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Thread: Open Sauce Ideas thread

  1. #171
    Kid in the Hall Kornman00's Avatar
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    Re: Open Sauce Ideas thread

    I've only had time so far to skim recent posts, but I wasn't targeting just one specific person, but just in general. Yes, I got what he was saying with campaign scoring. FF7: I got the gist of what you were saying earlier, but including what all is to be included in the spectating (ie, their HUD) is what I meant by detailing the idea. I don't want to be the one to nail out the specifics of the ideas as they're not mine.
    However, I should note that having more than 16 players on a server, playing or not, isn't going to happen. Spectators could possibly be hacked in, by making them players that never actually spawn, but it wouldn't be one of the more simpiler hacks I don't think.

    I'll try to get to the rest of your posts (in detail) later today (errr, tomorrow for you Westerners)
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  2. #172
    Senior Member KiLLa's Avatar
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    Re: Open Sauce Ideas thread

    Quote Originally Posted by FreedomFighter7 View Post
    What are you calling Text lag? If by text lag you mean the chat not appearing after being typed that is not what I mean. What I mean is when you Alt Tab out of the game, Alt tab back in, and chat, and server messages don't appear on the screen anymore. The text may flicker on or off but it doesn't stop until you restart the game.
    uh yea, that would be "text lag"
    It's been a known issue..your not the only one who's noticed it..
    It happens to everyone..
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  3. #173

    Re: Open Sauce Ideas thread

    I got another idea, different colored text chat for teams. A blue person talking in global, or team chat has a blue color to their text. Kills made by a blue person, shows a blue name in the kill message, and a red one for the red he killed. Also, it would be nice if different messages were added for kills with different weapons.For example, if Blue One killed Red One with a sniper rifle, it says: "Blue one sniped Red One" Maybe even a picture of the weapon instead of: "Player 1 killed Player 2". Instead, if P1 killed P2: "Player 1 (insert picture of pistol here, pointing towards the player who was killed) Player 2.".

    Thx killa

    I'm chock full of ideas!
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  4. #174
    Hey there, I'm Old Gregg. halopro77's Avatar
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    Re: Open Sauce Ideas thread

    so all the corssed off ones your not going to do/ not possible in ce?
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  5. #175
    Neanderthal Dwood's Avatar
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    Re: Open Sauce Ideas thread

    Quote Originally Posted by halopro77 View Post
    so all the crossed off ones your not going to do/ not possible in ce?
    Basically just the not possible.

    oh, and ftfy.
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  6. #176
    Fog Lord VickJr's Avatar
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    Re: Open Sauce Ideas thread

    Quote Originally Posted by paladin View Post
    Make it so I can have water planes at two different heights please. kthnxbai
    Think you mean fog planes. You can have multiple water planes wherever you want. You can have multiple fog planes in a level, but they must not intersect in a portal. Even then, the fog is glitched. For instance, I made a fog tester map with 4 rooms, each with their own portal and fog planes. In sapien, i could not apply a different fog to each room. It would let me, but then it would change the fog used in another oom, as if only 2 or 3 types of fog can be used in a level at one time.

    As self-designated Fog Lord, I suggest an update to the fog system, allowing multiple fog planes and fog types in a level (not in a portal, just in a bsp) at different orientations. No idea how to do it, but i would look into it when i start learning c++ next year. : )
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  7. #177

    Re: Open Sauce Ideas thread

    Small idea, what about a landing/damage FP animation? Something Halo lacked?
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  8. #178
    Tick Gate 2014 Donut's Avatar
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    Re: Open Sauce Ideas thread

    or a weapon put away anim or the flashlight anim
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  9. #179

    Re: Open Sauce Ideas thread

    That's what I was gonna suggest next, weapon Put Away animations
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  10. #180
    Back for the Russian Halo p0lar_bear's Avatar
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    Re: Open Sauce Ideas thread

    What about an expansion on these ideas and ask if it's possible for more optional FP anims?

    Animations like holster (played when weapon is put away), stealth-melee (special animation played when the melee attack that's thrown will be instant kill, like a Spy backstab), light-on/off, fall-damage, melee combo animations (a la E3 Halo 2, named melee-1/2/3), and such. And these special case animations would inhibit any player actions until they finish; doesn't make sense to be firing off a weapon when the MC's hands are yanked off-screen to support his weight when he fell. And if these animations do not exist in the tag, they aren't called and things continue as normal (if there's no stealth-melee or melee combo animations, the normal melee attack is played in all circumstances)

    Also, would it be too much to ask for FP animation permutation support and the ability to use glow tags on FP weapons?
    Last edited by p0lar_bear; June 26th, 2009 at 11:03 PM.
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