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 Post subject: First impressions for online playing.
PostPosted: Wed Mar 12, 2003 6:01 pm 
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Mahatma and myself played there today. The vote is mixed. The potential is great, but the WAZOO is just way too much. On smaller maps, the flash is just WAY too bright and often making playing the game very near impossible. Today on Morbius, even with myself and Mah, it took FOREVER to complete that game, and I'm no slouch at Morbius. Everyone knows Mahatma's capibilities, so I chalk it up to the redeemer being too powerful. Also, I can't guide it very well in tight spots, which is probably just me because I never have been good at that. <br><br>Clem, Can you go in and change the WAZOO to have less of an area of effect? Better yet, make the first blast behave like the WAZOO, but leave the WAZOO visuals off? I realize that this is vastly more difficult than changing the speed settings of the redeemers, but I think it will help gameplay by volumns.<br><br>Any other opinions? <p>The Jargonaut<br></p><i></i>


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 Post subject: First impressions for online playing.
PostPosted: Wed Mar 12, 2003 7:54 pm 
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Hey all!! Let's see....For me it's about the same as what Jarg mentioned: that grand wazoo flash is too much ,and the redeemer is way ,way too powerful a weapon to use on small or even on med. size maps!!!<br>Also I think that it would play better with the " World Shake " Turned off ,I think this can be done by the administrator , i belive it was a setting on the Map vote mutator.I sent Clemm a Mutator called " Weapon stuff"<br>that allows the user to adjust all the weapons in Damage,<br>blast radius,etc...... and I found that by reducing the projectile damage to about 65- 70% of the stock settings,It made it easier to use and could be toned down to the point to where it could be used as the old redeemer is all map sizes!!!<br>thanks ,Tri<!--EZCODE EMOTICON START :D --><img src=http://www.ezboard.com/intl/aenglish/images/emoticons/happy.gif ALT=":D"><!--EZCODE EMOTICON END--> <p></p><i></i>

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 Post subject: Re: UT2003 Redeemer Arena: ready for early alpha test
PostPosted: Wed Mar 12, 2003 10:35 pm 
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<br>things to do (in order of priority, highest to lowest):<br><br>1) adjustments to the grand wazoo flash (maybe also damage)<br>2) more work needed on guided fire<br><br>3) note to self: look into the 2-second pause at the end of fire and alt-fire (the same as Death Inc's earlier request?)<br><br>4) 'tunnel vision'<br><br>Trigon, thanks for the Weapon Stuff mutator; that will help us get a better idea as to how much the damage should be reduced to.<br><br>thank you all for the feedback.. keep them coming, and please keep posting them in this thread (so they're in one place).<br><br>- clemmentine<br> <p>____________________________________________________________<br>... To the depths of the ocean where all hopes sank, searching for you,<br>I was moving through the silence without motion, waiting for you,<br>In a room with a window in the corner I found truth.<br><br>"Shadowplay" by Joy Division</p><i></i>

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 Post subject: Re: UT2003 Redeemer Arena: ready for early alpha test
PostPosted: Sat Mar 15, 2003 10:58 am 
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Hey Clemm!! How's it going with the Mutator?? any luck with the tweaks?? .... <br>Take care, have a good weekend!!<!--EZCODE EMOTICON START :D --><img src=http://www.ezboard.com/intl/aenglish/images/emoticons/happy.gif ALT=":D"><!--EZCODE EMOTICON END--> <br>Trigon <p></p><i></i>

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 Post subject: Re: UT2003 Redeemer Arena: ready for early alpha test
PostPosted: Sun Mar 16, 2003 12:50 am 
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the mutator is going well. I only have an hour or two each night to work on it so progress can be slow sometimes. and I also have to satisfy my need to play online every few days, so those nights I don't get to work on the mutator.<br><br>I've been playing with the explosion visual effects, and yes, the grand wazoo flash can be at least toned down. I'm planning to have this modification in the next version, which should be out in the next few days.<br><br>there are at least 10 visual components in the redeemer explosion, and there are numerous settings like color and size for each of those components. there are 4 'particle spheres' (fast moving and expanding fireballs) in each redeemer blast. I've cut it down to 2 and may decide to go with just 1 in the next version. there are also 2 'explosion spheres' and an 'explosion ring'. as far as I can tell, the 'explosion sphere' is part of what you see in the initial blast, and the 'explosion ring' is an expanding ring that comes out of the blast. at this point, I'm planning to keep 1 'explosion sphere' and the 'explosion ring'.<br><br>- clemmentine<br> <p>____________________________________________________________<br>... To the depths of the ocean where all hopes sank, searching for you,<br>I was moving through the silence without motion, waiting for you,<br>In a room with a window in the corner I found truth.<br><br>"Shadowplay" by Joy Division</p><i></i>

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One day, one night, one moment,
My dreams could be, tomorrow.
One step, one fall, one falter,
East or west, over earth or by ocean.
One way to be my journey,
This way could be my book of days.
-- from "Book of Days" by Enya


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 Post subject: Re: UT2003 Redeemer Arena: ready for early alpha test
PostPosted: Sun Mar 16, 2003 10:31 am 
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<br>AWESOME Clem!!! Man, I am so impressed. Keep up the good work. We'll be playing your sweet mod 24/7 very soon!<br><br>Mahatma <p></p><i></i>

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 Post subject: Re: UT2003 Redeemer Arena: ready for early alpha test
PostPosted: Sun Mar 16, 2003 9:21 pm 
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okay, I'm going with 2 particle spheres (initially there were 4). the explosion spheres I referred to in my last post is actually visually similar to the particle spheres. there were 2 explosion spheres and they both got taken out. the other thing that was taken out is a soft flare that is about the size of the particle/explosion spheres, though not as bright. so now we're left with 5 (down from 10) components in a redeemer explosion. hopefully that will help performance when there is a large number of redeemer explosions.<br><br>I'll email this new version to Schwantz and Jargonaut after this post. this version is alpha 02, build 26p. to get this version up and running, just do the same thing as before, and replace the existing 2 MagicRedeemer.* files.<br><br>the only change in this version is the visual effects of the redeemer explosion. the damage radius is the same as before.<br><br>thank you all for taking the time to test this out. please let me know if there are problems. your comments are always welcomed.<br><br>- clemmentine<br> <p>____________________________________________________________<br>... To the depths of the ocean where all hopes sank, searching for you,<br>I was moving through the silence without motion, waiting for you,<br>In a room with a window in the corner I found truth.<br><br>"Shadowplay" by Joy Division</p><i></i>

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One day, one night, one moment,
My dreams could be, tomorrow.
One step, one fall, one falter,
East or west, over earth or by ocean.
One way to be my journey,
This way could be my book of days.
-- from "Book of Days" by Enya


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 Post subject: Yeehaw!
PostPosted: Sun Mar 16, 2003 10:06 pm 
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I will look at this new explosion soon and let you know what I think. Way to go Clem. Thank god for you doing this and SRA2 and Jarg I think you said.<br><br>Hermskii <p></p><i></i>

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 Post subject: Re: Yeehaw!
PostPosted: Thu Mar 20, 2003 11:20 pm 
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<br>Clem looks fantastic! Man it is so much better!<br><br>The guided missile still ends with that swirl/spin, which is distracting -- is that something that can be tinkered with?<br><br><br>Schwantz, I downloaded the bonuspack and installed. Some of the maps aren't on there and download very slowly. Which maps do we need to d/l?<br><br>M <p><br><SRA>/v/ahatma</p><i></i>

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 Post subject: UT2003 Redeemer Arena: ready for early alpha test
PostPosted: Wed Mar 26, 2003 7:39 pm 
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Well Clem .... got to say thats much better!! the thing that still needs to be tweaked is the Damage is still too much for Small and Medium size maps... needs to come down another 20% or so?? <br>Cya ,Tri<!--EZCODE EMOTICON START :D --><img src=http://www.ezboard.com/intl/aenglish/images/emoticons/happy.gif ALT=":D"><!--EZCODE EMOTICON END--> <p></p><i></i>

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 Post subject: Re: UT2003 Redeemer Arena: ready for early alpha test
PostPosted: Wed Mar 26, 2003 8:11 pm 
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<br>Hey Clem<br><br>Played with Tri and Jarg on SRA2K3 today and had a blast!!!<br><br>I agree about the splash damage/blast radius, but I am thinking more like 5-10%.<br><br>Is there anything that can be done with that little dizzying whirl at the end of a guided explosion?<br><br>EVERYONE COME PLAY SRA2K3 WITH US -- IT KICKS ASS! <p><br><SRA>/v/ahatma</p><i></i>

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 Post subject: Oh Yeah!
PostPosted: Thu Mar 27, 2003 3:53 pm 
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Clem, The mod is really looking good. There is one more item that I think should be adjusted, besides the blast radius. The first blast really doesn't do too much damage, but it will throw you for a blooming mile. This is really hard to adjust for, on my part. Is there anything that you can do to help with this? <p></p><i></i>


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 Post subject: Re: Oh Yeah!
PostPosted: Thu Mar 27, 2003 10:05 pm 
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got it. thanks for the feedback.<br><br>will look into the dizzying whirl (note to self: related to the pause after impact?).<br>will look into the damage radius.<br><br>Jargonaut, when you said the first blast, do you mean the blue explosion? and are you saying that it's throwing you away from the blast right before you're turned to dust?<br><br>okay.. so someone's seeing both blue and red in the explosion.. anyone see any green in there?<br><br>- clemmentine<br> <p>____________________________________________________________<br>... To the depths of the ocean where all hopes sank, searching for you,<br>I was moving through the silence without motion, waiting for you,<br>In a room with a window in the corner I found truth.<br><br>"Shadowplay" by Joy Division</p><i></i>

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One day, one night, one moment,
My dreams could be, tomorrow.
One step, one fall, one falter,
East or west, over earth or by ocean.
One way to be my journey,
This way could be my book of days.
-- from "Book of Days" by Enya


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 Post subject: Re: Oh Yeah!
PostPosted: Fri Mar 28, 2003 4:34 pm 
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Yep to both. The blue explosion is the knockback one, and the green splash, for lack of a better word has been noticed. <p><SRA> The Jargonaut<br></p><i></i>


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 Post subject: Re: Oh Yeah!
PostPosted: Sat Mar 29, 2003 9:37 am 
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Let me better explain myself on the knockback problem. It does not have to be a redeemer fired directly at you. If you are guiding a redeemer, the waves from others will move you out of your hiding place. If there are many, you will wind up out in the open. Some have moved me a significant distance and not killed me. It will make hiding and guiding much tougher and possibly less attractive to the H&Gers that are out there. To make the game more friendly to the H&Gers, I believe that removing the knock back would be a good move. It will also cut down on the confusion of where the heck you end up. <br>Just my opinion. <p><SRA> The Jargonaut<br></p><i></i>


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