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poesel

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Posts posted by poesel

  1. I was that other player and I totally agree with yurch.

    I especially like his solution: a continous, time limited blast with reloading time is a great idea.

    If the ion would also sway a bit that would help to limit the usefullness at infinite range.

  2. The microphone works with two other aplications (audacity and skype) but noone hears me in DT.

    I'm pressing 'p', the small window comes, I speak loud and clear, but it doesn't work.

    Any idea what I can do?

    Edit:

    Some bits from the log:

    [..]

    SOUNDMANAGER: Using default capture device

    SOUND CONTEXT ERROR: ALC_INVALID_ENUM

    [..]

    SOUNDMANAGER: Loading ../data/sound/BackLoop.wav

    SOUNDMANAGER: Status: No ALUT error found

    SOUNDMANAGER: Sound frequency = 44100

    SOUNDMANAGER: Sound channels = 1

    SOUND MANAGER: Allocated 54 voices

    [..]

    SOUNDMANAGER: Loading ../data/sound/chink.wav

    SOUNDMANAGER: Status: No ALUT error found

    SOUNDMANAGER: Sound frequency = 44100

    SOUNDMANAGER: Sound channels = 1

    [..]

    The last part is repeated whenever a sound is played (at least looks like that).

    (I had to delete some '<>' because the forum complained)

    Edit II:

    I tested again with an USB headset. Same result :(

    Oh and btw it would be nice if we could change the output level from inside the game. The USB headset is much louder than my regular and has no regulator...

    [ April 22, 2006, 02:14 PM: Message edited by: poesel71 ]

  3. I think I repeat myself but I think its ridicoulus how tracked vehicles behave on ice.

    I was sitting with a Thor in an artillery hole and couldn't get out. The artillery alone should have broken the ice (great pun, eh?) but even the 100+ ton Thor wasn't able to get some grip on the rubble.

    Tracked vehicles are already slow but I don't see much difference in handling to the wheeled ones on ice.

    I guess that eingine-wise you seem to always slip a certain percentage. But there should be a threshold in speed under which you don't. Lower for wheeled, higher for tracked vehicles.

  4. I have to say that I like the game a lot. But I think it currently lacks in teamplay.

    Which is a bad thing because that would be the difference between a good FPS and a great game.

    Currently is nearly always the same bunch of people who play so you know each other and get things going rather well. Imagine now a lot more people which come together in this 25min of the game the first time at all. Theres no chance that they will get their act together and form a team.

    I don't know many games but I really like 'RTCW: Enemy Territory'. You chose a role (Lieutenant, Medic, Soldier, Engineer, Spy) and immediatly you knew what to do and others knew you as well. You easily got a team together to accomplish a task. (oh, and I liked the skill system but that is another topic smile.gif

    Please let the player choose a role and thus narrow down the available vehicles for him. Something like 'Assault', 'Artillery', 'Recon'...

    So you now what your teammates are up to and can act accordingly.

    A set of predefined (and editable) set of tactics for a map (drop zones, direction of attacks,...) would be a good starter as well. Together with the roles would make things easier for the commander.

    Hmm, I better stop now - this will get too long smile.gif

    I hope you can see the direction I would like to go, though.

  5. Well, I was in a game a few days ago with someone whos was most probably a kid. After he found out that there was a filter, the first thing he tried to find out what didn't get filtered.

    I learned some new words then...

    Whatever you forbid is most attractive. If you have kids, you know... ;)

  6. The horizontal scrollbar in the network tab shows as full although you can scroll to the right (linux).

    'vote p___ed' shouldn't be filtered (btw there shouldn't be any filter - a definable blacklist would be fine)

    I sometimes experience a 'click delay' during the drop order especially when the scenario starts. Either I drop wherever the 'drop' button was or somewhere on the path where I moved the mouse (without clicking).

    Sometimes my typed messages get lost. I have to type 2-3 times to get one through.

    I (like somewhere mentioned) also experienced getting damaged through the base building. There was an artillery hit on the other side and after that one of my tires was gone.

  7. Its also not clear to me when or why you get points. I'd rather have a datailed list of: what and how have I killed/crippled or got killed/cripples by. 'how' means: whith which vehicle did I achieve what.

    Ammo selection:

    Sometimes the game doesn't get a keystroke so I cannot blindly choose the ammo type - I always have to take a look. Please show the ammo type near the aiming cross when you change the type. You also shouldn't be able to switch to an empty slot.

    Mark the minefields in the tac display. If you deploy you don't know which areas you already have covered. Doubly so if two players are deploying.

    Oh, and a hurricane remark: I like the way the hovercraft moves and the recoil effect is great. Still, this thing is too strong on scenarios with much space. More icebergs or more rocks would help balance the maps.

    Another thing would be to only allow the hurricane to fire if it sits tight (while pressing 'x'). That would make it more like a moveable artillery. Would spoil the recoil effect, though. ;)

  8. I have tried the Viper another time but accomplished nothing more than flinging myself to the ground. :(

    So if yurch doesn't make a Howto-fly-the-Viper ;) thats it for me. I'd rather have a WWI style plane with a fix-fitted 20mm or ion than that unwieldly hulk.

  9. Non-hurricane remarks:

    While in observer or deploy mode it would be nice to be able to 'click to move' on the minimap.

    You don't get a death message if you drive on a mine (it took me 2 thors to notice the mines...)

    Another nice to have would be a 'fog of war' overlay on the tactical map where you could see the areas your teammembers can oversee. Sometimes I thought an area was clear and then dropped on heaps of enemys.

    The deploy phase could be used to do some strategy talk but the 4 line display is rather short and those with long loading times will see nothing. A large collapsible message box where messages don't disappear would be a solution.

    The server list could display the remaining time of the scenario so you wouldn't join a game that lasted only a minute.

    And lastly: this thread is already unreadable for newcomers. Please create subcategories in this forum so that we can have threads with one topic.

  10. You get used to it after a while but its still very awkwardly sorted.

    The turrets, sensors and mines should be together at the end of the list. You need them least and then they don't clutter the list.

    Above that the special vehicles: commander, cutter and hermes.

    Above that the two hovercrafts, then the heavy tracked, light tracked and finally at the top the wheeled ones.

    Makes more sense (at least for me smile.gif

  11. Does anyone remember the game 'virus' for the archimedes and later the amiga? smile.gif

    That thing was hard to fly: it had one thruster downwards but you could tilt it in every direction up to 180 degrees.

    Combine that with the physic of 'thrust' with the ball attached (another game you probably remember smile.gif and you have a viper thats a lot of fun but not too good to dominate the game.

  12. It would be nice if - after switching the scenario - you could not only see whos on your team but also who has also finished loading the level.

    Ypu never know who can read you. You have to wait until everyone said 'hi' or something.

    It takes quite awhile until you get a reaction after the level has loaded and you have to press return. This will confuse people.

    Btw: why do we have to pree return anyway? I don't see a sense in that.

    Talking after the level has ended is a common and good feature in other games.

    The attackers should be able to order theit drop during deploy so you can immediatly drop in like the bots do.

    It takes some time to reload but it takes no time to switch the ammo type. Are all vehicles three-barreled or what? ;)

  13. Ok, the solution is to configure the router to DMZ the linux box. That works reliable although its somehow strange that I have to.

    The only difference between the wireless macs and the linux box was that the macs were on static dhcp. But doing that for the linux box didn"t change anything.

    ?

    Well now to something completly different: has someone got the teamspeak feature running under linux? The mic is fine (I can do recordings) but noone hears me in the game (after pressing 'p' of course)

    thanks

  14. So now that I can play I throw in some random bits:

    - the bot that is driving the cutter is very poor: he goes straight a bit, stops, turns, runs a bit and so on (it had orders to capture a turret)

    - all towers that one has put on the map get counted as 'deaths' towards the player who placed them if they are destroyed. That makes the death number a bit meaningless

    - ice map: reading yellow or white on white is quite hard smile.gif Some more contrast in the status texts would be nice

    - ice: the ice feels like a polished, oily metal surface. If you ever get on the dark blue ice you are totally lost. Only luck will bring you back on shore.

    Ice and snow has friction and more than in this game. Especially the tracked vehicles should do much better.

    - a speedometer would be nice. Sometimes you don't know how fast you are

    - the acceleration feels wrong: you should accelerate fast and decrease from there - it feels linear though (like an electromotor)

    - breaking balance of the Paladins: it looks like you can get the vehicle to flip over the front wheels only by braking hard. Either the center of mass is too high or the balance between rear and front brakes is wrong. Such a car wouldn't sell well... ;)

    A really fun game especially if you get enough humans together and coordinated.

  15. Yes, testing directly without the router should not be a problem.

    I will be at home at around 1800h GMT+1 (you should be awake by then smile.gif . If you give me your Skype/Jabber/ICQ/IRC/... - number/name I will contact you.

    I have the current german version of the firmware. The linux box is connected by wire, the macs wireless.

  16. Since we have a human crew in a crippled vehicle: why should they suicide at all?

    What about a slight change in the background story: beaming of living, biological things is possible, but no metal (we know that isn't possible, do we? smile.gif .

    But because of all the electronic noise it takes 30s to target and lock the beamer.

    So the crews don't have to kill themselves and you can't leave on an instant.

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