Master server / User registration
Master server tracking and unlock system
Enhance scripting system to fire off events and provide necessary hooks. Allow scripts to replace default actions? etc.
More enemy types for invasion/onslaught.
Inanimate for shooting range?
Platforms, traps, etc as AI types?
Allow voting for a random map, add "modifiers" like bots/jetpack/powerjump, vote kick/mute. team balancing, etc.
Game type where players are all on one team fighting increasing waves of enemies.
Hi, I was thinking about sending private messages to players. For example /pm PLAYERNAME message or you could add ID's which starts from 0. So it will be easier to send message to someone (/pm ID text). (I will open new ticket for that).
Event for Scope + Jetpack Ignite
It would be nice to have a sound/event for scope in/scope out.
Also a sound/event that plays when the jetpack initially ignites, which would be followed by the looping rumble that already exists.
Add downloaded maps to browser
Downloaded maps don't show up in the browser, it would be nice if they did (possibly toggle, similar to sauer maps?)
Currently it seems
> /map temp/maps/mapname
(or alternatively writing in the path in the custom map - field) is the way to access them, which is not completely beginner-friendly.
Add map browser sorting
Since RE has quite a few maps, it gets a bit tricky every now and then to find a certain map.
Some suggestions for simplifying would be:
* Sort by mapname
* Sort by size/default number of players
* Sort by author
I'm not sure if these would be best implemented as filters, categories, or sort-by buttons.
Detect tags and assign teams depending on clans for wars?
Allow selection of team before joining the game?
Allow locking teams so people can't change just to be on the winning team?
In order to be able to translate Red Eclipse to other languages, it would be nice to integrate gettext http://www.gnu.org/software/gettext/ which seems to be one of the most convenient alternatives for a C++ application.
I looked at a (succesful; correct?) attempt to do it for sauer: http://xpisar.wz.cz/sauerbraten-i18n/ and hopefully much of it could be stealable? It also seems to do runtime translation of cubescript.
It was discussed a bit at http://forum.freegamedev.net/viewtopic.php?f=53&t=2102
I'm guessing Portuguese might be a relevant target language
It should hopefully be possible to delegate marking of translatable strings to mere codemonkeys
Give mapmodels (or something similar) the ability to be destroyed/explode.
Would it be possible to create a mapdiff tool in RE?
If it is a possibility, it would be a nice tool both for map makers, for sanity-checking personal revisions, and also for map reviewers, if we're soliciting minor map fixes from unknown sources which could use verifying.
Would red-highlight elements in the map that are not the same in map2
Maybe with some limiting:
/mapcompare entities map2
/mapcompare geometry map2
Update nsis installer with 2-part copyright info and year
I've updated public copyright notices in r3668 regarding Red Eclipse to read:
Red Eclipse Engine, Copyright (C) 2010-2012 Quinton Reeves, Lee Salzman
Red Eclipse Data, Copyright (C) 2010-2012 Red Eclipse Team
I have no idea how to do this for the nsis installer, hence I'm leving that one as-is until someone figures it out: source:src/install/win/install.mpi
Master Server Policy Follow-ups
A vocal minority has problems with the level of moderation done by those with auth keys, some also disagree with the guidelines set out by the project regarding the expectations of those using the master server.
The suggested solutions:
Allow server owners to apply certain flags to their configuration, defining them as "unmoderated"/"modified"/etc and restricting their view-ability on the master server list.
Spawnprotect (phased) expansions
Disallow players picking up flags/bombs/etc while in the process of becoming solid.
some way to view names of "and # more" players in the server browser
When looking for a player (friend or foe), it would be nice to be able to somehow expand player lists for servers so that no names would be hidden under the "and # more" text.
Maybe if one hovered over the server for a certain time, or if the "and # more" element would be separately clickable? (Or a button, or just a variable, not sure what's feasible in terms of GUI.)
Allow map designers to embed information using textures in the level (eg. clock, scoreboard, etc). Use rendertarget or a set/section of textures?
Make a "portal" gun, allowing people to teleport (mutator, puzzle mode). Don't allow transit while carrying an affinity?
Create a version of lightning that creates a helix of defined width instead of jittering.
Add a material like death material, which doesn't instantly kill players but puts them on fire. For usage like when you run through a torch (e.g. map stone)?
"Cone" particle effect for displaying light halos cast from source lights.
EDIT: light ray visual effect. eg: http://www.pasteall.org/pic/50815
Require N_TRIGGER from clients to send spawn state information for the server to double check against.
Server entity tracking
Have the server keep its own set of entities and fully sync that to clients so that there is no possibility of de-synchronisation.
Scrollable Event Console
Allow scrolling of the event console, or place event console text in the regular console when conopen=true.
Clean up and/or rewrite the options menu, add crosshair selection. Provide a more definitive list of variables (sourced automatically? split between game/weapon/client?).
Remember selection for weapons/variables. Eg. You're editing the rifle, you change a var, and you hit Escape to test the change. After you test you want to get back to that same menu to keep editing. You'd hit Escape, click on variables, and it would remember you were on the rifle page rather than setting it back to page one.
Link trigger to pusher, etc
Add that ability to link a trigger to entities like pushers, or even items so that they can be spawned/activated on demand.
Currently, dominations are cached client-side only, so to avoid being dominated people quit then rejoin a match; this lets them keep their score but resets their domination and/or frag counts. This should be resynchronised on connect along with other savedscore data.
Checkbox that allows servers to be moved to "favorites" group at the top of the list, same as favorite maps option
Improve Master Server Logging
Provide way to log auth requests, etc outside the stream of stuff printed by the accompanying server. Clean up master server conoutf's.
Move veto to something issued while voting rather than as a mastermode, change mastermode to something more friendly to use (eg. a variable).
Tab completion of player names
Allow tab completion of player names? Allow these as translations when using kick/ban/etc?
let some keys cancel tabcompletion
I end up wanting to cancel an "ongoing" tab-completion sometimes, without having to either tab through the rest of the loop to the start, or complete and then erase part of the command.
I think it would be good if most keys would in fact break out of completion (in particular backspace/delete), and only space was left as a "confirm" key for completion.
I think it's unusual that you would actually want to have symbols besides spaces, or possibly " ) ] } ; (not sure if it would be good to special-case these), after a tab-completed command.
Use existing SDL_JOYSTICK implementation to support gamepads.
Overhaul of HUD code so that it can be fully customizable.
Proper area based environment effect generation with quicker particle/decal fade timings to reduce load.
thread guess? crashes on singlecore hyperthreaded p4, 1 thread works
default pvs and lightmap thread guess (4591) seems to cause reproducible crash on genpvs and calculate lightmap for my singlecore pentium4, pvs crashes immediately and lightmap crashes soon after starting, perhaps related to 2 threads for lightmap crash somewhere in the 1.2 svn where it was originally working in 1.2
Prototype for phone/tablet remote view
Create a simple Android app that connects to a running instance of RE to display contextual information and/or replace parts of the on screen HUD to maximize viewing area.
Create "mobile adaptive" support for website
Make the main redeclipse.net website more mobile friendly by having it detect lower resolutions/configurations and adapt as necessary.
A medium sized deathmatch map, with an industrial/futuristic theme. http://forum.freegamedev.net/viewtopic. ... a7d0114eeb
"Live support" bugs
- When having an erroneous nickname (starting with a digit, having forbidden characters such as é), the client does not connect to the network. Only way out is Alt+F4. Digits and special characters should probably be replaced with a _ by the client before connecting.
- Cannot send anything (tested in windowed mode, Linux -- pressing Enter does nothing) in the chat box. Cannot exit the chat without quitting the game, too (at least in the main menu). Only way out is Alt+F4.
Inclined "alpha" makes wallrun collision
Reproduction: Make block of vertically inclided (tested with 45°) alpha and geometry. Wallrun on this makes collision (and stuck) on geometry.
UPnP support for automatic port forwarding
Title says it all. It's not like this is high priority stuff, but this would be appreciated for making server creation much easier (additionally, a "create server" GUI could be made, that's easy).
Create method of automatically creating and depolying nightly builds
Create method of automatically creating and depolying nightly builds outside of the SVN repository.
Added textures to bases on Forge (part of Operation Spitshine)
Forum post: http://forum.freegamedev.net/viewtopic. ... 854#p42854
Not really a whole new version, just a continuation.
An updated version of the map processing
http://forum.freegamedev.net/viewtopic. ... 800#p42800
Controls for playerpreview
With the new player decorations, it would be helpful to be able to have some control over the sample model in the profile menu.
Any or all of these would be nice:
-A way to toggle between a full body view (like it is now) and a zoom-in on the face
-A way to stop the player from spinning
-A way to rotate the player in all dimensions, and zoom in and out at will
-A button to reset to default view (to how it is now, i.e. zoomed out and rotating)
Entity "touching" improvements
Require a successful trace from player to entity before a "touch" event can be generated. Add an option to apply the same to radial damage events(?).
Texture command to merge two images
Add a "<texcommand>" to combine two images together, like a decal. The base image should probably be forced to a non-alpha bit depth and the decal should be applied on top of it (eg. not mixed, but overlayed directly).
Example usage for badge model:
iqmskin <overlay:textures/privsupporter>skin.png ...
Female voice chat
When using the quick chat/voice commands, it would make sense if a female voice was used when the player has set their character to female.
RFC: using -hhome by default in SVN?
Should we have the scripts use RE_OPTIONS="-hhome" by default in SVN?
It would be good in order to avoid clobbering existing config
The 'make dist' target could make sure to remove the option from the scripts for the release archives
It would however mean that we could get less free testing of "config-upgrades" and the homedir functionality in general
My opinion is that it would be a good idea, on the whole.
Entity (maybe like an actor) that let's you set traps with specific weapons, etc. Maybe also trigger activated?
mines primary, if stuck to vertial/ceiling surface, doesn't seem to detect proximity well
If mines are attached to vertical surfaces or ceilings, the proximity detection seems to not work properly, and it's very hard to make them explode by moving close to them.
Windows install issues
does not create desktop shortcut.
Overflow line in "guifield" (The size specified line is ignored).
Overflow line in "guifield". The size specified line is ignored.
Appears when entered in the "guifield" field and, for example, move the "guifield" cursor (dash) with mouse, for example, to the middle of the line and add the characters.
first-person idle animations
first-person hud weap animations for when player is not moving (gun bobbing, juggling, toying with, breathing, etc.)
could be generic across the board or specific to each gun
guirollovername support for guicheckbox
I know this can be worked around by using a '''guibutton''', setting its icon to be a checkbox and re-working the code a bit, but it'd be a lot simpler if one could use '''guirollovername''' with guicheckbox (especially for creating descriptions for menu elements at the bottom of the menu).
If it's not to much trouble, this would really be appreciated (and could snazz up the options menu a bit more).
Menus for Spectator/Waiting/Editing Binds
When using any sort of custom scheme, custom binds override spec/wait/edit binds of the same key.
Tabs for the others (spec/wait/edit/etc.) in that menu would be nice, but that's more of a wishlist item, perhaps for 1.5 release or sometime down the road.
Arm, torso, and head projectiles
When someone gets hit with the rocket, I'd like to completely destroy the victim, leaving no ragdoll, just gibs, body parts, and ALL vanities flying.
NULL,'Gun magazines should drop to the floor
As of the time of writing, the SMG, rifle, and pistol clearly show the player's hand removing the magazine from the said weapons. The rifle animation is actually quite poor, and the same magazine seemingly reattached to the gun after magically gliding to the player's hand. The SMG animation is also weak in this respect. as the magazine, when taken out, appears to fly towards the player's torso before disappearing.
Magazines actually dropping on the ground could be a solution to these... visual imperfections.
We can already see bullets on the ground, it would be nice to see magazines too for a brief period of time (like with bullets).
EDIT: oh yeah, I forgot, it's the flamer that initially made me notice this, the hand pulls away and then the container thingy just disappears.
Also, it appears that for the SMG, a magazine ''glides towards the player's hand'' rather than the other way around. That specifically is not related to this issue then, the only issue is for discarded magazines.
Idea for heightmap for use with making more natural maps
Using a grey-scale height map to generate a new level so it would look more natural than can be gained through normal editing.
Add circle bar config options in user interface options
Options could be:
- what to show on the circle bar
- thick bar (when on, use "textures/progress" as texture, else use the default texture)
- enable/disable minimal HUD
> Okay, after being able to play gauntlet a lot, I have noticed that the spawn times can cause small balance issues. Here are some of the things that can happen:
> - Alpha needs longer to get team members which can score due to the time it takes for players to enter the game, giving them a disadvantage.
> - After half-time change, some players spawn more quickly than others, causing either the attackers to miss someone for a short while or the defenders to get less time to prepare their defence.
> To fix this issue, I recommend the following (of course, this is only a recommendation, as always):
> Treat gauntlet similar to survivor/duel when it comes to starting delays. This means:
> - 15 seconds delay before the match starts at the beginning, so people have time to join the match.
> - 15 seconds delay after the teams switch (to compensate for the delay on the beginning).
> This will severely decrease advantages or disadvantages given to a team by bad luck, and increase the balance.
> Knowing that this is impossible to implement without breaking the protocol, I have already put the keywords in question on this ticket and set the priority to postpone.
> New players often seem to get confused by gauntlet. Therefore, I figured that changing the "goal" to something more descriptive ("go here" for alpha, "defend" for omega) would help to make things more clear for new players.
> If the second running team (ie. after rotation) achieves more laps (or a faster time in timed gauntlet) than the first team, the game should end immediately with the second running team being victorious, because there is no way the first team can win, so it would be a fruitless 5 or so minutes.
> Nothing major, but it would be nice to prevent a game from dragging on when it doesn't need to.
Post processing should not affect in-game text
'postfx' such as rotoscope make text inside the game (e.g. the floating names of players) almost unreadable depending on the effect's severity. The floating text should not be affected by post-processing effects.
Better skybox editing
Eg. Point at sky and scroll to change skybox, spin, scroll, etc.
Juggernaut GSP for Bomberball
Just to remind you about our chat on teamspeak, as per your request
* Juggernaut is the bomb carrier
* Has multiplied health/damage
* Moves significantly slower
* Higher health regeneration
* You can only score points if you are the Juggernaut
* Killing the Juggernaut nets you extra points? (maybe a "takedown")
* New fuse-reset on kill in 1.4 will compliment this nicely
[map] cutec 1.7 - fixes
I fixed some minor issues in the map cutec based on RE 1.4
* fixed textures and geometry on the middle platform (weaponpads)
* fixed colors for the particles, especially in the blue base (the color value made them green instead of blue in FFA matches and in teamgames also - palette settings and color) now each base has the color it should have (also a bit more smooth than before)
* varified particles on the middleplatform (minor change)
* fixed a teleport issue, while porting from roof to roof, of the bases: sometimes, when the player was too fast, he arrived behind the target portal and the push value was a bit too high, when leaving the targeted portal - I tweaked the push value of the teleport a bit down and added cliping material behind the portals
link: http://forum.freegamedev.net/viewtopic. ... tec#p44457
Distributed Master Servers
Due to the way RE maintains persistent connections with the master server, this may not scale well in the future. A cheap solution to this is to allow other servers to also act as master servers, with a "trusted" relationship (combination IP address and challenge-response authentication). The domain name could then be turned into a pool to distribute clients and servers across them.
Free roam mode
A new mode for servers to use that opens (limited) variables up to all user account levels, allowing people to share and enhance discovery of neat things that can be controlled. Semi programmable so that the map can be more interactive (eg. Tutorial) or run a type of gameplay.
Profile for reflect projectile
Create interaction so that certain projectiles can be reflected by an attack (eg. Sword). [Nadeball?]
used for floating magnetic mines, rockets, etc
Search For name in server list
As the number of servers grow, so to does it mean more scrolling about trying to find certain servers. So I would like to suggest a text entry field on the server list that will sort the servers in order of nearest match.
Server validation of chat messages
Require all chat messages be sent to the server before being echoed back, so that they are subject to message rate limits and censoring. Requires protocol change to enable.
Fixes for: Erosion, Bloodlust, and Suspended (Glitches found by Sniper-Goth)
From forum topics:
http://forum.freegamedev.net/viewtopic. ... dc9c62c7ca
http://forum.freegamedev.net/viewtopic. ... dc9c62c7ca
http://forum.freegamedev.net/viewtopic. ... dc9c62c7ca
There are just the maps I've been a part of; I know there are some more on Error, a few on Spacetech and more; ask Sniper for the full list
"respawn when ready" in loadout selection can be exploited to respawn without losing a point
However, this doesn't make you explode if you hold a grenade.
How to reproduce:
Select any weapon (even if the weapon selection is the same as the one you're currently using)
Check "respawn when ready"
Changing controls in controls menu should also change edit controls
- forward/backward/left/right should also be applied with "editbind" for editing mode. No more "/editbind z forward; editbind q left" to do on AZERTY on OS X/Linux.
- weapon changing keys could be used in editing mode for "domodifier", the command that allows holding 1/2/3 and scrolling the mouse wheel to change entity attributes. It's very annoying to bind these on an AZERTY keyboard on OS X/Linux.
In case of conflicts, keys should probably be swapped. If you choose to use Q to move left (overwriting the corner edition key), the corner edition key could be swapped (so that it is bound on A).
Something else: while it is irrelevant to this report, it would be nice if "gettex" was bound to Z in edit mode by default, it's very useful for texturing.
Incorrect work of "entcopy" / "entpaste" / "paste".
Incorrect work of "entcopy" / "entpaste" / "paste".
When you copy a block using "entcopy" and then inserting with "entpaste" or "paste", part of the parameters "entity" is copied incorrectly.
For example, if you copy a block containing "particles" "smoke plume", then parameter "size" and other parameters (above "size") reset to zero.
When using the "copy" / "paste", copying "entity" is working properly.
Tested with svn 5597.
dedicated server only download
For server-only distributions it would be really nice to have a separate download which contains just the server content.
See e.g. the Arch Linux User Repository package:
This would avoid downloading the whole tarball / reduce network traffic for server-only installations.
lens flare fade anomaly
I am starting with pointing the camera directly upward, looking at the sunlight entity flare at its brightest. It fades away unexpectedly but smoothly as I turn the camera 90 degrees. The remaining 180 degrees of turn show no flare. As I keep spinning the camera during the next 90 degrees the flare fades back in. It also fades away but expectedly as I pitch the camera down. Should you get the ability to test it yourself, my map is at viewtopic.php?f=73&t=3476 . You may download it from the top of the thread. Start the offline practice game on Quaterion version 0.2.5.5.4.7 then just look 90 degrees vertical and twist the camera.
To reproduce this anomaly, create a new map. Then type /entset sunlight 0 0 255 255 255 0 1 (for this anomaly 2 and 3 work for the flare value as well). Now exit editmode by pressing F1. Push the mouse forward to look up as high as you can. Slowly move the mouse right to spin the camera 360 degrees. To make it easier to evaluate you may type /flaresize 200 . You should see the behavior in the flare that I have described.
This ticket was taken from the forum post http://forum.freegamedev.net/viewtopic. ... 212#p46396 .
Make ragdoll editor more friendly
Make ragdoll editor more friendly, even some instructions about use would be helpful.
CTF survivor/BB survivor issues
If a player joins a survivor game that's in progress, they don't immediately get thrown into the action, but rather they have to wait until a round is finished. In deathmatch survivor, this is totally understandable: you don't want to have players quitting and rejoining after any death to drag out the round without limit, and the round ends when a team is wiped out anyway.
However, if a capture-the-flag or bomber-ball game has the survivor mod, a total party wipe doesn't score a point; rather, it just brings back the whole team. Except...if a player joins while a round is in progress, and the team he's on gets wiped, the newcomer does NOT get brought back with the rest of the team! This behavior makes no sense, and if the other players are incompetent at scoring points, the newcomer could be locked out of the game for a very long time, possibly even the entire rest of the match and overtime without ever getting a chance to do anything at all.
At the very least, the newcomer should become eligible to enter the game when the team gets brought back. But I wonder if the "entire team comes back" behavior is even desirable in the first place. It puts a sort of booby trap around the neck of the last guy alive on a team: "If you kill me, not only do I come back, but so do all of my teammates", and there are usually 3-4 others there. That's not really what survivor aims to do.
Instead, I have an idea to handle team wipeouts in CTF/BB survivor. Rather than bringing back the whole team, just bring back the single player who's been out of action the longest, whether by dying or by entering a game (for this purpose, a newcomer's "deathstamp" would be set to the time they joined their current team). If no one makes much progress, the game will eventually turn into 1-on-1, in which it should be a lot easier to score, and after each death, the next guy on the team takes over in a rotation. Obviously, once someone scores you go to a new round and full strength.
To further incentivize going for kills (especially in multi), another tweak could be made so that if an entire team wipes out, the player who got the last kill against them would allow his team to ''bring back'' a dead player (if any exist; again giving preference to the longest-inactive team member). So if it got down to 1-on-1, and team alpha got a kill, alpha would stay a man ahead, this time 2-to-1. Further kills on the respawned player would let them get advantages of 3-to-1, 4-to-1, until they get to the point where they really should just be scoring against such pitiful opposition.
And in any case, party wipeouts (along with any consequences thereof that may go on to be implemented) should merit text announcements in all survivor modes so it's easier to keep tabs on the current state of affairs.
Separate LAN browser
Add separate menu for LAN browser allowing easy searching and setup for games on a local network.
This is a request for an entity which allows the map creator to change the force of gravity for certain map areas.
Forum topics this applies to:
Simplify setting up local games
This ticket is here to remind you to simplify setting up a local server for friends, as requested on http://forum.freegamedev.net/viewtopic. ... 754#p49034.
Lack of clipping allows players with jetpack to break out of map in dropzone
Due to a lack of clipping in the following area, players can break out of the map. A square was drawn on the location where the player has to fly into using a jetpack:
http://i.imagebanana.com/img/yaptouhw/2 ... _scrot.png
(This can also be done on the other side or at the bases)
After doing this, the player can fly over the map and stand on it, entering on any of the four places they can exit (and a few more, sometimes).
Possible abuse case:
- Carrying the flag over the map, making it extremely hard for the other team to stop you from capturing
This should be fixable by adding clip around this area.
Improper clipping allows players to break out of map in ghost
Due to a small unclipped area, players can get on top of the map in ghost.
The unclipped area is shown here: http://i.imagebanana.com/img/ojej884p/2 ... _scrot.png
(Issue reported to me by SniperGoth, like on Dropzone)
Maps pending removal
longestyard (superceded by longestyard2k)
Allow a player to automatically pick up weapons when idle, use favourite weapon list to automatically determine this order in classic.
Retune Loadout Weapons
Instead of maintaining a list of loadout weapons, this list should be more of a freeform "favourite weapon order" that allows the client and server to determine what weapons to give them (and skip over disallowed weapons, instead of making the client re-choose).
cubic outline for triggers, teleports and checkpoints
In edit mode the outlines of triggers, teleports and checkpoints are indicated with spheres similar to those of lights. This suggests that the volume of effect around the entity has a spherical and not a cubic shape. A cubic outline of the actual region would be nice. Checking the distance (2-norm) instead is another option, maybe for a separate ticket.
more death options in editing
Okay i dontcreally know what to say here other than ask if it would it be possible to add the ability of team specific suicide triggers and make custom obit /kill commands
I mean in a format like /worldalias on_trigger_1 [if (= $team 1)  [kill]]
and obitkill having an obit associated with a specefic suicide like having" /obitkill was testing the enemy forcefield" with a trigger
To Bonifarz: Opera mini doesnt want to reply properly it just cloned what you said sorry
Add ability to set a clan tag as part of your profile separate from your name.
Shows as its own column in scoreboard, before name column
Can be colored with separate "clan color"
Implement as a CTONE
Clan tag will be displayed with name in all instances where player names usually show in the game
Client-side var ('''showclantags'''?) will determine how the tag is displayed
0 = hide
1 = show ''(default)''
2 = show, but append instead of prepend
Clan tag should show clan color, if set?
Run OBS trigger via redroid?
The windows binary build setup via the openSUSE build service needs external triggering for it to be automatic, I'm currently using a shell script that checks the SVN revision and the published build revision, and triggers based on that. And I'm running this script from a personal "server".
This setup works ok since this server is reasonably reliable, but it might make sense to run this using redroid or so, in order to collect stuff in one place, if so, there are a few steps required:
Creating a new OBS account with credentials that redroid will use and adding that account into the group that can trigger the OBS build.
Setting up redroid to triggger a 'POST https://api.opensuse.org/source/home:ar ... unservice' when appropriate
'GET https://api.opensuse.org/build/home:ara ... ipse-win/' may be used to view which package names (and thus revision) that are/is currently published
Requests must use basic HTTP auth, using the new OBS account
Re-triggering the build will abort any running build, hence using the GET request to see if a specific version has been published is a good idea to avoid that
For more info see the implementation in http://gitorious.org/arand-scripts/aran ... rigger-obs it currently covers all the important bits, as far as I know.
Server-defined weapons and modifiers/gamemodes
You told me to make a ticket for this. SO NOW THERE IS ONE.
Basically, add a few extra weapons, disabled by default with empty vars so that server owners can create unique weapons of their own without overwriting existing ones. Also let servers do stuff with modifiers and gamemodes, I guess.
Client control menu for scoreboard
Enable clients in scoreboard when clicked to open a menu with various controls to interact with that player in some way (kick, ban, mute, limit etc)
Enforce server maps
Enforce the server's version of the map on all clients (probably abusing existing crc and sendmap protocols). The "server's version" is the one located in its game folder, or the one sent to it by a player at the server's request.
add command for renaming a demo
It would be nice to have a /renamedemo command, especially if it defaulted to acting on the demo filename that's being played back. (But do optional arguments have to be at the end of the list? That would make it awkward to use that way.)
Consequences of recent entity bug fixes
After discovering a rather vapid underlying bug and fixing it, there have been consequences from all maps made within the last 5 years counting on the old buggy behaviour. Unfortunately, the fix is required for triggers and other entities to work.
From merged tickets:
The jumppads in the map foundation now push you up too little, requiring a walljump to get to any of the bases.
The final teleporter on hinder causes "failed to teleport from 426 to 425" and "tried to spawn in solid matter".
Vanity item, Cylcops/Visor
survivor does not respect mapbalance
Normally on asymmetric maps such as cargo and biolytic, there's supposed to be a team swap at halftime to make sure all players spend a roughly equal amount of time spawning from each side; this is controlled by the map-wide variable "mapbalance".
If ''survivor'' is on, it appears to simply ignore mapbalance and have everyone simply play out all rounds on the side they started from, which defeats the purpose.
CTF and BB on maps that set "mapbalance" cause everyone to forcefully reset when the swap takes place at halftime, and there's no reason that can't be done in survivor too. If it's deathmatch survivor, my suggestion is to take the halfway point, add an amount of time indicated by the "duelcooloff" variable (since that's the threshold when the next round will start after halftime even if the current round ends right now), and when that time rolls around, display the message "'''WARNING''': '''teams''' will be '''reassigned''' in the '''next round'''". A mid-round swap would be purely cosmetic, and has the potential for drastic consequences if a player should get confused and shoot at the wrong team, so no point in switching until it's actually time to respawn everyone at their new bases.
add new level of mapbalance: "multi only"
There are some maps where the three existing values for mapbalance just aren't adequate to express a fair setting for it. Take erosion for example--in a 2-team game, this map is perfectly symmetrical so there's no need to swap out for anything.
However, it's also in the rotation for multi maps, and in those circumstances the balance is a lot more strained. Red and blue are still where they are, separated by a C-shaped trip around the level, but in between you have the yellow and green bases in relative proximity to each other. Players on these teams will see a lot more traffic.
As a particularly glaring example, consider how bomber-ball goes down. There are two spawn points available for the ball, and in both cases the closest base to score on is the green one. So three teams will naturally tend to score goals there if possible, while the green team themselves has no such luxury and will have to take a slightly longer trip to the yellow goal for the same one point. Meanwhile, red and blue team can probably devote themselves completely to offense, because it's unlikely that a team would ever want to take the long trip to one of those goals when shorter objectives are available, and thus no need to keep a guard around.
Ideally mapbalance should be able to take on an extra value, or better yet two of them: 3 = turn on balance in multi only (2-way), and 4 = turn on balance in multi only (4-way). The former would involve only one swap at halftime, instead of three swaps after each quarter, and would perform a double increment so blue swaps with yellow, and red swaps with green. That then becomes a useful setting for maps like canals, which has two axes of symmetry but it's a shorter trip to get to the center from yellow/green bases than it is from red/blue. Given the circumstances on erosion as previously mentioned, that map would use 4-way rotation.
Because multi CTF/BB aren't even playable on maps that don't have all four bases, there's no need to add an analog of the distinction between mapbalance settings 1 and 2 when considering mapbalance settings that only kick in during multi.
store persistent best times in time-trial
Time trial is a mode that naturally wants you to be able to look up old records across sessions. While demo recording makes this possible if you remember to do it each time you set what may be a personal record, online servers that allow you to choose TT mode could offer an additional goal by looking up "What's the best time that anyone's ever set on this map while playing on this server?", and you probably wouldn't even have access to the demo files where such a thing was achieved.
It would be nice if a list of your all-time TT records for each map were accessible somehow, with a note given in the lap completion message each time you manage to better it, and if servers tracked the same among all players who log in to play those maps. Some capacity to erase existing times would also be welcome, in case the map was affected by a map bug or an engine bug (such as #585) that's later fixed and that renders previous times unmatchable.
Camp spot on Suspended
If you look to the far bottom on the map, you'll see a floating pillar or two which you can easily double jump to. Sure, others can get there, but hey, not everyone knows how to camp.
A quick search has brought up no similar ticket. Basically, create a trigger that activates when a projectile is within it.
This would not only allow for puzzles/secrets, but also simply for switches that can be activated as well as shot.
setting "grenadezooms" or "rocketzooms" causes suicidal weapons
Setting the "zooms" variable for a specific weapon causes its fire2 to be a scope view, where the fire1 button can then produce projectile2s. But if you set "/grenadezooms 1" or /rocketzooms 1", then shooting the appropriate weapon, no matter which mode of fire you attempt (primary or secondary), causes an immediate explosion right in your own face with no opportunity for a cooking interval. This is obviously lethal when used with the rocket; grenade damage can vary and you'll sometimes live through it with low health. Still, I don't think this behavior is at all intended.
Additionally, if you set "/plasmazooms 1", you'll get a full sized plasma ball materializing on top of you with secondary fire, but primary fire will continue undisturbed, with no self-damage.
Upon further investigation, if _____zooms is 1, and _____power# and _____cooked# are both nonzero (for the appropriate fire mode; # = 1 or 2), then the projectile will go off in your face immediately after being created, instead of being cookable or traveling any distance. If _____explode# is also nonzero, the weapon will cause self-inflicted damage. Those variables are probably interacting in an unforeseen way that short-circuits past the check for a cookable weapon.
The background sounds (sounds like a PC fan) in Futurespot and Dropzone are really loud compared to all the other sound effects and makes playing kind of irritating.
Add a 3rd party download link on RE page for MacOSX
My request is that the RE main page be updated to include this link as a 3rd party download.
"Play offline" always states a match is local
When selecting another server type than "offline", the GUI should show that the match is online, instead of stating it to be local.
Bomberball goals disappear from view
Bomberball goals disappear from view at certain distances and in certain angles.
Watch this video to fully understand what I mean. Problem starts showing clearly from 0:35 onwards. Happens on all maps.
I have a Nvidia Geforce GTX 760 card with the latest driver installed. I don't know if it's a simple bug, Cube engine related, or driver related.