Author Topic: Ideas for next soldat version  (Read 8749 times)

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Offline Monsteri

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Ideas for next soldat version
« on: October 09, 2010, 05:01:45 am »
(If it ever comes) 1. Soldat Singleplayer campaign. I like the idea. not needed

much changes to code at all. Just somelike story (I can make it, if ideas passed) and maps. Singleplayer campaign could work at most in TW or INF maps, I guess.

 No need to make new maps, old can be just modified a bit. Some hiding, worldsaving and orders to bots like this: /duck /attack /stop /retreat /follow me, ym.

And it comes just to registered players, I think it's a good carrot to registrate it. For 1000+ players prpadly just 200-500 are registrated. It can give money to MM, and other parts of soldat are staying free.

To Polyworks polychoises: Bots not seeing, ym. It was the first idea. But I chewed it so long, that I forgot 2nd and 3rd idea, i'm posting them soon if I remember.
Sorry if I'm insolent.

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Offline xan22

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Re: Ideas for next soldat version
« Reply #2 on: October 27, 2010, 04:35:21 pm »
i think the next version should have a totally remade modle becasue when you die it looks like all the bones in your body broke at the same time! lol i wish there were real doors too...

Offline vehicledestroyer

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Re: Ideas for next soldat version
« Reply #3 on: October 27, 2010, 05:08:49 pm »
Quote
i think the next version should have a totally remade modle becasue when you die it looks like all the bones in your

I too was think the rag doll was ugly. Some simple 'bones' would help. So that the rag doll doesn't fold on it's self. Making it look and feel more like a 'body'.
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Offline darDar

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Re: Ideas for next soldat version
« Reply #4 on: October 27, 2010, 05:35:55 pm »
i have a great idea!

-fix bugs
-finish soldat portal
-promote it

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Offline Hacktank

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Re: Ideas for next soldat version
« Reply #5 on: November 04, 2010, 05:42:29 pm »
#1:
Completely redo the mouse input detection code, it is deplorable in its current state. Half the time when i release a key or mouse button it doesn't register that i do so, making me fly or continue to shoot when i do not desire to, or on the flip side of this problem, sometimes it just ignores mouse presses entirely so that you fail to fire or engage your jets at all.

#2
Fix the screenfreeze thing on large maps.

#3
Stabilize the scriptcore (threading and dynamic array problems mostly)

#4
Fix weapon code so that any weapon can fire any bulletstyle correctly

#5
Get rid of the hardcoding of:
fall damage
instant kills of law/m79
predator instaheal
berserker instaheal

#6
Add OnPowerupPickup(ID,Style: byte);

#7
Release it soon.


Offline L[0ne]R

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Re: Ideas for next soldat version
« Reply #6 on: November 04, 2010, 08:03:50 pm »
There are tons and tons of ideas that would be nice to have added. Just browse through older pages of "Game Improvements / Suggestions" section and you'll find many good suggestions that everyone wanted to see for a long time.

What you guys just posted is only the tip of the iceberg.



My personal vote goes to fixing polybugs, fixing other annoying bugs and improving some of the interface elements (main menu, vote menus, server filters). Also I'd really love to see animated polys and scripted interactive objects in maps. If we had those - we could get some insanely interesting and unique maps. Unfortunately, this is not something we'll see in the nearest future.
« Last Edit: November 04, 2010, 08:08:37 pm by L[0ne]R »

Offline Monsteri

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Re: Ideas for next soldat version
« Reply #7 on: November 05, 2010, 05:44:51 am »
Quote
My personal vote goes to fixing polybugs
Btw, what causes that if you connect many polys together, they're bugsy? ???
Sorry if I'm insolent.

DarkCrusade

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Re: Ideas for next soldat version
« Reply #8 on: November 05, 2010, 02:26:32 pm »
Basically you "walk into the polygons". As you walk "between" them and there is no free space for your character you stop. It's easy to prove this, because at times you "fall through" polygons, and you can get "inside" of them via M79+grenades.

I put that stuff into quotes, because it's not really exact..

Offline Hacktank

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Re: Ideas for next soldat version
« Reply #9 on: November 11, 2010, 01:22:03 am »
When you touch a poly in soldat a fore is applied to you in the opposite direction that you collided with the poly to keep you from going through. If you have many ploys in the same spot it registers collisions with all of them at once, causing a massive force to be applied to you, bouncing or even teleporting you.


Offline Monsteri

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Re: Ideas for next soldat version
« Reply #10 on: November 11, 2010, 01:35:51 am »
Thanks. I remembered few ideas. 1. Monitor blurred a bit when mearby you explodes a grenade, and you come to that -HUUMM- mode. 2.II FORGOTT IT AGAINN!
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Offline MattH

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Re: Ideas for next soldat version
« Reply #11 on: November 11, 2010, 08:57:12 am »
Thanks. I remembered few ideas. 1. Monitor blurred a bit when mearby you explodes a grenade, and you come to that -HUUMM- mode. 2.II FORGOTT IT AGAINN!
That's a good idea for link-dead and not soldat (adding new effects to old games has always upset fans), my personal opinion about soldat is, that they should fix the bugs, and then let it die a natural death.

Offline Monsteri

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Re: Ideas for next soldat version
« Reply #12 on: December 01, 2010, 06:57:34 am »
Choise that friendly bullets doesn't harm or stop to frendlies. I, and many others would love it on Zombie.

Windows 7 support- small lag all the time with it.
Full HD-resolution support. Screen and edges come very scrappy with that big monitor.

I love these Ideas, and wish to see them in soldat. And finally I remembered them!
Sorry if I'm insolent.

Offline Tekidek

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Re: Ideas for next soldat version
« Reply #13 on: December 01, 2010, 09:33:50 am »
1. Fix the bugs. PLEASE!
2. Support to all resolutions, including fullhd
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Offline SoldatFire

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Re: Ideas for next soldat version
« Reply #14 on: December 01, 2010, 10:43:55 am »
1.powerup the barrett
2.weaker the ruger
3.make some doors that can be opened with switches good for tw
4.if it were posiible to add new weapons
5.and do somthing with the minigun /replace/powerup/etc.
I'm drunk right now. I feel compelled to go to battle. This lamp in front of me has no chance. Die lamp die. Your light is gone. I have won.

Offline MattH

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Re: Ideas for next soldat version
« Reply #15 on: December 04, 2010, 11:02:21 am »
1.powerup the barrett
2.weaker the ruger
3.make some doors that can be opened with switches good for tw
4.if it were posiible to add new weapons
5.and do somthing with the minigun /replace/powerup/etc.
No. all of the these things have been discussed and subsequently shot down on multiple threads. 

Offline SoldatFire

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Re: Ideas for next soldat version
« Reply #16 on: December 04, 2010, 12:56:41 pm »
and???
I'm drunk right now. I feel compelled to go to battle. This lamp in front of me has no chance. Die lamp die. Your light is gone. I have won.

Offline Corporal Dunn

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Re: Ideas for next soldat version
« Reply #17 on: December 04, 2010, 01:09:18 pm »
I have a nice suggestion

Dont care about Soldat.
Go to a Casino.
Waste all your money.
Betray and kill your girlfriend.
Kill your parents.
Kill Soldat.
Kill Yourself.

Yeah, admin, come to me and smash my face with banhammer. I dont give a bloody fuck.

Offline L[0ne]R

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Re: Ideas for next soldat version
« Reply #18 on: December 04, 2010, 04:07:15 pm »
1.powerup the barrett
2.weaker the ruger
3.make some doors that can be opened with switches good for tw
4.if it were posiible to add new weapons
5.and do somthing with the minigun /replace/powerup/etc.
No. all of the these things have been discussed and subsequently shot down on multiple threads. 

and???
And therefore they shouldn't be done. Obvious, isn't it?





only thing I agree on is #5.

DarkCrusade

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Re: Ideas for next soldat version
« Reply #19 on: December 04, 2010, 04:35:22 pm »
1.powerup the barrett
2.weaker the ruger
3.make some doors that can be opened with switches good for tw
4.if it were posiible to add new weapons
5.and do somthing with the minigun /replace/powerup/etc.

1. Why? And what kind of change do you suggest?
2. Why? And what kind of change do you suggest?
3. Why?
4. Why? And what kind of weapons?
5. Why? And what would you put there as a substitute?

You want to make a suggestion? Elaborate. Tell everyone why your suggestion is awesome.

Offline echo_trail

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Re: Ideas for next soldat version
« Reply #20 on: December 04, 2010, 08:12:18 pm »
I have a nice suggestion

Dont care about Soldat.
Go to a Casino.
Waste all your money.
Betray and kill your girlfriend.
Kill your parents.
Kill Soldat.
Kill Yourself.

Yeah, admin, come to me and smash my face with banhammer. I dont give a bloody f**k.

Okay chief. Have it your way.
I fucking miss all you cunts!

Offline JotEmI

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Re: Ideas for next soldat version
« Reply #21 on: December 05, 2010, 02:24:53 am »
I for one would like to see some improvements in the ScriptCore and Soldat Server. Many great ideas have already been suggested so I'll only list those most important to me:
  • quicker AppOnIdle(), ability to measure time in ms instead of s
  • GetBulletStat() or smth like that to check who shot the bullet, it's style, X and Y velocity, etc.
  • fixing/enabling use of explosive bullet types in CreateBullet() (they can be used but they're invisible in-game)
  • ability to freeze player in specified position, frozen player can't move or use jets but can shoot
  • server-side mods
  • different weapon mods for different players

DarkCrusade

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Re: Ideas for next soldat version
« Reply #22 on: December 05, 2010, 05:19:46 am »
    • quicker AppOnIdle(), ability to measure time in ms instead of s
    • GetBulletStat() or smth like that to check who shot the bullet, it's style, X and Y velocity, etc.
    • fixing/enabling use of explosive bullet types in CreateBullet() (they can be used but they're invisible in-game)
    • ability to freeze player in specified position, frozen player can't move or use jets but can shoot
    • server-side mods
    • different weapon mods for different players

    1) Only thing that needs to be done is fixing Sleep().
    2) Do you mean OnPlayerDamage() should get another parameter like BulletID or something?
    3) Good suggestion
    4) Sounds useful for some RPG-mods
    5) Mmh, what?
    6) I always wanted something like this!

    Offline Monsteri

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    Re: Ideas for next soldat version
    « Reply #23 on: December 05, 2010, 08:49:03 am »
    Quote
    ability to freeze player in specified position, frozen player can't move or use jets but can shoot
    We have one bug like this.. Sometimes when you crouch, pixel-guy freezes, can't shoot but can fly xD. f12 from me too to 3,4,6. (Am I carrot?)

    Yes, what do you mean with 5?
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    Offline Furai

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    Re: Ideas for next soldat version
    « Reply #24 on: December 05, 2010, 09:59:00 am »
    I think that by point 5) he means mods which everybody have to have in order to play on server.
    Quote
    ability to freeze player in specified position, frozen player can't move or use jets but can shoot
    We have one bug like this.. Sometimes when you crouch, pixel-guy freezes, can't shoot but can fly xD. f12 from me too to 3,4,6. (Am I carrot?)

    Yes, what do you mean with 5?
    This is called crouch-bug.
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    Offline JotEmI

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    Re: Ideas for next soldat version
    « Reply #25 on: December 05, 2010, 10:20:30 am »
    • quicker AppOnIdle(), ability to measure time in ms instead of s
    • GetBulletStat() or smth like that to check who shot the bullet, it's style, X and Y velocity, etc.
    • fixing/enabling use of explosive bullet types in CreateBullet() (they can be used but they're invisible in-game)
    • ability to freeze player in specified position, frozen player can't move or use jets but can shoot
    • server-side mods
    • different weapon mods for different players

    1) Only thing that needs to be done is fixing Sleep().
    2) Do you mean OnPlayerDamage() should get another parameter like BulletID or something?
    3) Good suggestion
    4) Sounds useful for some RPG-mods
    5) Mmh, what?
    6) I always wanted something like this!

    2. Yep, smth like that and also it'd be possible to go through all BulletID's in a loop checking their stats. Also, it'd be great to add OwnerID to GetObjectStat() (e.g. for checking to whom dropped weapons belonged or who threw a knife that's already fallen to the ground).
    4. Exactly, I'd really need that in my RPG mod. I tried combining MovePlayer() with AppOnIdle() but the overall result is far from satisfying. It actually makes harder to hit that player as he's moving around between each AppOnIdle() calls and then suddenly shifts back.
    5. I meant gostek/weapon-gfx/sounds/interface mods installed on server and every player joining that server would be forced to download and use them.

    DarkCrusade

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    Re: Ideas for next soldat version
    « Reply #26 on: December 05, 2010, 11:17:16 am »
    2) This would require a loooooooot of CPU which you don't want to waste just to be able to know the bullet's velocity, which you CAN already calculate. There's a formula for damage around in the forum which you can use to calculate the speed. You just need to check which weapon the player used and forget about the little inaccuracy caused by different damage for head, torso and legs (it's not that much, really).
    4. The biggest problem is, that the player can gain pace while being in this mode. As I mentioned in point 1 you can use Sleep() to get lower intervals, but the function is still really instable but will be fixed in the next version (I think).
    5. You don't want to download every "ZOMG-ROFL-IMAFIRINMAHLAZOR"-mod by stupid kids that replace your knife with a penis, do you? I don't see any need for something like this, because Soldat is about being fast paced and this really slows everything down.

    Offline JotEmI

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    Re: Ideas for next soldat version
    « Reply #27 on: December 05, 2010, 12:31:50 pm »
    2) This would require a loooooooot of CPU which you don't want to waste just to be able to know the bullet's velocity, which you CAN already calculate. There's a formula for damage around in the forum which you can use to calculate the speed. You just need to check which weapon the player used and forget about the little inaccuracy caused by different damage for head, torso and legs (it's not that much, really).
    4. The biggest problem is, that the player can gain pace while being in this mode. As I mentioned in point 1 you can use Sleep() to get lower intervals, but the function is still really instable but will be fixed in the next version (I think).
    5. You don't want to download every "ZOMG-ROFL-IMAFIRINMAHLAZOR"-mod by stupid kids that replace your knife with a penis, do you? I don't see any need for something like this, because Soldat is about being fast paced and this really slows everything down.

    2. That's not what I need it for, the most important thing for me is to be able to check who fired a bullet that's currently travelling in mid-air. I know it'll use a lot of CPU but using such procedure or not would be for me to decide, right? And I'd like to have that possibility.
    5. My bad, not forced but given choice whether they want to download and use mods or not. And client should create different folders for different servers and if server isn't running any mod or you disagree to use it's mod client would use your default mod.

    I know those improvements are not necessary and they'll probably never be implemented. I don't even want new devs to start working on new things before they've fixed all the bugs. Those are just some features that I'd like to have in some distant future, when Soldat is bug-free and all more important suggestions have already been implemented (Well, except fixing those exploding bullets in CreateBullet(). I could really use them right now).

    Offline steppenwo1f

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    Re: Ideas for next soldat version
    « Reply #28 on: December 05, 2010, 03:27:46 pm »
    Ad 5.
    • As you don't join servers with "stupid" maps, for example penis.pms,  you can also not join servers with "stupid" mods.
    • Also, making mods isn't so easy, so i think there will be few modded servers
    • What's more, i don't think better servers, like some zombie rpgs, last stands, multimodes etc would use stupid mods
    • And last thing, it could implement nice variety in game, u could have sci-fi/fantasy servers (without necessity to imagine that deagles with increased speed are laser guns or steyr with m79 bullet is plasma gun), realistic IIWW servers, or even IWW trenchwars!, zombie servers with nice climate etc
    « Last Edit: December 05, 2010, 03:31:52 pm by steppenwo1f »

    Offline L[0ne]R

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    Re: Ideas for next soldat version
    « Reply #29 on: December 05, 2010, 04:45:38 pm »
    Ad 5.
    • As you don't join servers with "stupid" maps, for example penis.pms,  you can also not join servers with "stupid" mods.
    • Also, making mods isn't so easy, so i think there will be few modded servers
    • What's more, i don't think better servers, like some zombie rpgs, last stands, multimodes etc would use stupid mods
    • And last thing, it could implement nice variety in game, u could have sci-fi/fantasy servers (without necessity to imagine that deagles with increased speed are laser guns or steyr with m79 bullet is plasma gun), realistic IIWW servers, or even IWW trenchwars!, zombie servers with nice climate etc
    Seconded (though I'm sure I'm not the only one who agrees on that).

    Though right now Soldat loads mods on startup, not on server join, which would be a problem.

    Offline Monsteri

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    Re: Ideas for next soldat version
    « Reply #30 on: December 06, 2010, 02:48:36 am »
    Well whatabout this?

    Quote
    Choise that friendly bullets doesn't harm or stop to frendlies. I, and many others would love it on Zombie.
    Sorry if I'm insolent.

    Offline Stuffy

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    Re: Ideas for next soldat version
    « Reply #31 on: December 06, 2010, 10:14:20 am »
    A admin-connect-floodprotection and a scripting event that triggers OnAdminConnectAttempt or something. Also a OnData event, like in ARSSE (for error-messages etc.)
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    Offline JotEmI

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    Re: Ideas for next soldat version
    « Reply #32 on: December 06, 2010, 12:39:50 pm »
    A admin-connect-floodprotection and a scripting event that triggers OnAdminConnectAttempt or something. Also a OnData event, like in ARSSE (for error-messages etc.)

    God, how could I forgot to mention this... Of course you can set MaxAdminConnections=1 but server obviously should automatically firewall it, just like it does with request game flood.

    Another little suggestion: fix respawn bug in Survival. If you die in Survival and start switching between teams, server will eventually respawn you. Putting DoDamage(ID,4000) in OnJoinTeam() doesn't fix that, player will still be able to respawn if he's persistent enough to change teams 10-20 times.

    Offline Furai

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    Re: Ideas for next soldat version
    « Reply #33 on: December 06, 2010, 01:30:43 pm »
    A admin-connect-floodprotection and a scripting event that triggers OnAdminConnectAttempt or something. Also a OnData event, like in ARSSE (for error-messages etc.)

    God, how could I forgot to mention this... Of course you can set MaxAdminConnections=1 but server obviously should automatically firewall it, just like it does with request game flood.

    Another little suggestion: fix respawn bug in Survival. If you die in Survival and start switching between teams, server will eventually respawn you. Putting DoDamage(ID,4000) in OnJoinTeam() doesn't fix that, player will still be able to respawn if he's persistent enough to change teams 10-20 times.

    Thanks, didn't know that. Gonna try it out. ]:->
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    Offline SoldatFire

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    Re: Ideas for next soldat version
    « Reply #34 on: December 06, 2010, 07:28:14 pm »
    1.power up barrett i think its to slow and has to big bink (when moving etc') i the startup timer is rly good it makes the weapon balanced but the shooting speed RECOIL IS HELL SLOW i would sped it up for 50%
    2.the ruger weak the bulet only head-shoot kills not uper chest and thats it
    3.for the doors it would be simply cool but 2 hard to be added
    4.for the new weapons ok it was a preaty big Wish let it soo for now
    5.powerup the minigun... maybe make the recoil slower and powerup bullets (to replace it i dont now a mg or somthing??? )
    « Last Edit: December 06, 2010, 07:34:54 pm by SoldatFire »
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    Offline Furai

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    Re: Ideas for next soldat version
    « Reply #35 on: December 06, 2010, 08:52:10 pm »
    First of all people, talking here about weapon balance has really no sense at all mainly due to fact that it's not proper place and we've got 2 different weapons.ini - for realistic and normal gamemode. You really have to discern those two.

    Ad. 1. It's rather called bink in this case, not recoil. Not much can be done to its speed.
    Ad. 2. Ruger is well ballanced as it is.
    Ad. 3. I like idea of triggers.
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    Offline VirtualTT

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    Re: Ideas for next soldat version
    « Reply #36 on: December 07, 2010, 02:07:57 pm »
    I would like to see scripting support in client server. So it will be possible to play various advanced gamemodes locally without need to install and run dedicated server. TW wtf...

    Offline Furai

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    Re: Ideas for next soldat version
    « Reply #37 on: December 07, 2010, 02:35:03 pm »
    I would like to see scripting support in client server. So it will be possible to play various advanced gamemodes locally without need to install and run dedicated server. TW wtf...

    I doubt any game has something like this and in my opinion it would be useless feature. You'll play like that once maybe twice and that's all. Running soldatserver is really easy and I don't see a point in doing this.
    "My senses are so powerful that I can hear the blood pumping through your veins."

    Offline VirtualTT

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    Re: Ideas for next soldat version
    « Reply #38 on: December 07, 2010, 03:14:08 pm »
    I would like to see scripting support in client server. So it will be possible to play various advanced gamemodes locally without need to install and run dedicated server. TW wtf...

    I doubt any game has something like this and in my opinion it would be useless feature. You'll play like that once maybe twice and that's all. Running soldatserver is really easy and I don't see a point in doing this.
    Useless feature is to have a incomplete build-in server. I doubt many games have dedicated server which players need to run separately from the game client in order to play.

    Offline Espadon

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    Re: Ideas for next soldat version
    « Reply #39 on: December 07, 2010, 03:40:04 pm »
    I would like to see scripting support in client server. So it will be possible to play various advanced gamemodes locally without need to install and run dedicated server. TW wtf...

    That would be very nice.
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    Offline chutem

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    Re: Ideas for next soldat version
    « Reply #40 on: December 07, 2010, 07:56:32 pm »
    I would like to see scripting support in client server. So it will be possible to play various advanced gamemodes locally without need to install and run dedicated server. TW wtf...

    I doubt any game has something like this and in my opinion it would be useless feature. You'll play like that once maybe twice and that's all. Running soldatserver is really easy and I don't see a point in doing this.
    Useless feature is to have a incomplete build-in server. I doubt many games have dedicated server which players need to run separately from the game client in order to play.
    That's actually a good point...
    Remove the featureless dedicated server, and replace it with the proper one. Doesn't neccesarily have to be part of the soldat client, a small program like the soldat mod starter could run the dedicated server with chosen scripts via GUI and start the ded. server followed by the client to make it a close enough experience with little work needed.
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    Offline Furai

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    Re: Ideas for next soldat version
    « Reply #41 on: December 08, 2010, 04:32:53 am »
    I would like to see scripting support in client server. So it will be possible to play various advanced gamemodes locally without need to install and run dedicated server. TW wtf...

    I doubt any game has something like this and in my opinion it would be useless feature. You'll play like that once maybe twice and that's all. Running soldatserver is really easy and I don't see a point in doing this.
    Useless feature is to have a incomplete build-in server. I doubt many games have dedicated server which players need to run separately from the game client in order to play.
    That's actually a good point...
    Remove the featureless dedicated server, and replace it with the proper one. Doesn't neccesarily have to be part of the soldat client, a small program like the soldat mod starter could run the dedicated server with chosen scripts via GUI and start the ded. server followed by the client to make it a close enough experience with little work needed.
    Wasn't it working like this in earlier soldat version but without ability to run it with scripts? I remember some tick like "Dedicated". Maybe my memory is playing tricks to me.
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    Offline Monsteri

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    Re: Ideas for next soldat version
    « Reply #42 on: December 08, 2010, 08:15:34 am »
    Well whatabout this?

    Quote
    Choise that friendly bullets doesn't harm or stop to frendlies. I, and many others would love it on Zombie.

    GRR what about this!?

    Hm VTT's idea sounds useful.
    Sorry if I'm insolent.

    Offline Furai

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    Re: Ideas for next soldat version
    « Reply #43 on: December 08, 2010, 08:44:51 am »
    Well whatabout this?

    Quote
    Choise that friendly bullets doesn't harm or stop to frendlies. I, and many others would love it on Zombie.

    GRR what about this!?

    Hm VTT's idea sounds useful.

    I don't play Zombie.
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    Offline chutem

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    Re: Ideas for next soldat version
    « Reply #44 on: December 08, 2010, 01:28:53 pm »
    I would like to see scripting support in client server. So it will be possible to play various advanced gamemodes locally without need to install and run dedicated server. TW wtf...

    I doubt any game has something like this and in my opinion it would be useless feature. You'll play like that once maybe twice and that's all. Running soldatserver is really easy and I don't see a point in doing this.
    Useless feature is to have a incomplete build-in server. I doubt many games have dedicated server which players need to run separately from the game client in order to play.
    That's actually a good point...
    Remove the featureless dedicated server, and replace it with the proper one. Doesn't neccesarily have to be part of the soldat client, a small program like the soldat mod starter could run the dedicated server with chosen scripts via GUI and start the ded. server followed by the client to make it a close enough experience with little work needed.
    Wasn't it working like this in earlier soldat version but without ability to run it with scripts? I remember some tick like "Dedicated". Maybe my memory is playing tricks to me.
    Yeah, thats the featureless dedicated server that comes packaged with soldat... with no apparent reason why it is instead of the scripting enabled dedicated server which isn't.
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    Offline L[0ne]R

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    Re: Ideas for next soldat version
    « Reply #45 on: December 08, 2010, 04:33:13 pm »
    Choise that friendly bullets doesn't harm or stop to frendlies. I, and many others would love it on Zombie.
    Always having to watch where you shoot, even if friendly fire is off - I find that an interesting and fun part of Soldat's gameplay, so I think that should be left alone. I played on zombie servers from time to time, and haven't heard anyone complaining about this.

    Offline Monsteri

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    Re: Ideas for next soldat version
    « Reply #46 on: December 10, 2010, 09:14:58 am »
    Quote
    Always having to watch where you shoot, even if friendly fire is off - I find that an interesting and fun part of Soldat's gameplay, so I think that should be left alone.
    Yes, but as I said, a choise. Especially with bots it could be a big joy. because as we all know, they're stupid  .
    Sorry if I'm insolent.

    Offline L[0ne]R

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    Re: Ideas for next soldat version
    « Reply #47 on: December 10, 2010, 04:48:32 pm »
    Quote
    Always having to watch where you shoot, even if friendly fire is off - I find that an interesting and fun part of Soldat's gameplay, so I think that should be left alone.
    Yes, but as I said, a choise. Especially with bots it could be a big joy. because as we all know, they're stupid  .

    I still don't understand what you're trying to say. If you're talking about zombie servers - bots are only on the zombie team. On your team there aren't normally any bots. So your teammates should use their brains to not shoot each other. Also, I can't think of any server that adds bots on YOUR team (other than single-player). Even if there was one - I don't remember seeing bots shooting their teammates. AFAIK, they check for teammates in their line of fire. Even if they don't - my other points are still valid. So there's no point in adding options that most of the time won't be used.

    If I misunderstood you - explain in detail what kind of situation are you talking about, because I can't think of one that would make sense.


    Offline Espadon

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    Re: Ideas for next soldat version
    « Reply #48 on: December 10, 2010, 05:57:34 pm »
    He might mean option to remove bullet collision from friendlies? That way you can fire your spas without worrying about pushing random friendly into zombies, or having a friendly stand in front of your barrett.
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    DarkCrusade

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    Re: Ideas for next soldat version
    « Reply #49 on: December 10, 2010, 07:11:32 pm »
    This way you'd also make zombies weaker. They use to push each other with their saws if crowded, and this effect would just go *POOF*

    F11 on that one..

    Offline Monsteri

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    Re: Ideas for next soldat version
    « Reply #50 on: December 11, 2010, 04:33:25 am »
    I meaned what Espadon said. But when I was starting to talk about bots, I meaned that joy to singleplayer.
    Sorry if I'm insolent.