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New version?
03-13-2016, 07:01 AM,
#11
RE: New version?
Ye, perks aren't useful at all. Remove them and add new features.

[Image: AKuK1Sn.gif]
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03-13-2016, 07:44 PM,
#12
RE: New version?
In university, I have a lot less free time compared to the past, and the time I have left for ACR has been decreasing significantly over the last few years.
Recently, almost all of the ACR development happens during breaks between semesters. Out of two years, approximately three months can spent on ACR at this rate.

I want this game to be successful, but my diminishing free time makes it difficult to work on ACR.



I should address some things from the first post.

I said that the next release (ACR 2.6.1) was "expected within a few weeks" on 2014-08-01. It was released on 2014-08-20, 19 days later.
ACR 2.6.1 switched from AC 1.0 to AC 1.2, but other changes were minor, and some features from ACR 2.6 were missing.

As expected, it is possible to do what you listed.

AC has a crosshair too, and both AC and ACR support disabling the crosshair (type /crosshairsize 0 or play with the realistic hardcore mutator).
It is already possible to remove the crosshair locally.
It is already possible to disable perks (server mod).
It is already possible to disable the flag indicator locally (/waypointsize 0), but it is not easy to remove it with a server mod.
It is already possible to tweak the spawn protection time for different gamemodes or disable it (at the server), but the client translucent effect will not be synchronized with the server.
It is already possible to remove the knife shot (server mod), but then it won't do any damage.
The sniper kills with one shot most of the time because of the high damage, especially at close range. Damage in ACR is supposed to be halfway between AC's damage and realistic damage, and mutators can be used to change the damage.

Classic mode can still be improved. Here are some changes that will be made for 2.6.4:
  • Perks will be disabled or default classic perks will be forced
  • The flag indicator will be removed or at least the update interval will be longer (I think in 2.6, the flag updated instantly except in classic, which used periodic updates)
  • Shorter spawn protection time in classic


Here are some important points:
  • There are some changes in the ACR 2.6 branch that have not been copied over onto the current branch. Those changes need to be copied over.
  • Classic mutator tweaks have been added to the task list.
  • ACR tries to satisfy as many people as possible by adding options into the game. Classic mode is supposed to make the game behave like AC; for example, the damage is supposed to be similar. Hardcore is supposed to make the damage more realistic. For many client-side things, like the crosshair, if you don't like it, just run a command to change it, or mod the .png files.
  • Unlike AC, (fair) server mods affecting gameplay are allowed in ACR, so you can at least edit the code and recompile the server.

Best regards,
Victor
//victorz.ca
Code:
Your antithesis compares favorably with any high magnitude of pwnage. (-you > |p|, you < -|p|)
My antithesis compares favorably with _that of_ any high magnitude of pwnage. (|-me| > |-p|, |me| > |p|)
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03-14-2016, 12:03 AM, (This post was last modified: 03-14-2016, 12:17 AM by .LeXuS''.)
#13
RE: New version?
Victor, to simplify things. I did not understand 100% of what you said "sorry". Then the next version is 2.6.4 or 2.7?

When you will release the "next version"?

It in the next version is possible you create a new mode? with:
- No indicator flag  > completely remove it < in all modes containing the flag.
- Change crosshair like assault cube "I do not understand what you said before". PLEASE change crosshair...
- Completely remove perks >> only in this new mode.
- No vulnerability when spawn.
- When I die, it is possible to see the enemy's screen now, you can remove it?
- Remove the knife shot.
- You can remove the m82 sniper in the "new mode"? It is stupid that speed and be able to "fly" in CTF mode.
- On the return of the flag. It is possible in this "new mode" to flag return just passing through? Not be necessary to have to return to base with the flag.
- You can change the scope of the sniper and remove the crosshair of the sniper?
- You can "modify the grenade," I think the damage is not correct, and not show the second in this "new mode."
- Why 120 hp? is there any reason for this? or may be only 100 hp?
- In this "new mode" is possible life not regenerate?

Secundary weapons:

- It is possible secondary weapons are only (USP .45) and (M1911) and remove the rest of the other secondary weapons? Remove: (Heal, Sword, RPG-7; M1014 Pro)
This just in the new mode, other modes become as you want.

>>>> Remove it all, but only in the new mode, let it be as it is now, in the other current modes. <<<< Understand me?

Well, sorry to be boring, but I really want to play this game and want to help, but I can not play with a few things that I find unnecessary ..
Do you understand me Victor? You can make these modifications in a unique mode? Create a new mode, with these modifications. Please tell me if its possible.
I know some of the things I said is already possible, but its only possible in different modes, I wonder if it's possible to make these modifications in one mode only.

Victor sorry to be so boring, thank you for understanding. Everything I write is not me only. I and Feeh

Victor, I have played with 10 different players, this game has some players, but it is necessary the people active in forum play too. If no person start playing, the others also not start play. If a person opens the list of servers, and everything is empty, they close the game and not play. I and Feeh are who start playing, for other people to play also. We play and we will continue playing, we created a ts3, it has people who come in ts3 and ask to play, is a good start.
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03-14-2016, 10:44 AM,
#14
RE: New version?
GG's guys. Good to see more active player Big Grin

[Image: AKuK1Sn.gif]
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03-14-2016, 10:50 AM,
#15
RE: New version?
Totally understanding Victor here, I'm currently graduating high school right now and boy do I not have free time. It's probably no different in the university either. I'm going to be unactive for the next whole year tho because I'll join the military right after graduating. Anyways guys, if you have a problem or anything just learn how to 3d model or script. I mean with 2 or 3 months you can learn quite a bit of modelling so go ahead...

[Image: 3SVsNlV.png]
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03-14-2016, 11:49 AM, (This post was last modified: 03-14-2016, 11:53 AM by {KK}Waleed.)
#16
RE: New version?
Ye i am looking to learn 3D modelling and know a little but it's very slow progressing Sad

@Victor: good ideas there bro. Just a suggestion from me: Please add a better loading screen. I mean a loading screen, which auctually works. I am ready to create any graphics you need, but please change the current one. My eyes bleed when I look at it.
Also if possible add some hints too and to help you I can create more graphics for you but it will be even better if there was a random loading screen each time. I think it shouldn't be very hard, try making a random generator to pick a graphic.
Good work. Keep it up !

[Image: AKuK1Sn.gif]
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03-14-2016, 05:31 PM,
#17
RE: New version?
@.LeXuS'', the next version is the next release, regardless of the version number. When ACR is improved enough, the version number will be bumped to 2.7.

Some things you mentioned are client-side settings, independent of the game mode, that can be done with simple modifications.
  • Change crosshair like assault cube
    If you don't like ACR's crosshair, at least you can hide the hide it with /crosshairsize 0. An option will be added to use AC-style crosshairs.
  • When I die, it is possible to see the enemy's screen now, you can remove it?
    Use /autospectate 0.
  • You can change the scope of the sniper and remove the crosshair of the sniper?
    Yes, you can mod the sniper scope. If you can't, there should be a bug report.

Also, you should understand the distinction between modes and mutators.
Modes are like DM, CTF, HTF, etc.
Mutators are modifiers on the mode: team, classic, hardcore, etc.

It makes more sense to modify the classic mutator to include your suggestions than to add a new mode:
  • No indicator flag > completely remove it < in all modes containing the flag.
    If this is a new DM-based mode, there likely won't be a flag.
    Otherwise, this is already a planned change for the classic mutator.

  • Completely remove perks
    Again, this is already a planned change for the classic mutator.
  • No vulnerability when spawn.
    Once again, this is already a planned change for the classic mutator.
  • Remove the knife shot.
    Do you mean the throwing knife? Otherwise, "knife shot" approximately means "knife damage" like with the other weapons.
  • You can remove the m82 sniper in the "new mode"?
    The M82 recoil/kickback can be reduced in classic. This is added to the task list.
  • On the return of the flag. It is possible in this "new mode" to flag return just passing through? Not be necessary to have to return to base with the flag.
    Use the "direct" CTF mutator.
  • You can "modify the grenade," I think the damage is not correct, and not show the second in this "new mode."
    The classic mutator currently uses AC-style damage fading. What "second" are you talking about?
  • Why 120 hp? is there any reason for this? or may be only 100 hp?
    This makes the healing weapon slightly more useful, otherwise it would be too underpowered. If the healing weapon is removed from classic, 100 HP would also make sense.
  • In this "new mode" is possible life not regenerate?
    Health regen is already disabled in classic, unless there is a bug.
  • It is possible secondary weapons are only (USP .45) and (M1911) and remove the rest of the other secondary weapons? Remove: (Heal, Sword, RPG-7; M1014 Pro)
    Removing Heal and RPG-7 seems more important. The M1014 Pro will stay because almost nobody will use it.
The underlined parts have been added to the task list. It contains a list of changes for the next version. The changes will be made when time permits, which might be a while in the future. Just writing these long replies is already consuming lots of time.

@{KK}Waleed, there is a pending task item to make the loading screen text more informative.

We can redesign the loading screen image, but watch out for restrictions:
  • Padding (aspect ratio): similar to how the sniper scope requires a black background with 75% alpha, the loading screen requires at least a black edge, since there are black boxes of padding on non-square screens.
  • Package size: we can't include too many loading screens, or else the package size becomes very large and takes too long to download.

Best regards,
Victor
//victorz.ca
Code:
Your antithesis compares favorably with any high magnitude of pwnage. (-you > |p|, you < -|p|)
My antithesis compares favorably with _that of_ any high magnitude of pwnage. (|-me| > |-p|, |me| > |p|)
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03-14-2016, 10:58 PM,
#18
RE: New version?
Victor, okay I get it. When I said every time "mode", I meant "mutator" sorry, my mistake.
So the next release I expect to see the classic mutator with these changes, if possible. And yes, I meant the throwing knife, if possible remove it in the classic. Please make these changes.
Victor thank you and sorry for the inconvenience, I really like these changes in the classic in the next release.
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03-15-2016, 11:16 AM, (This post was last modified: 03-15-2016, 11:17 AM by Victor.)
#19
RE: New version?
@.LeXuS'', instead of disabling the throwing knife, I think it's better to remove bleeding from the throwing knife in classic or cut the damage in half.
This would make it underpowered enough so that people won't use it in classic.

Best regards,
Victor
//victorz.ca
Code:
Your antithesis compares favorably with any high magnitude of pwnage. (-you > |p|, you < -|p|)
My antithesis compares favorably with _that of_ any high magnitude of pwnage. (|-me| > |-p|, |me| > |p|)
Reply
03-15-2016, 11:49 AM, (This post was last modified: 03-15-2016, 06:30 PM by .LeXuS''.)
#20
RE: New version?
Victor, yes good ideas, I prefer the idea of removing the throwing knife in the classic, but what you said also makes sense, these 3 options, any one of them is right, you choose, or ask the opinion of the others players.

Victor when I said: " When I die, it is possible to see the enemy's screen now, you can remove it? "
I was talking about it: http://i.imgur.com/hqWQqqk.jpg / Look, I was in RVSF team, I died, and when I die, it is possible to see the screen of the players of the enemy team. You answered me: " Use /autospectate 0. "
Ok, and the others players? Still be able to see the screen of enemy players when they die.
I was suggesting to remove it in the classic mutator in the next release.
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