Search found 49 matches
- 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 ...
- Sun Oct 16, 2005 9:25 pm
- Forum: Development
- Topic: Teaser: Map editor screenshot
- Replies: 71
- Views: 19890
- 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...
- 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...
- Fri Oct 14, 2005 6:34 am
- Forum: Development
- Topic: Teaser: Map editor screenshot
- Replies: 71
- Views: 19890
- 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
Got it. z-man was right - one can indeed only understand it after reading the coresponding section in the docs.Lyx wrote:i still dont get it.(tm). Ban-time and max-cap on bans combined in a single formula?!?# autoban-settings
- 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...
- Wed Oct 12, 2005 11:02 pm
- Forum: Beta Testing
- Topic: Release process for 0.2.8_beta2
- Replies: 84
- Views: 44097
- Wed Oct 12, 2005 6:50 pm
- Forum: Development
- Topic: special fields on the grid
- Replies: 20
- Views: 5110
- 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 (...
- 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...
- 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...
- 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...
- 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...
- Wed Oct 12, 2005 5:36 am
- Forum: General
- Topic: hi anyone wanna join this new clan
- Replies: 22
- Views: 5912