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Jaime

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Posts posted by Jaime

  1. Yeah right 

    37 minutes ago, uips said:

    from game perspective killing is not a bad thing

    Yeah right :D 

    I just noticed that all TM text are in the brand colours, so I think they are ok ^^ 

    Another thing I see that that dark blue neutral colour is less noisy than white, so actual it looks pretty good. Maybe I used to actual colours. Anyway I'm open to test changes :) 

  2. I'd like to add my 2 cents to the conversation. 

    I see there are some issues. One is that when we use names, they might be in every colour user want, and we don't have impact on this.  Keeping this in mind, I think it's worth to separate name from message type by neutrals colours.

    In your example, I'd add some neutral text colour between killing spree and name:

    killing spree!  <=TM=>MiniMuppet (5

     

    That's why I like your another example
    player is on a killing spree(5) kills in a row!
     

    Then I think it's worth to do some colour coding. Let's assign each of the colour to the message topic. I propose
    Killing sprees (all types) be red as they are more about killing.
    Revive sprees - green (healing)
    Death spree - blue as it shouldn't be yelling colour, bcs no one want's to be spotted in that spree

    Other TM banners I think should include TM brand colours (I mean not whole text but just some details).

    And about the uppercase. I think They were added and placed in red just to make them an eye-catcher, and I agree with it. It should be very prominent because it's somehow reward for the player (many players I think want to be spotted when they are on revive/killing spree). Maybe the example you presented are enough eye-catcher ;)


    Besides it, I see @uips that you're very engaged in server and ET life, and you have very good ideas. Thanks for your effort!

  3. So I started a threat and then took a break from ET :P 

    Update from my side. SK areas work fine. They weight like 1Kb because I see that png is supported. I tested it on Goldrush and I think it might help a lot. The only challenge is that there are maps that require 2 - 4 versions of that maps (like pirate when you cap flag, blow wall, build cp). 
    Is there any smart dude that would explain to me how to handle switching this map based on these events?

    In Goldrush there is only one map with sk areas beacuse even if allies cap 1st spawn sk areas are the same ;)

  4. Thanks _Ler for your ideas. 

    I have to admit that I fully agree with you. 
    From my job experience, I learnt to adjust system to people, not people to the system. Best thing is to consider every area of the maps that makes troubles and redesign them or make adjustments without ruining balance. I'd love to experience with this, but I have lack of knowledge about modifying maps. Maybe someone can give me direction where I can start  (tutorials, etc?).

    That would be the best option, but we don't have time/sources to modifying maps. 

    The script also sounds optimal. I like the idea with the sphere. I'd suggest to first just inform the player whenever he SK. Mortaring and arty causes the most problems. So when mortar guy shoot, and he hit yellow/orange/red area he gets communicate and 2nd time he's warned or something.
    Here  I can also try to write the script, but I have no idea where to start. 

     

    I propose changing TGA maps because this is the easiest way to inform players where they are allowed to shoot. Agree that it won't solve capturable areas. I'm far from colouring map on rainbow. It won't be simple to read.

    I wonder if we can overlay these areas with code. As I know Flags, CP and other graphics are overlaying on the map by code, and they may change during map (for ex. when one team cap flag). 

  5. 17 hours ago, Jessica said:

    Jaimy, would it be possible to add flags ?
    Red flags for Only Axis spawn
    Blue flags for Only Allies spawn,
    ??? flags for capturable flags 

    And then we have to add legend to the map, which makes the rules clear for
    1. When capturable
    2. When fixed ( Wall is blown in oasis for example )

    Jess I downloaded map from ET files. There are no flags on the map. I think script overlay these elements and grid when map loads. I can place them for us to have better view, but file should stay the same.

     

     

    7 hours ago, MiniMuppet said:

    do we want to move this topic for some of the regulars to help us? some on discord seemed interested.

    I started this topic here cuz I thought it's our member decision. If you know who, may help us, please contact me to the right people. I don't use discord very often

  6. Ok made Goldrush as 1st. Please share your feedback.

    Red areas - the most restricted: no mortar, no arty, no heavy, no sk
    Orange - less restricted: no mortar, no arty
    Yellow - no mortar

    I also upload .tga file, so we can test it. Not sure if I can compress it better. I selected compress RLE and 16 bits per pixel .tga is less than 200 kB

    Goldrush-GA_cc.tgaimage.png

     

    My idea is to follow next steps:

    1. Discuss and accept design of the areas

    2. Test one map

    3. Discuss and accept areas on every map (map by map)

    4. Implement solution

    5. Ask users for feedback

    6. Drink beer

  7. On 5/12/2022 at 6:42 PM, Dmxj said:

    Send me a list of all maps you want to fix ill give you the pictures if you edit them ill make a z_file for it

    You can send me:

    - Goldrush
    - Pirates,
    - Siwa oasis,
    - erdenberg_t2
    - Bremen final*
    - etl_adlernest
    - etl_sp_delivery
    - Frostbite final*
    - Würzburg Radar official
    - etl_supply
    - Caen 2 final*
    - Braundorf final*

    Or just everymap you have. Then I'll try to post each map with number and we all will accept or make adjustment to the areas ;) 

     

  8. I have search for this map in google. Don't know where to look for these maps. 
    I'm graphic designer. These maps must weight less than 200 KB (depends on format). Players won't even notice that they have downloaded whatever.

    I prefer semi-transparent yellow/red areas than line because it looks clearer to me. Ofc we can test lines.

     

    Yet still  we only wonder if we can do that so. Who can answer us if we can implement such a feature?

  9. Yo,

    Just came on an idea that we can place red and yellow areas on maps that appear on L menu or G to show where players cannot shoot heavy & mortar. 
    It might look like I attach. Extra if we can also show/hide these areas by clicking another key or selecting checkbox in menu or somewhere.

    Since ET is on steam, we have more players and more work to do. It might be helpful for us to handle this mess. What do you think?

    map.png

    • Like 4
  10. Hi Stiff,


    I'd like to apologize to you for muting. I was truly tired and community at the server was behaving badly that day. The troll is already banned.  Right after your muted, we were searching for the troll.
    Thank you for your post. Ofc I was surprised seeing your nick calling that vote, as you have never behaved like that. As Matu said, actions in game are taken instantly, furthermore it was a new type of trolling to us.

     

     

    • Like 2
  11. There are plenty of topics about maps. All ends with the same. Players vote for the maps they know well, so new maps don't have a chance.
    Some maps are fine but not balanced, so they are removed. IMO we can try to adjust the balance by changing spawn points or something, but I know that it's easy to say for me, but there's prob no one who can do that.

    Once I proposed a cyclic event. One day a week (or one day per 2 weeks) with only new maps. I think my idea didn't find enthusiasm.

  12. 21 hours ago, Bystry said:

    Anyway, the CVAR works fine, the behavior with g_pronedelay "1" is perfectly fine, has been for the last 15 years or so, so no need to make any changes or adjustments there.

    It annoys ppls (16 at least) so we can adjust it? We can test it though

  13. After reading what Bomba said I change my mind. I'd feel fine if the getting down should take the same time as getting up.  Or maybe the difference between shouldn't be that big. Let's say getting down should be 0.2/0.3 sec and getting up 0.4? (300 ms is avg time of human reaction) Time needs an adjustment. Now the feeling is ridiculous and frustrating. 

    20 hours ago, Trinorae said:

    The only way for them to survive it, is being faster than you to aim for your head, move real quickly... or... Prone and you, even when you very quickly aim down, and won't be able to do headshots anymore.

    But you can prone as well? When you see the opponent prone you can also prone, or jump over him as divine said ;)

     

  14. The game has changed since the quick proning appears. It was a lifesaver when someone hits your back. I think people don't like prone because of the hit boxes. And it is true. When someone prone it's sometimes impossible to hit the player. 

    If hit boxes had been proper, players wouldn't have prone so often.

    For me the best situation is to work on the hit boxes and remove that annoying prone delay.  Everyone can prone, so I don't see any reason for this delay ;) 
     

    • Like 1
  15.  

    19 hours ago, 0wN1x said:

    The problem with that is that there could be more than 1 member giving out a warning for the same verdict.

    Or reduce warn to 1 per minute? All the warns within one minute (or 30 sec, whatever)  count as one warn. If someone still causes problems during this minute, he simply gets kicked. 

    • Like 2
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