Search found 49 matches

by Lyx
Tue Oct 25, 2005 11:17 am
Forum: Development
Topic: Motion blur
Replies: 70
Views: 14589

Just throwing in my 2 cents: I like the motion-blurr idea and have a feeling that it would look great combined with a moviepack and other minor graphical tweaks to the game. IMHO its the last missing piece of the puzzle of which we didn't talk yet. Of course, it would only rock if it can be done at ...
by Lyx
Sun Oct 16, 2005 9:25 pm
Forum: Development
Topic: Teaser: Map editor screenshot
Replies: 71
Views: 19890

Yup, that makes the objects on the grid way more distinct from the grid itself.
by Lyx
Fri Oct 14, 2005 4:57 pm
Forum: Development
Topic: Default value of CAMERA_SMART_GLANCE_CUSTOM
Replies: 24
Views: 8857

I like 0 more, but what i like about 1 (with the default settings) is that the camera is mounted a bit higher. With 0, the camera is a bit too low for my taste. Then again, i tried doing something in-between with the custom-camera settings, and it was even more confusing, because - as other mentione...
by Lyx
Fri Oct 14, 2005 4:45 pm
Forum: Development
Topic: Teaser: Map editor screenshot
Replies: 71
Views: 19890

contrast looks okay to me now - but that brought me to another idea..... maybe make the grid-background dark-grey and the gridlines bright-grey...... and everything else in non-greyscale-colors. That way, it would be easily visible which of the lines are gridlines, and which are real polygons, spawn...
by Lyx
Fri Oct 14, 2005 6:34 am
Forum: Development
Topic: Teaser: Map editor screenshot
Replies: 71
Views: 19890

Minor cosmetic issue:
I'd propose to either make the background more bright, or make the grid-background more dark..... as it is now, the overall contrast between the app-background and the grid-background is so strong, that its visually fatiguing.

Besides of that, looks great to me :)
by Lyx
Thu Oct 13, 2005 1:34 am
Forum: Development
Topic: 0.2.8 CFG-Comments
Replies: 3
Views: 1191

Re: 0.2.8 CFG-Comments

Lyx wrote:
# autoban-settings
i still dont get it.(tm). Ban-time and max-cap on bans combined in a single formula?!?
Got it. z-man was right - one can indeed only understand it after reading the coresponding section in the docs.
by Lyx
Thu Oct 13, 2005 12:14 am
Forum: Development
Topic: 0.2.8 CFG-Comments
Replies: 3
Views: 1191

0.2.8 CFG-Comments

# sets the file path for the map # relative file path to the default map # when a client's connection is blocked because he's banned, make him banned for at least this many seconds # when a banned client tries to connect, update the remaining ban-time to be at least this many seconds # autoban-sett...
by Lyx
Wed Oct 12, 2005 11:02 pm
Forum: Beta Testing
Topic: Release process for 0.2.8_beta2
Replies: 84
Views: 44097

I've finished the rewording of some CFG-comments - where should i post them?
by Lyx
Wed Oct 12, 2005 6:50 pm
Forum: Development
Topic: special fields on the grid
Replies: 20
Views: 5110

16.: "Magnet"-Field - makes cycles accelerate when driving towards it, and brake when driving away from it. Braking should be less than the acceleration-amount so that it can be used as a "catapult".

Edit: That sounds great, Lucifer :)
by Lyx
Wed Oct 12, 2005 6:27 pm
Forum: Development
Topic: special fields on the grid
Replies: 20
Views: 5110

Okay, someway i have the feeling that we actually mean the same (or something similiar) and were just misunderstanding each other. All the things which you point out, i completely agree to them. I just meant that for complex arenas, a map-editor would be useful which allows to easily align objects (...
by Lyx
Wed Oct 12, 2005 5:17 pm
Forum: Development
Topic: special fields on the grid
Replies: 20
Views: 5110

A serious problem with gridlocking any map feature is the scaling. Maps can be scaled up or down by a factor of up to 32, a total scale variance of 1024 (more from the console). Things would need to align for the lowest scale without rearrangement, which severely restricts the placements. At the de...
by Lyx
Wed Oct 12, 2005 4:18 pm
Forum: Development
Topic: special fields on the grid
Replies: 20
Views: 5110

One thing about which i wondered: Of course such special fields would look strange unless their placement is perfectly aligned with the gridlines(so that they do look like being part of the grid). I dont see such a requirement. What if I want a field to have its axe system to be tilted, wouldn't it...
by Lyx
Wed Oct 12, 2005 2:24 pm
Forum: Development
Topic: special fields on the grid
Replies: 20
Views: 5110

One thing about which i wondered: Of course such special fields would look strange unless their placement is perfectly aligned with the gridlines(so that they do look like being part of the grid). Doesn't sound like a big deal but leads to more questions... on tight parts of the maps this would mean...
by Lyx
Wed Oct 12, 2005 2:16 pm
Forum: Development
Topic: some crazy ideas
Replies: 67
Views: 20385

About arena-feeling: - higher rim-walls and larger textures, yet with with more details(the appearance of scale comes from having large shapes as well as tiny details in them.... similiar to how to make spaceships appear big) - parallax-effects..... so layers. - having a transparent *gap* between th...
by Lyx
Wed Oct 12, 2005 5:36 am
Forum: General
Topic: hi anyone wanna join this new clan
Replies: 22
Views: 5912

oh dear, i need to be careful about my wording here - creates bad misunderstandings. *Of course* i didn't mean to implement voice-chat INTO armagetron :) I just mentioned it because it could then be used in combination with the other stuff.