Warsow 1.0 CHANGELOG
Nice job crizis (I assume he did a good part of it?) I remember you talking about accounts and stats and a matchmaker etc since you joined dev team (and before? ;p) so it's nice to see this great result
All the main devs worked on it!
Thank you.
Well, to give little peak what everyone does with stats: in short I did/do webby everything, toukka wrote the MM stat server and stat code for wsw server, Vic plays big part whenever something needs to be set up/fixed/optimized, he runs after us and fixes our shit :D
GG for wsw 1.0 ! <3
Thank you for the full changelog, it is pretty amazing to see all changes from 0.6 !
One more request : can somebody update the warsow archlinux pkg ? :D
Eventually, one more time : thank you all for DAT AMAZING WSW 1.0 and cu IG ! <3
Thank you for the full changelog, it is pretty amazing to see all changes from 0.6 !
One more request : can somebody update the warsow archlinux pkg ? :D
Eventually, one more time : thank you all for DAT AMAZING WSW 1.0 and cu IG ! <3
trxxrt wrote:
GG for wsw 1.0 ! <3
One more request : can somebody update the warsow archlinux pkg ? :D
You have to contact the maintainer
http://www.archlinux.org/packages/community/i686/warsow/
Sven-Hendrik Haase
All the stuff is key based now.
...or find or make AUR pack.
(updated 2012-07-29 01:34:38)
Loving this so far guys! Might even spark a bit of an Australian
Warsow revival :)
Thank you to everyone who worked on it!
Thank you to everyone who worked on it!
To be continuously out of ammo in CA and BOMB is frustrating and
not fun at all. Expecially in CA, where Rocket jumping is one of
the main features since always.
Koochi wrote:
To be continuously out of ammo in CA and BOMB is frustrating and not fun at all. Expecially in CA, where Rocket jumping is one of the main features since always.
herp.
I suggest:
120-150 MG
25 RG
25 GL
50 RL
120-150 PG
200-225 LG
15 EB
Guess these are all really fair amounts :P
EDIT: oh btw values for bomb should be the pcw_mod ones heh
(updated 2012-07-30 21:52:38)
Koochi wrote:
To be continuously out of ammo in CA and BOMB is frustrating and not fun at all. Expecially in CA, where Rocket jumping is one of the main features since always.
my point of view is a different one.
at least in ca it encourages the use of other ways to gain speed. in 0.6 you had ppl just +forward in your face with rocketjumps, and +forward away + shoot the walls when theyre low hp! (with 75 rockets)
so having only 20 rockets is a good compromise, so you cant just simply spam your walljumps like a crazy person.
and now, ppl might actually start to learn the various movement mechanics, which is definitely a good thing and makes for less frustration on my side!
for bomb it might take a while to get used to it. :)
(updated 2012-07-30 21:43:13)
bomb values are nice if they are same as in beta.besides lower
values encourages to teamplay when you cant alone kill 5 enemies.
(updated 2012-07-30 21:50:25)
(updated 2012-07-30 21:50:25)
with 140 lg ammo and somewhat ok aim u can at best kill 1 1/2
player.
- All builtin classes have been renamed from this "cClass" to "Class".
You forgot cBot, cClient, cEntity, cGametypeDesc, cItem, cMatch, cStats, cTeam and cTrace. xD
Also, half of the getters and setters are named get_* or set_* instead of pure camelcase notation now, while this is not reflected in the API reference?
You forgot cBot, cClient, cEntity, cGametypeDesc, cItem, cMatch, cStats, cTeam and cTrace. xD
yes, that's unfortunate
Also, half of the getters and setters are named get_* or set_* instead of pure camelcase notation now, while this is not reflected in the API reference?
Read Angelscript docs on getters and setters
Vic wrote:
Also, half of the getters and setters are named get_* or set_* instead of pure camelcase notation now, while this is not reflected in the API reference?
Read Angelscript docs on getters and setters
Wasn't saying this change is wrong, just that it's inconsistent.
Methods still using the old notation are cMatch.{getState, getScore, setScore, setClockOverride}, cGametypeDesc.setTeamSpawnsystem, cStats.setScore, cBot.{setGoalWeight, getGoalEnt, getItemWeight}, cClient.{getBot, getEnt, setHUDStat, getHUDStat, setPMoveFeatures, setPMoveMaxSpeed, setPMoveJumpSpeed, setPMoveDashSpeed, getUserInfoKey, setChaseActive, setRaceTime} and cEntity.{getSize, setSize}.
Not all of those methods are supposed to be real getters and
setters for a single property in real AS-sense.
Today i played FFA (nobody expected that success!!). To make it
more funny i suggest to substitute by AS, if it's possible, the
weapons respawn with the ammo respawn. So you can control/find more
ammo in the maps.
FFA is awesome with 16-24 players, I've not so much fun since
0.3/0.4 DM days :D With strong weapons it is really means "take a
frag or be fragged". But some strange issue comes to me - i can't
hear when WarShock is spawned, only when it is tooked by someone. I
remember it was easy to time WarShock in DM since you can hear when
it's spawing.
Ye, ye, but pls don't go all there together to raise the lvl and
make the new guys go away.
I did. But I expected it at 0.6 and it didn't happen :/
Having a server with FUN FUN in the name was what triggered it. Sometimes little details like that make the difference.
(updated 2012-08-02 12:08:18)
Koochi wrote:
Today i played FFA (nobody expected that success!!).
I did. But I expected it at 0.6 and it didn't happen :/
Having a server with FUN FUN in the name was what triggered it. Sometimes little details like that make the difference.
(updated 2012-08-02 12:08:18)
Because an overwhelming majority (not including me) supported it,
and only hated the idea of the two types of ammo being different
from each other in any way more than having them at all.
It balances the gameplay. There used to be an extremely high
learning curve as you had to time armors, mh, and ammos, but now
one third of that equation is gone.

