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RPM 0.79 Development
#321
Posted 12 January 2012 - 03:39 PM
2011 - XL Deathmatch Tournament II - virii
2011 - XL Deathmatch Tournament V - virii
#322
Posted 12 January 2012 - 04:13 PM
No, its not the arrow icon turning white
I suppose I could get you a screenshot when im at home, but you can ask a lot of players here and I think everyone knows about this ;p
yes.
to max:
when your teammate comes closer, his radar icon (blue arrow) slowly turns into white... it happens for example when both players go to small elevator on shop or if teammates walks/runs really near to you.
It would be better if you change that arrow icon on radar that shows teammate location into a small (blue or red) dot depending on the team player plays, it would be easier to spot the teammates on radar.
Edited by -MonkeY-, 12 January 2012 - 04:24 PM.
#323
Posted 12 January 2012 - 04:24 PM
yes.
to max:
when your teammate comes closer, his radar icon (blue arrow) slowly turns into white... it happens for example when both players go to small elevator on shop or if teammates walks/runs really near to you.
It would be better if you change that arrow icon on radar that shows teammate location into a dot, it would be easier to spot the teammates on radar.
Do you mean that your own icon and your teammates icon overlap, so that it's hard to distinguish the two? Please provide screenshots.
Edited by max, 12 January 2012 - 04:32 PM.
#324
Posted 12 January 2012 - 04:27 PM
Do you mean that your own icon and your teammates icon overlap, so that it's hard to distinguish the two?
yes, maybe make icons smaller or change that arrow icon into a small dot?
#325
Posted 12 January 2012 - 04:32 PM
Edited by max, 12 January 2012 - 04:32 PM.
#326
Posted 12 January 2012 - 06:44 PM
Why wouldn't you want to see who you're fightning though? From the website:
Well the thing is. I watched my own demo with the beacons on. And I find myself looking like a wh when you can see where the enemies are on the demo. While playing I did not
#327
Posted 12 January 2012 - 07:19 PM
I find myself looking like a wh when you can see where the enemies are on the demo. While playing I did not
. I swear.
move to busted
#328
Posted 12 January 2012 - 07:37 PM
#329
Posted 13 January 2012 - 09:04 AM
Elite Cup v1.00 ~ NxS
Fairplay Cup III v1.00 ~ cGo
#330
Posted 13 January 2012 - 09:52 AM
Fairplay Cup v1.00 - {{{MDK}}}
>|S4A|< CTF Tournament - Xeyes
Fairplay Cup v1.00 II - {{{MDK}}}
#331
Posted 13 January 2012 - 12:45 PM
Fairplaycup III - dTeam #
Murder Death Kill Clan Cup - dTeam #
Best full clan 2011 - dTeam #
ha i remember when i started in 2004 and always wanted to join dbd and thought you were so pro chris.
#332
Posted 13 January 2012 - 01:23 PM
Can you change the shotgun damage? Or remove it from the game?
"removing" shotgun can be made by server commands (by removing ammo from shotgun), also damage can be changed by server commands.
no need to do it in mod.
#333
Posted 13 January 2012 - 03:58 PM
What reality means is that eventho u got 1 second spawn and someone did pause and unpause, he will get another 12 secs spawning
Yeah, I remember that. DevaZ pointed out another pause bug, the round time does not stop during pause. I'll fix both of these bugs, thanks for reporting.
I'll add an option to disable seeing yourself on the radar.
Also, I've just created a Playback menu, so expect a new version soon.
Edited by max, 16 January 2012 - 09:38 PM.
#334
Posted 13 January 2012 - 04:39 PM
Yeah, I remember that. DevaZ pointed out another pause bug, the round time does not stop during pause. I'll fix both of these bugs, thanks for reporting.
I'll add an option to disable seeing yourself on the radar.
1 more bug... when someone gets killed, by reconnecting he gets respawned again if none of the players died yet except him...
one guy was killed by me 2 times in the same round and he kept spawningin in the same round with that tactic until his teammate died.
seen many people glitching like this in inf server in full public.
don't know if it's a bug in mod or servers... make respawn possible ONLY if there's 5 or less seconds played that round, if over then that player should stay dead EVEN if none of the players died at the round yet.
Edited by -MonkeY-, 15 January 2012 - 03:30 PM.
#335
Posted 13 January 2012 - 04:54 PM
#336
Posted 14 January 2012 - 04:38 PM
http://www.2k3server...client_beta.zip
Changes:
- Playback menu added, so you have easy access to all the playback features now (e.g. cameras, spectating other players, adjusting speed, jumping).
- Radar edited. Chatting players aren't shown as white anymore. Your own arrow is not drawn anymore (if you want, you can turn it back on in the menu).
- Several bugfixes regarding recording and playback.
- The smileys don't overlap with RPM 0.78 anymore.
Edited by max, 14 January 2012 - 04:41 PM.
#337
Posted 14 January 2012 - 04:45 PM
#338
Posted 16 January 2012 - 04:40 PM
http://www.2k3server...client_beta.zip
I have updated all 2k3 servers, so that they run the latest version (v2.01). Automatic recording in competition mode should work in all of these servers now.
Edited by max, 16 January 2012 - 05:01 PM.
#339
Posted 16 January 2012 - 07:59 PM
Edited by bia-tch, 16 January 2012 - 08:00 PM.
Fairplay Cup v1.00 - {{{MDK}}}
>|S4A|< CTF Tournament - Xeyes
Fairplay Cup v1.00 II - {{{MDK}}}
#340
Posted 16 January 2012 - 08:04 PM
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