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Thread: Textures

  1. #11
    Rampage Feralidragon's Avatar
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    Well, "allowed"? That doesn't even make any sense for Siege, really.

    I mean, I know why "technically" you can telefrag buildings (because they are subclasses of Pawn, and Pawns can be telefragged), however that could be EASILY avoided from the very beggining.

    Besides being easily fixable, it doesn't even make any sense by being allowed as that would be like "look, I am going to telefrag a tower... TROLOLOLOL", it simply doesn't make any sense at all as buildings aren't supposed to be "living things that can be telefragged".

    I really hope Wildcard look at these details in his new version and release it asap, and sorry for being a bit harsh, but it's quite "pathetic" that a building can still be telefragged at all, honestly (I always assumed they couldn't).
    This gametype has years already, and I keep finding that this gametype is full of fairly "basic" holes anyone can exploit and nothing is done about it (bans come too late in general as 2 hours games can get ruined because of this and other factors, as it's not a simple 20 minutes CTF or DM or AS to finish, forget and play the next one), and some of them are being allowed.

    Wildcard, wherever you are, you better finish your version very very soon. I know that lack of time is a b*tch (living it right now myself), and the admins are doing the best they can, but it's this kind of small things that lead a server slowly to death as people start to get frustrated from those said details (thankfully player bans and warnings do work, but it can be waaaaaaay more effective if made within the mod itself and avoid this stuff in the first place).

    Just my 2 cents

  2. #12
    Administrator |uK|chiseller's Avatar
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    I agree with you there and you're welcome to fix it!

  3. #13
    Whicked Sick |uK|Anthrax's Avatar
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    Quote Originally Posted by |uK|chiseller View Post
    I agree with you there and you're welcome to fix it!
    ^

  4. #14
    Rampage Feralidragon's Avatar
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    I would fix it, however I have a mod to release for ages already so I have to release it first before I do anything relative other mods, otherwise instead of releasing my mod in Jan or Feb, I would only release it by April or May, which is unacceptable for me.

    Also, the Siege problems go way beyond this. I can help pointing out the solutions coding wise, but I cannot use my time to make anything on it yet (and trust me, everytime I see something wrong in the gametype I like the most I feel like doing something about it), besides I won't lie to you guys: I am planning to redo my own version of Siege from scratch eventually, from zero, as the way I see it Siege like many mods suffer from the "hammered code syndrome", which basically means, it was build for "now" and not for the "future" (I cannot blame anyone for this, I did my stuff that way as well in the past), and therefore it's not flexible for changes, removals or addons in a simple way, and so it has to be fully rebuilt to "prevent" many problems instead of being "fixed" (there's a difference).

    Also, by remaking it, I don't mean the code only and so you can guess how the rest would turn out, I can't help it: I would change the "graphicz" (well, containers would still be boxes, but boosters or protectors would have a total different look, since as a new player I don't know what the hell those are until someone says to me).

    Since I would make it all differently (but retaining the core gameplay and buildings balance and all of course), I prefer Wildcard to finish up a kickass version instead and solve many issues the current one has, as he keeps the old visuals as they are, but better.
    The thing is, he has to release it asap, as I don't want to see the server getting slowly degraded over things like this.

  5. #15
    |uK|DeathHunter's Avatar
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    this has nothing to do with the map or map making there for unrelated to this section of the fourms.



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