Redon | 2009-12-31 23:07
Managing Material-Slots
10
points ]
 (1 vote)

I'm picking up the idea of the "Damage Volumes" thread because I had an idea before. I thought it's better to make a new topic since this idea goes a bit deeper than just a comment in the other thread.

I guess there are many who wanted to have a hurt-material, so it isn't a new idea. When I wanted to use it, I thought that if there was a hurt-material, there would be other martial requests because people come up with more than that.

So basically, this is just a concept idea and nothing like a perfected suggestion.
What if the materials weren't preset, but they would work like textures. There would be a default material-configuration, and the possibility to create your own map-specific material configuration in the map cfg file (after using materialreset, similar to texturereset).
The player could give every material a name and define its functions, for example how much damage it causes, if it's clipped, if it's water, lava or air, the color it has and so on. It would allow you to easily merge two materials like water and death. I'm aware that it's already possible to add two materials in the same area, but it would be a lot simpler and less confusing to not have two overlapping materials, but a self defined "water-death" material (or however you want to call it in your cfg).

It could also be possible to make the material execute a row of commands, for example kill the player after or keep damaging him during a certain amount of time, or make him drop the flag - it would be up to every mapper to create his own materials.

The water, air, noclip and other commands would be replaced by something like /addmaterial [slotnumber], and the material menu would adapt itself to the material configuration, i.e. adding a guibutton with the chosen name of the material that adds it to the map.

I realise that most likely there won't be someone who's implementing all this because I suggested it, it's rather just an idea that you can think about and leave a comment if you want.

dwaters78 | 2009-12-29 19:13
Can't take screenshots
6
points ]
 (2 votes)

I've tried f12, I've tried /screenshot, but the game doesn't seem to want to take pictures.

It lags a bit like it's TRYING to write some data, but nothing shows up anywhere. The console doesn't show anything either, I've tried specifying a folder for it so save to, but no dice. I've tried specifying a file name, nothing.

I don't know what I'm doing wrong.

Windecker | 2009-12-25 21:47
Damage Volumes
46
points ]
 (10 votes)

I've wanted these for a long time, and I imagine that several other people have as well..
A material with same idea as DEATH in the aspect of sucking health away, but it damages by X amount per second rather than instant death.
It would greatly help in adding effects such as fire, perhaps acid, or hot surfaces, where the player is damaged more and more as they stand in the danger zone.

For simplicity sake, nobody really NEEDS a gui for it either, and the material could be added to a map via a command such as "/damagemat 30" the 30 being the amount of damage per second.

Give me some feedback please

Sgt. Reaver | 2009-12-19 08:09

Using the /hudgunsdir thingy, i could use the classic, ctf, solaris, and trooper hudguns, but when I try putting the weapons folder of Blood Frontier into Sauer then using the command, it doesnt work!

Please help me!
I'm new and I don't know what to do!

MisanthropX | 2009-12-15 13:55
Suggestions about Quadropolis
20
points ]
 (2 votes)

there are a few things what need to be fixed.

i often want to know whats postet recently but in the "recent content" there are all maps mods script mixed with the forum threads o.O
please fix that eventually

noob code:
if $forum [
title = "last forum post"
loop a 20 [
$lastforumpost
] [
title = "recent content"
loop a 20 [
$mapsmodsetc
]
]

please post here all your general suggestions to make quadropolis a better place ;)
for way bigger things like the voting system make your own

Vault | 2009-12-14 22:05
Hudguns Disappearing Problem..
3
points ]
 (1 vote)

I was trying to use the old assassin editions hudgun, the crossbow, but upon using the command /hudgunsdir all of my hudguns disappeared, and hudgun 1 won't bring it back. I'm going to attempt replacing the hudguns dir with a fresh copy.

Can anyone get the crossbow model to show up and animate right as the rifle hudgun?

thanx,

johnkills | 2009-12-14 20:56
Where does the "kill" happen?
9
points ]
 (2 votes)

Is the kill on the client or the server?

Lets say you are playing and you see someone in spot A. But in reality the player already moved to spot B. If you shoot at spot A, does it kill him? Because of lag, you dont have the information the player moved to spot B so you still see him in spot A.

If that is true, the client/game sends a kill message to the server saying something like "hey server, I killed ___, register it" or what happens is this.. you shoot in spot A, send the message to the server like "I shot in spot A, see if I killed ___" the server checks it if you killed or not.

What is it? :p

MisanthropX | 2009-12-13 18:10
Profile Suggestions
25
points ]
 (3 votes)

I would like to have some personal statistics in the profile :D
like

points total
points average
maps uploaded total
scripts uploaded total
mods uploaded total

and maybe a few more personal settings and informations

Quin | 2009-12-12 18:46
New ratings, and how it works
46
points ]
 (14 votes)

G'day Quadropolites, recently you may have noticed some changes to the way the rating system works, and now that I have it refined to Nieb's tastes I'm here to tell you what's up, and how it all is supposed to work; but before you comment, please understand that while the new system is open to refinement, it won't be removed or changed back.

Points instead of stars..

  • This is the biggest thing that you might notice. You can now vote any amount between 1 and 10. If you really like a node, rate it 10/10, and if you don't like it, simply don't rate it. This should hopefully fall in line with your own methods of giving feedback on content.

Something is better than nothing..

  • Using points means that no matter how you rate a node, its score will increase. High profile nodes are more likely to benefit from this than regular nodes. By switching to a points system, the only way to vote badly is to not vote at all, otherwise any amount of points you give will go toward the node's score.

Sticks and stones may break my bones..

  • It was felt that the old system was too biased toward people being able to "rate down" a node for various (what I would call pathetic) reasons, some of which included pure spite or hatred toward another community member. While we were able to moderate node comments, it was difficult for us to justify tampering with user votes, so this does the job for us.

Automatic conversions..

  • The points are just double what you already voted in stars (* = 2 pts, ** = 4 pts, .. ***** = 10 pts) and the new system converts these old values for you. Those of you who voted poorly on a node to bring down its rating may wish to consider canceling their vote.

So, while it may take a little adjustment, and there's far more gray area in what constitutes a "good rating"; we're hoping you'll like the new system better than the last and feel more inclined to give your two cents by rating a node. Don't be shy, you're just a click away..

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