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IronOak studios forums > General Discussion > Public-Enemy BETA 1.4 suggestions


Posted by: Zpin July 13, 2004 01:00 am
Please post your ideas on how to improve Public-Enemy BETA 1.4 here. Any suggestion is appreciated.

Posted by: Zaskar July 29, 2004 05:40 pm
Heya, Havent played this in a while, last version i played since pre beta was 1.2. (cant DL 1.4 atm cause link is down)

If this has been done since 1.2 disreagard what i am saying then tongue.gif

Is it possible to (if not alwready done) add a Steam Menu screen (u know, the cheep ones with 1 background pic that scalles to diff resoloutions as apposed to the old 640by480 one)

Last i rember with steam since there was no steam desighned menu it just used the default HL one and you lost the cool PE background and menu fonts. Even if its just taking the onl one with the movie banner and making it a normal pick then changing the Steam menu fonts to the ones used for the old HL. Would just bring back a bit of the coolness smile.gif

also if not done, rename the pldecal.wad to tempdecal.wad (Steams decal wad file name) since no reason accomaditing the old HL anymore biggrin.gif

Thats about it, from 1.2 no bugs or real gameplay problems, just thought it would always be cool if u could get a Steam splash screen menu put in like a few other mods that are still alive have been doing smile.gif


This is based off of 1.2 since thats all i have to go by, the main page still only shows links for 1.0 tongue.gif So if this was done alwready since disregard my BS tongue.gif

-Zaskar


Posted by: Tophet September 08, 2004 04:58 am
How come Public Enemy doesn't have a respawn feature to allow servers to let players respawn after a delay (also set by the server)? This way PE maps can be played TFC style rather than CS style for those server admins who choose the option. With player respawn, the ONLY way for a team to win is to complete the objective (or prevent the other team from achieving theirs) within the time-limit. I'm not suggesting you change the game, but merely add this as a server-side option. Noob players (such as myself) can then be fragged endlessly and still be able to explore the map while in a real game (minus the time-penalty between respawns). In addition, if you change player options, the game may start without you and then you have to wait a few minutes (potentially) for the game to end. Unless the game is set to start after 60 seconds regardless, a "Ready" button feature wont work so well because someone may get diarrhea but forget to disconnect from the server and players would be waiting forever to start a game (not good) whenever the map changed. Adding an optional respawn feature might serve to broaden the appeal of this game among the uninitiated.

Also, can you get Dennis Grell to supply an abridged version of his "No Way Out" song? It is wicked cool, but it is a shame that it is two minutes longer than the PE map times (meaning you will never hear it in its entirety in the Cottage map it goes with). It needs to be shortened to four minutes or less (preferably at the 224 kb/sec MP3 quality that Ed Hargrave's songs are at so it sounds freaking awesome). Also, I fail to see where the Ed Hargrave song "Life support" shows up in any of the current PE maps. It is really cool and before I downloaded v1.4, thought Cottage would use it.

Glow is a neat feature, particularly for the weather and particle effects, but it makes the light seem hazy, like wearing glasses haven't been cleaned in weeks. This isn't so bad if Glow is set to one. I prefer to have it off myself, but I do think the default Glow setting should be lowered from two to one.

These suggestions may be a little late for Public Enemy v1.4 though.

Posted by: Zpin September 08, 2004 09:54 am
- I could implement that but I doubt it will serve the gameplay. I'll do it later today and upload the new linux dll so we can test it.

- You mean linger than the round time? The mp3 doesn't restart at the beginnning of a round so you'll hear the whole thing anyways. The two new Ed Hargrave tracks arent used in any map, they're bonus tracks.

- It seems that the glow effect doesn't look as nice as on my pc on many other systems wink.gif It's probably the best to deactivate it by default, because if it's 1 the lights aren't enhanced that good. Or does it look better at 1 than 0 on your system? Could you please make a screenshot of glow set to 2?

cya, Spin

Posted by: Zpin September 08, 2004 10:52 am
ok, the server is now updated with the respawning.
sv_respawn activates it and sv_respawncycle sets the reiforcement delay. (the server uses 1 and 20 atm). You can download the windows dll here: http://www.ironoak.ch/PE/files/pe.dll

If this turns out to work fine and improve the gameplay I'll add some information box which tells the user the time till respawn and document it in the manual.

Posted by: [PE]MadMax_FMM September 08, 2004 03:11 pm
Fleißig fleißig unser Spin. ^^

Posted by: [PE]MadMax_FMM September 08, 2004 03:14 pm
Ach ja. Das mit dem Respawn hatte ich dir ja schon via ICQ mitgeteilt. Testen wird das einfach mal, wobei die Rundenzeit immer noch vorhanden sein sollte. Sprich, bei jeder neuen Runde respawnen alle nochmal. Ansonsten darf man ja ewig lang die Terminals oder den Koffer beschützen. Ich würde auch den Spieler, der respawned, eine Unverwundbarkeitszeit von 1 bis 2 Sekunden geben in welcher er nicht verwundet werden kann. Ansonsten hat man Startcamper, welche sucken.


Posted by: Zpin September 08, 2004 03:21 pm
jo, ist schon so... das mit der unverwundbarkeit mach ich sobald wir wissen obs die sache überhaupt bringt.

Posted by: [PE]MadMax_FMM September 08, 2004 03:44 pm
Ok, alles klar. wink.gif

Posted by: [PE]Recoilmaster September 08, 2004 09:32 pm
Hmmm, nach dem ich die pe.dll ins Verzeichniss kopiert hab, habe ich nur noch einen schwarzen Screen wenn ich im Spiel bin sad.gif

Posted by: [PE]MadMax_FMM September 08, 2004 10:42 pm
Hehe... wird Spin schon fix0rn. Aber immerhin hast du jetzt deinen Reiforcmentsmodus. ^^

Posted by: Zpin September 08, 2004 11:00 pm
bei mir geht das teil... bist du sicher, das du nicht aus versehen die blackbox map getestet hast? ^^

Posted by: [PE]MadMax_FMM September 08, 2004 11:44 pm
lol! *mümmel* Öhhh Spin, ich seh nix mehr! Und öhööhö... *schluchz* öhöh die Map heißt auf einmal Blackbox! Öhöhöhö! biggrin.gif wink.gif tongue.gif


Posted by: Zpin September 09, 2004 09:31 am
sachen gibts happy.gif

Posted by: Zpin September 09, 2004 10:46 am
btw: english only in this board plz smile.gif

Posted by: [PE]MadMax_FMM September 09, 2004 12:02 pm
QUOTE ([PE]Spin @ Sep 9 2004, 10:31 AM)
sachen gibts happy.gif

English only please! Spin, mind your language! biggrin.gif tongue.gif

Posted by: Zpin September 09, 2004 12:21 pm
who started talking german? huh.gif
anyways I'm gonna delete this thread and start a new one soon ^^

Posted by: [PE]Recoilmaster September 09, 2004 12:39 pm
war osaka *_*

Posted by: Zpin September 09, 2004 06:04 pm
ohne glow gehts? mit normalem 1.4 update gehts?

Posted by: [PE]MadMax_FMM September 09, 2004 06:12 pm
Jetzt wird hier ja eh wieder auf die englische Sprache verzichtet, von daher. ^^

Posted by: Zpin September 09, 2004 06:35 pm
jup, hab ja extra nen neuen thread erstellt und den entstickt...

Posted by: [PE]MadMax_FMM September 09, 2004 06:37 pm
Alles klar. Wann lädst du die Sachen offiziell auf andere Server?

Posted by: Zpin September 09, 2004 07:37 pm
nachdem das patch preview einigermassen gut angetestet wurde. D.h. ca. sonntag.

Posted by: [PE]MadMax_FMM September 09, 2004 08:23 pm
Aye! Alles klar. biggrin.gif

Posted by: secondwheel2 September 11, 2004 11:44 am
cant speak german so ill start talking french. maintenant vous savez je me sens. lol.....if you get that. Anyway, back to english, i throught of an idea just before to have a Pe damage changer. just before you create the game you can set the damage to how you want the game to be. for example, you can set it so that you do 10 times less damage than normal so that maps like pe_arena can go for ages. (this will make it easier on noobs and more fun)

Or you can make so that it does 3 times more damage than normal so the game can be more like counterstike (cant believe i said that) and people will rely more on their reaction with the mouse. (this will make it more skill based)


smile.gif this smiley looks so cute

Posted by: Zpin September 11, 2004 12:18 pm
hrhr I had to change the background color of all the smiles and took the chance to modify the standard smiley. I instantly fell in luv with my accidental creation of cuteness wink.gif

Ok, most swiss and german people understand french, so it's np smile.gif

There is such a damage modifier. When you create a game you can adjust the gameplay under the "Game" tab. There are the options action=high speed/low damage, normal=medium seed/damage, realistic=low speed/high damage

Posted by: secondwheel2 September 11, 2004 01:45 pm
la u buona non otterrà questa

Posted by: Zpin September 11, 2004 04:42 pm
otterrà cosa? ph34r.gif

uh, we'll have to make a mixed language forum wink.gif

Posted by: KaMpFNuDeL September 13, 2004 12:44 pm
QUOTE (secondwheel2 @ Sep 11 2004, 10:44 AM)
cant speak german so ill start talking french. maintenant vous savez je me sens. lol.....

t'as oublié le "comment" ;-P


ore ga nihongo wo hanashitaindayo !











(i want to speak Japanese; for those who didn't guess wink.gif)



Btw, i suggest to remove the respawn thingie, cuz spawncamper suxx and it suxx to kill someone and get a case just to get killed and lose immediately thx to respawn -.- it just doesn't belong to PE.

Then you should remove both Sentinel and Enhanced Skin, the impact on gameplay is just too huge, especially when used together.

Also the Teleports on the Plane's Top (SF startpoint) on db_terrorbird makes the map too fast and unplayable with many players (the breaking ceiling tactic is of no use anymore, since noone's gonna go those ways anymore).

I'd like a Sniper-map smile.gif cuz beretta headshots from far disctance are so kewl wub.gif

P.S: is it me, or are the weapons doing much more damage than in previous versions ?

Posted by: hobgoblin September 13, 2004 01:06 pm
i think sentinel counters enhanced skin (not sure tho, if it dont then it should). the resapwn is easy to turn of but i say leave it in as it makes this more then a CS clone with cyberware.

damage can be controled with a setting. want a realy deadly game, set it to realistic. the current default more is normal. if you want old style then go for action. what they do is modify movement speed and damage done, one going down and the other going up...

the problem with most sniper maps is that they demand big open spaces and thats a killer when it comes to framerate and/or rspeed (that why the hallways of osaka are halfcoverd in walls at times)...

personaly i would love to see a cyberblade of some sort as a addon to cyberarms. if you people still have access to a modeler that is.

Posted by: Zpin September 13, 2004 02:48 pm
respawn camping shouldn't be a problem, because you don't take damage for the first 3 seconds.

nanoskin counters sentinel not the other way around. I'll reduce the sentinel range, decrease visibility of the sentinel targeters and at the target somewhere at the chest instead of using the head as a target. That should reduce its utility a bit. We've played a few rounds yesterday and I didn't see a really big impact on the gameplay despite the fact that the sentinel makes camping a lot harder.
Also the most time you thought Guillaume is using the sentinel he in fact wasn't smile.gif

Yes, the weapons do more damage now.

Madmax has to answer your last 2 points wink.gif

@hobgoblin: We've reached the modellimit of the hl engine. We can't add any more models.

Posted by: [PE]MadMax_FMM September 13, 2004 07:18 pm
Hehe... ok, there´s no map planned for PE, but you´re able to create your maps with the fgd. biggrin.gif

We never had problems with the teleporters in terrorbird; i think we should test it after the release and if most people complain about it i´ll change it.

Posted by: Zpin September 13, 2004 07:39 pm
but not back to the teleporter elevator, I removed that wink.gif

Posted by: [PE]MadMax_FMM September 13, 2004 08:34 pm
QUOTE ([PE]Spin @ Sep 13 2004, 08:39 PM)
but not back to the teleporter elevator, I removed that wink.gif

No way! biggrin.gif

Posted by: Zpin September 13, 2004 08:42 pm
k happy.gif

Posted by: KaMpFNuDeL September 13, 2004 08:44 pm
well, yesterday i got pwned in the back after respawn, i couldn't even get where the shots came from there i was already flying in Spec mode wink.gif

The problem with sentinel is that it's like free Wallhack for everyone o_O combine with skin and you are like the predator (which got killed only in close combat) those stuffs makes camping alot EASIER not harder, since you have the cybers on and camp the rushers, who, even with the items couldnt detect you (defenders are imho always in the better position since they just have to cover the doors/teleports, where Rushers can't dodge)

That brings me to the teleports, the problem there is that teleport covering is easy, and when u try to run with a case you'll be sure there will be a welcome comitee at your startpoint (since they can see you on the radar, you're screwed whichever way you take) also this was the only "sniper" map and those spawn-ports broke it :-/

Btw i don't have any graphics problems with any map ... (running all settings max)

Oh, and i like the action mode better, cuz now it doesnt matter which weapon you buy, as long as it shoots fast, the first few hits kills...

Making own maps ? how ? (tho i like those you guys made, they made me fall in love with PE back then beta 1.0, i would like to give more "tactical" or "training" maps to the audience if i knew how to build them smile.gif)

Posted by: Zpin September 13, 2004 08:55 pm
ok, I think the solution would be to restrict combining these two cyberaddons. Or the nanoskin just loses its radar stealth ability when combined with sentinel and works normal otherwise.

Posted by: Zpin September 13, 2004 09:07 pm
ah perhaps I forgot to take the respawn invulnerability into rc9.

Posted by: [PE]MadMax_FMM September 13, 2004 09:10 pm
Tactical is relative. biggrin.gif It depends on how you play the game. With the option "realistical" damage the gameplay and the maps are really tactical.

Posted by: Zpin September 15, 2004 11:42 am
I changed the radar behaviuour as follows:
- The radar displays only visible enemies (it doesn't matter if they are in front of the player or not) within a range.
- If you have the cyberhead the radar will display visible enemies as well as moving enemys (within the same range)
- If you have the sentinel the radar range is increased and the visible + moving players will be targeted.

Posted by: [PE]MadMax_FMM September 15, 2004 05:28 pm
btw.; it would be great if you could throw grenades into the teleporters!

Posted by: Zpin September 15, 2004 07:41 pm
it's too late for that, patch allready uploading smile.gif

Posted by: [PE]MadMax_FMM September 15, 2004 09:13 pm
ok, doesn´t matter... ^^

Posted by: hobgoblin September 16, 2004 11:23 pm
hmm, that new radar sounds interesting. i take it that it shows only enemys that you yourself or some teamate have spotted?

so, when will the patch be available? or is it on the rc9?

btw, those bots got a bit smarter with rc9 allright, now they atleast engage in a firefight smile.gif hmm, those mp versions of pistols realy kick ass when comboed with cyberhead and cyberarms...

Posted by: Zpin September 17, 2004 12:50 am
yes somehow like that except that teammates won't make enemies visible to you. Bu you can also see enemies behind you if there is no wall between.

We are yet distributing the files to mirrors... one mirror ist allready available: http://www.ironoak.ch/PE/index.php?page=files&lang=engl

The official release will be tomorrow at 22:00 GMT+01:00 as we expect to have enough mirrors until then.

Posted by: ExitiumEx September 23, 2004 06:49 pm
First time poster, just wanted to let you guys know this mod is amazing happy.gif

This was my first time playing the mod, though I'd heard about it before, and all I can say is "wow". I hadn't played the earlier versions, but this one is just eye candy to the extreme as far as the maps go (great job!). The player model animations could use a little work (3rd person) but other than that it seems highly polished to me. It sucks that there aren't any players or servers though, especialy USA servers. I guess I could host one, though my connection is only 3.8mbs Cable. And...it would be a crime not to port this mod to the source engine. Great job guys!

Posted by: [PE]MadMax_FMM September 23, 2004 07:13 pm
Greetings ExitiumEx and welcome to the forums.

Thank you very much for your comment, but i´ve to tell you (to be honest) that there won´t be a PE for HL2. It´s a shame, but the risk is too high for us. We´re working on an own commercial project with an own 3D-Engine, so we also won´t have the time to recreate the whole thing for HL2.
We´ll optimize this version of PE for HL1 as much as we can. The main problem is, that there aren´t enough players for PE. Things would be different if more people would play our mod, but most of them don´t like cyberpunk in general. It´s a pity, but PE won´t be our last cyberpunk-actiongame; i´m confident that we´ll create another shooter in this universe after finishing our new project. wink.gif

btw. you´re right; it would be great to have some american servers. We´ll try to set some up in a few days, but we´re glad for every help.

Posted by: ExitiumEx September 23, 2004 07:19 pm
Oh, I understand though. It seems that as a mod developer one of my biggest fears would be creating a solid gold mod (such as PE) and yet having no fans to play it. Best of luck to you guys with your new projects! And I'll spread the word as best I can, as well as setup a 10 person dedicated server hosted in Kansas, USA. cool.gif

Posted by: Lord Scottish September 24, 2004 12:14 am
Hey, thanks for that ExitiumEx! smile.gif

Posted by: ExitiumEx September 24, 2004 01:53 am
Sure.
69.240.253.140:27015

I'll leave it up for awhile and see how it works out. Player limit of 10 due to cable connetion.

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