New gametype for warsow 0.7? Help requested !
^This sums up my motivation quite well.
(Simplified) ET-style Warsow is indeed my intention for now. The question is if that teamplay will work together with Warsow's speed.
We'll see what changes will be necessary after an alpha version or so.
Rewrote the basis of the scripting system btw (files above are updated). It has a much better structure and supports callbacks. I haven't added many fancy methods yet and there are still some flaws though.
I'll start tweaking this, but also the gameplay this week.
@devs:
Spawned entities feel so instable.
For example in my testing map, if you construct the bridge and stand on an outer side of it and look at it, it will appear to wobble. If you dash while doing this, you don't hear the dash-sound. It does not happen on the middle of the bridge.
If you run into the wall with high speed you can sometimes look through it a bit for a moment.
Things like that. Nothing new, this happened in 0.6 as well.
Now if you make a demo-recording of that and watch it afterwards, those things don't happen.
So am I doing something wrong, is this a bug, or maybe a feature to save performance or something?
(Simplified) ET-style Warsow is indeed my intention for now. The question is if that teamplay will work together with Warsow's speed.
We'll see what changes will be necessary after an alpha version or so.
Rewrote the basis of the scripting system btw (files above are updated). It has a much better structure and supports callbacks. I haven't added many fancy methods yet and there are still some flaws though.
I'll start tweaking this, but also the gameplay this week.
@devs:
Spawned entities feel so instable.
For example in my testing map, if you construct the bridge and stand on an outer side of it and look at it, it will appear to wobble. If you dash while doing this, you don't hear the dash-sound. It does not happen on the middle of the bridge.
If you run into the wall with high speed you can sometimes look through it a bit for a moment.
Things like that. Nothing new, this happened in 0.6 as well.
Now if you make a demo-recording of that and watch it afterwards, those things don't happen.
So am I doing something wrong, is this a bug, or maybe a feature to save performance or something?
I'd bet it has something to do with gt entities not being
antilagged/predicted at client side.
Looking at the code it seems that it is predicted, but the sent
mins and maxs are a bit... hacked.
Somebody tries to put those 6 floats into one by assuming the x and y mins and maxs are all the same number, everything is a multiple of 8 and smaller than 256.
See g_clip.c line 366, gs_misc.c line 98, cg_ents.c line 528 and cg_predict.c line 252.
Would it be a big problem to just send those vectors along with the packet and use the solid field for the real solid value?
(updated 2012-08-13 20:02:43)
Somebody tries to put those 6 floats into one by assuming the x and y mins and maxs are all the same number, everything is a multiple of 8 and smaller than 256.
See g_clip.c line 366, gs_misc.c line 98, cg_ents.c line 528 and cg_predict.c line 252.
Would it be a big problem to just send those vectors along with the packet and use the solid field for the real solid value?
(updated 2012-08-13 20:02:43)

