: http://tinypic.com/player.php?v=6z6yvz5&s=1

What´s the difference? I don´t see it.

167

(380 replies, posted in Development)

raph wrote:
X-DOS wrote:

When I launch grenade up, and jump up to falling missile, it won't blow me

another one:
When I have a high speed (like falling down), and I'm lanuching grenade, it's launching behind me, not from gun

completely normal. Grenade speed while standing is exactly the same as grenade speed while falling/jumping.

Isn´t it still quite bad that the projectile spawns behind you?

Solved it. Removed every trace of teewars from the computer, including the config directory, and then redownloaded 0.3.3. Now it works like a charm smile.

So it was probably some wierd config error, no idea what caused it.

Not that I don´t appreciate the info, but most of the things said here should have been said under some other headline.

Just realised that it works just as bad when I play 0.3.2 on 0.3.2 servers. I´m absolutely positive that it worked better before the 0.3.3 release, but now it doesn´t seem tied too versions anymore. I don´t get it... sad

What could possibly have changed? Some masterserver routine? Something on my computer? Some config error occuring when downloading a new teewarsversion? Anyone who can make sense of it?

170

(6 replies, posted in Support)

I heard in the eslforum that spectators aint allowed in eslgames since they might spill information that can tip the balance. So maybe some setting too not allow spectators too say anything should be there too. Or better yet, too only allow them a sort of team chat between spectators.

171

(6 replies, posted in Support)

Would be nice indeed. Separate limits for players and spectators in the future?

172

(380 replies, posted in Development)

In the serverbrowser, when I click on a server too see who´s it sometimes shows me, while sometimes it instead connects me too the server immediately. Can be really annoying since it suddenly throws you into a random server when your´e in the middle of carefully deciding which too join. Happens maybe 1 in 3 clicks in 0.3.2, a little less frequent in 0.3.3.

I mentioned it in the news section, but I guess the proper place is here. Too me, 0.3.3 is a disaster. The pings may look better, but response times are way worse and nothing seems too happen when I expect it too.

For instance, shots originate not from where my gun is, but from where it were a moment ago. That used too happen before when pings were somewhat bad, but now it happens all the time. I´m fairly certain that´s not the only thing wrong, but it´s hard too put my finger on exactly what´s going on.

I changed absolutely nothing on my computer between 0.3.2 and 0.3.3, and 0.3.2 was absolutely awesome. Thus I can only conclude that 0.3.3 added several serious flaws.

Too me, Teewars is unplayable right now. And I love Teewars, so that is saying something.

Tend too this, please.

I use Windows xp home edition.

174

(19 replies, posted in Developer Journals)

raph wrote:

some more maps released with 0.4? big_smile

0.5 would sound better too me, cause then there´s a chance that it´s our maps smile.

175

(4 replies, posted in Development)

Has been up before, but still a good idea.