These are chat archives for etlegacy/etlegacy

31st
Jan 2017
Remy Marquis
@rmarquis
Jan 31 2017 10:59
I wonder if the disguised covops isn't too difficult to spot now.. I think I saw a player shooting a teammate to see if he reacts.
We might adjust the distance of the name disappearing if needed. It's actually set to 0. See etlegacy/etlegacy@637cfa4.
mightykemon
@mightykemon
Jan 31 2017 11:02

That was already done before. Keep the cvops as a viable player choice!

It is definitely not hard to spot a disguised enemy if you know your team

If your team has no communication then it's mainly your fault that the cvops is working
Remy Marquis
@rmarquis
Jan 31 2017 11:02
yeah true.
I mean, if needed, we could slightly increase that value so the name disappear only at very close range. I'm not saying we should revert to the old value.
Or maybe that was just a noob player messing with his teammate, dunno.
@mightykemon About #836. Is this really a bone breaking sound? To me, that sounds like a wood breaking sound.
mightykemon
@mightykemon
Jan 31 2017 11:06
Am I remembering that incorrectly, that when you look at a disguised enemy through your binocls, then it gives you a text prompt "Disguised Enemy" or "Enemy in Disguise" instead of the name and health bar etc. I think that should be enough.
If one is unsure whether it's an enemy, just whip out your binocs
@rmarquis yes in that video it is definitely wood. The ticket is from 2 years ago. I don't remember what sound I was hearing back then
Remy Marquis
@rmarquis
Jan 31 2017 11:09
The "disguised Enemy" is only for Field Ops lvl 4. I had to check to be sure.
mightykemon
@mightykemon
Jan 31 2017 11:10
aah, okay
hm
Remy Marquis
@rmarquis
Jan 31 2017 11:10
Oh wait, no that's to see the warning without binoc.. I'll check the code.
Remy Marquis
@rmarquis
Jan 31 2017 11:16
Yes, the binoc should reveal disguised for all classes. I'll check in game to be sure.
Remy Marquis
@rmarquis
Jan 31 2017 11:27
doh.. the binoc thingy doesn't work. Are we mistaken here or is that broken?
mightykemon
@mightykemon
Jan 31 2017 11:29
I remember it worked in vanilla ET, but I can't tell you which mod or whether it was consistently o.0
Remy Marquis
@rmarquis
Jan 31 2017 11:29
Ah. Its works, but only with Field Ops lvl 4.
mightykemon
@mightykemon
Jan 31 2017 11:29
so that level gives you the prompt with and without binocs?
Remy Marquis
@rmarquis
Jan 31 2017 11:29
Hmm.. does that even make sense, since field ops has the warning anyway?
mightykemon
@mightykemon
Jan 31 2017 11:30
maybe we could tie the binoc prompt to BattleSense?
Remy Marquis
@rmarquis
Jan 31 2017 11:30
unless this is only for updating the map.
I guess I'll have to check vanilla here.
mightykemon
@mightykemon
Jan 31 2017 11:45
In this case a Gitter-IRC bridge would've been nice, because this topic would also fit in the other channels^^
Remy Marquis
@rmarquis
Jan 31 2017 11:48
I just realized we have a Lua script that print players connection on the server to IRC..
Might be good to test, actually.
Belst might have to do some work to avoid spam on Discord though.
Oh, IRC feature is not compiled in 2.75.
I'll enable it by default.
mightykemon
@mightykemon
Jan 31 2017 11:53
automatic server info prints could be bridged to a seperate channel in Discord. Everyone has read permission, but nobody has write permissions. Maybe except for standard commands like "!map" or "!players" that print the current map or player count. #dark-alchemy on QuakeNet has a bot that does that
so no spam in the main channel and no missing info, because there is no write permission^^
Remy Marquis
@rmarquis
Jan 31 2017 12:08
Yes, could be done that way.
Remy Marquis
@rmarquis
Jan 31 2017 12:31
So the binoc of field ops level 4 only update the map for teammates. You can't see disguised covops with binoc, I guess that is another NQ feature.
we might consider slightly increasing the disappearing name distance then.
Christophe Mateos
@Mateos81
Jan 31 2017 12:40
a player shooting a teammate to see if he reacts.
mightykemon
@mightykemon
Jan 31 2017 12:40
what is that map-update you are talking about? If a field-ops is binocing a disguised enemy, does the player icon in the map change?
Christophe Mateos
@Mateos81
Jan 31 2017 12:41
WolfET.jpg
mightykemon
@mightykemon
Jan 31 2017 12:41
the the shot teammate thinks he is being shot at by a disguised enemy
and shoots back

classic

Christophe Mateos
@Mateos81
Jan 31 2017 12:41
this is why we love it
mightykemon
@mightykemon
Jan 31 2017 12:44
I kind of like the binocing feature, even if it is from NQ. Automatic detection at a certain range is a bit weird. And binocing someone is kind of like 'inspecting' them. Plus, it also works in close range. An automatic detection depending on range, doesn't involve skill or brainpower to detect a spy. However, having to perform an action (even if it is just pressing B) makes it a bit nicer imo.
I'm still in favour of keeping the cvops perfectly disguised and link a binocing feature to maybe battlesense
We have already changed the cvops system a bunch, so we already aren't "as close to ET as possible" :D
And this is not a fun-feature
Remy Marquis
@rmarquis
Jan 31 2017 12:50
yes, the map icon is updated/revealed by the field ops binoc (lvl 4)
Yep, agree with your analyse here. Range detection sucks.
Maybe we should add that binoc detection for all classes, as NQ does.
mightykemon
@mightykemon
Jan 31 2017 12:52
I'm definitely in favour of that :thumbsup:
Christophe Mateos
@Mateos81
Jan 31 2017 12:55
got nothing against it
Remy Marquis
@rmarquis
Jan 31 2017 12:55
I honestly thought that was in the base game.. at least for field ops.
Might actually be a good idea to restrict to field ops, but starting from level 1.
encourage teamwork, etc.
Christophe Mateos
@Mateos81
Jan 31 2017 12:57
lvl 1 fops doesn't spawn with binoculars iirc
oh 0 I mean
Remy Marquis
@rmarquis
Jan 31 2017 12:58
he does, as does the covops. But other classes don't.
mightykemon
@mightykemon
Jan 31 2017 12:58
I don't know about limiting it to field ops. Battle Sense lvl4 also givees everyone the power to see white outlines of the landmines. However it restricts spotting to cvops.
We could do Signals lvl 4 gives everyone the binoc detection thing, but only fieldops can spot the enemy playyers for the team
Christophe Mateos
@Mateos81
Jan 31 2017 12:58
I have to play again, when I'll get time
mightykemon
@mightykemon
Jan 31 2017 12:59
but lvl 4 in signals is awfully specific and hard to reach without XP save. Eypecially with fixed roles in the team
Remy Marquis
@rmarquis
Jan 31 2017 12:59
sure. Feedback welcome.
Christophe Mateos
@Mateos81
Jan 31 2017 12:59
covi is more competent to spot disguised peeps
it's his job x)
mightykemon
@mightykemon
Jan 31 2017 13:00
actually the Field Ops has that skill level, not the cvops
don't know the reasoning. Maybe it was always linked to him having the binocs and therefore also providing intelligence
Remy Marquis
@rmarquis
Jan 31 2017 13:00
mightykemon
@mightykemon
Jan 31 2017 13:01
I kind of want to create/strengthen the link between disguised cvops detection and landmine detection, but it doesn't really work^^
Remy Marquis
@rmarquis
Jan 31 2017 13:01
wait, does bincos all classes to update the map icons?
mightykemon
@mightykemon
Jan 31 2017 13:02
no the signals lvl 4 is not even related to binocs
it's only about the crosshair
Remy Marquis
@rmarquis
Jan 31 2017 13:02
that's not what I see in the code though..
mightykemon
@mightykemon
Jan 31 2017 13:02
huh
But that's only for fieldops lvl4. The manual isn't really clear about it.
mightykemon
@mightykemon
Jan 31 2017 13:07

Battle Sense lvl 4:
"you'll be able to sense enemy Land Mines without the aid of Binoculars"

Do all players always have the power to see the white outlines of landmines when they are using binocs? We could do it the same with cvops. You always have the power to see the disguised prompt through binocs. However when you have Signals (Fieldop) lvl 4, you see them without binocs, by just aiming at them. Once you achieved that level, you also have that power as a different class. But only the Fieldops can "spot" that player. Spotting the player results in an announcement like "landmine spotted" and the player icon is put in the command map for everyone

Remy Marquis
@rmarquis
Jan 31 2017 13:08
Might be a good idea.
Sounds nice to me, at least.
mightykemon
@mightykemon
Jan 31 2017 13:08
That icon could be static and bound to the place where he was last seen aka spotted. Or it could be limited to a certain time ~20 seconds.
Remy Marquis
@rmarquis
Jan 31 2017 13:09
yes. We'll need a new ticket with the above, please :)
mightykemon
@mightykemon
Jan 31 2017 13:09
Will do :D
Remy Marquis
@rmarquis
Jan 31 2017 13:10
great. We'll wait for some feedback, but that sounds definitely like something I would like to add in the game.
well...
except the field op can kill the disguised covops (unlike landmine that can be disarmed by engi only). Not sure if the global announcement is needed now..
well, fill the ticket anyway. We'll see what's happening from there.
Remy Marquis
@rmarquis
Jan 31 2017 13:35
thx!
Christophe Mateos
@Mateos81
Jan 31 2017 13:37
noice
Remy Marquis
@rmarquis
Jan 31 2017 14:17
@mightykemon : "Everyone has the power to see white landmine outlines through binocs, as soon as they unlock binocs."
Christophe Mateos
@Mateos81
Jan 31 2017 14:17
this is new
Remy Marquis
@rmarquis
Jan 31 2017 14:17
Note this isn't actually true. Binocs make no difference here.
Christophe Mateos
@Mateos81
Jan 31 2017 14:18
ah
Remy Marquis
@rmarquis
Jan 31 2017 14:18
Unless this is a proposed change.
mightykemon
@mightykemon
Jan 31 2017 14:18
ah, that was the question in the paragraph above :D
thought it was correct since there was no protest
^^
Remy Marquis
@rmarquis
Jan 31 2017 14:18
:D
mightykemon
@mightykemon
Jan 31 2017 14:19
hm, no. I guess we shouldn't touch that then
Remy Marquis
@rmarquis
Jan 31 2017 14:19
Well, I wasn't sure when I read your ticket, so I tested it. Yep, no difference. Binocs are just binocs for medic/engi/soldier.
Christophe Mateos
@Mateos81
Jan 31 2017 14:20
I'd say for consistency that this capacity should be unlocked after binoc unlock, the time the soldier "trains" himself to use them for this purpose
mightykemon
@mightykemon
Jan 31 2017 14:20
so it is a proposed change @Mateos81 ? :D
Christophe Mateos
@Mateos81
Jan 31 2017 14:20
This is a proposed suggestion! :P
mightykemon
@mightykemon
Jan 31 2017 14:22
I'm not entirely sure about that one. You are definitely right, that it would be more in line with the proposed cvops functionality, but I also don't know if we should change that
But spotting a mine can be done by lvl 0 cvops right?
If we want the cvops functionality to be in line with that, then a lvl 0 fieldops should be the only class to see the "disguised enemy" prompt through binocs. And upon reaching signals lvl 4, everyone can see that. Then it is the same as the mine spotting stuff
What is better?
  1. EVERYONE sees white outlines of mines and disguised enemy prompt through binocs
  2. ONLY fieldops sees disguised enemy prompt through binocs and ONLY cvops sees white lanmine outlines through binocs?
mightykemon
@mightykemon
Jan 31 2017 14:32
I think I'll back the proposed suggestions from Mateos xD
I'm in favour of #1
Christophe Mateos
@Mateos81
Jan 31 2017 14:32
why/how would a fops be able to recognize a disguised enemy, a covi, and not a covi himself?
Remy Marquis
@rmarquis
Jan 31 2017 14:32
Not sure if that is the same: covops are still the only one to mark mines, even if the player plays another class with recognotion skill lvl 4.
covi are master of disguise. They know how covi think. :P
mightykemon
@mightykemon
Jan 31 2017 14:33
@Mateos81 because in vanilla ET, detecting disguised enemies is tied to Field Ops and not Covert Ops^^
Remy Marquis
@rmarquis
Jan 31 2017 14:33
that too. Actually, mostly that. :P
Christophe Mateos
@Mateos81
Jan 31 2017 14:34
o.o
that does not sound logic to me in fact
mightykemon
@mightykemon
Jan 31 2017 14:34
With the "new" situation the fieldop level 4 is also the only one who can mark/spot players. The other classes simply see the prompt, like they see the white outline. But they can't do anything about that
Remy Marquis
@rmarquis
Jan 31 2017 14:34
I think we should allow field ops to recognize disguised covops since lvl 0 (instead of lvl 4) through binoc. But enable the "Disguised enemy" crosshair thing on level 4 only.
mightykemon
@mightykemon
Jan 31 2017 14:35
is the recognition on lvl 0 with or without binocs?
ah, it's with
Remy Marquis
@rmarquis
Jan 31 2017 14:35
Well, other classes don't see the white outlines... that's battlesense lvl 4, which applies to everybody.
actually it's neither. There is nothing on lvl 0 with binoc at the moment.
and that's weird to me.
Christophe Mateos
@Mateos81
Jan 31 2017 14:36
the guy always have a radio on its back, as soon as he can identify a disguised enemy, he should be able to broadcast it, especially if a CP is up (the check case thing you probably can't handle on code since not all maps have CP :P, or that would require detecting in script the CP specifics instructions)
mightykemon
@mightykemon
Jan 31 2017 14:36
so you are saying number 2?
ONLY fieldops sees the disguised enemy prompt through binocs (at lvl0) and ONLY cvops sees the white mine outlines (lvl0)
and at lvl 4 Battle Sense and lvl 4 Signals the other classes see them as well
however ONLY fieldops and cvops can mark/spot them
I feel like the ticket was created pre-maturely :D
IR4T4
@IR4T4
Jan 31 2017 14:39
Actually I'm not a big fan of detecting mines for all classes ..as far as I do understand the above messages
mightykemon
@mightykemon
Jan 31 2017 14:39
and regarding cvops?
Mateos81 @Mateos81 if engies plant em, they should be able to spot em
IR4T4
@IR4T4
Jan 31 2017 14:40
very good q ...
but not enemy team mines
(engineer)
Christophe Mateos
@Mateos81
Jan 31 2017 14:40
they have the eye
:P
IR4T4
@IR4T4
Jan 31 2017 14:41
they construct and plant ... but no spy activity please
Remy Marquis
@rmarquis
Jan 31 2017 14:41
same here, not a fan of mines for all classes.. I mean, that's handled by battlefield lvl 4 already.
This feature is getting somewhat confusing.. I'm not sure what is proposed or not here :D
IR4T4
@IR4T4
Jan 31 2017 14:41
we can talk about covert ops ability if we take it from fops
afaik some level 1 will give you binocs
Remy Marquis
@rmarquis
Jan 31 2017 14:42
To me, covops is fine as it is. But it might be too difficult to spot, especially if the field ops can only recognize it at level 4.
IR4T4
@IR4T4
Jan 31 2017 14:42
and fops has always the ability to spot them (current status)
Remy Marquis
@rmarquis
Jan 31 2017 14:42
well, not always. Only from lvl 4.
IR4T4
@IR4T4
Jan 31 2017 14:42
ok
so mostly in general
because of XP slutism
Remy Marquis
@rmarquis
Jan 31 2017 14:43
yeah. But XP sluttism is a thing we should kill. :P
mightykemon
@mightykemon
Jan 31 2017 14:43
There are two options as far as I understand:
  1. EVERY class can see white outlines of mines and "disguised enemy" prompt through binocs at lvl 0
  2. ONLY cvops can see white outlines of mines through binocs at lvl 0 (Everyone at Battle Sense lvl 4)
    ONLY fieldop can see "disguised enemy" prompt through binocs at lvl 0 (Everyone at Signals lvl4)
IR4T4
@IR4T4
Jan 31 2017 14:44
there is a valid reason to keep the code as it is
when cops with uniform tries to pass team doors
mightykemon
@mightykemon
Jan 31 2017 14:44
keeping it as it is means NOBODY can see "disguised enemy" prompt through binocs at lvl 0
Remy Marquis
@rmarquis
Jan 31 2017 14:44
I'd take 2, but you'd still need to be field ops in any case. Battefiel is a level for each classes, so that make sense for all classes.
IR4T4
@IR4T4
Jan 31 2017 14:45
there is no way to secure team doors anymore
Remy Marquis
@rmarquis
Jan 31 2017 14:45
@IR4T4 True. We should only modify the fieldops level, if we're gonna change anything at all.
Or only make it available on the map with FieldOps lvl 0 (actually lvl 4). The crosshair message is fine at lvl 4 I believe.
IR4T4
@IR4T4
Jan 31 2017 14:47
I'm not sure about to touch current behavior
Remy Marquis
@rmarquis
Jan 31 2017 14:47
That would work this way: Field ops scan players for disguised enemy, and enemy icon is displayed on the map for everybody to see... if they look at it.
IR4T4
@IR4T4
Jan 31 2017 14:47
why do we want the ability at level 0 ?
mightykemon
@mightykemon
Jan 31 2017 14:47
That works for me. A lvl 0 fieldops can spot disguised enemies (mark on map) and a lvl 0 covops can spot mines (mark on map)
IR4T4
@IR4T4
Jan 31 2017 14:48
hmmm
Remy Marquis
@rmarquis
Jan 31 2017 14:48
Mostly because we've change covops to be harder to spot.
IR4T4
@IR4T4
Jan 31 2017 14:48
that's fine for me as it is now
Remy Marquis
@rmarquis
Jan 31 2017 14:48
The alternative might be to go back to the disappearing name, but with a shorter distance (maybe)
mightykemon
@mightykemon
Jan 31 2017 14:48
But nobody can spot the disguised enemy unless you have a lvl 4 signals guy in your team
but that is sooo dull :D
Remy Marquis
@rmarquis
Jan 31 2017 14:49
Well, nobody but the guy that had his uniform stolen :)
IR4T4
@IR4T4
Jan 31 2017 14:49
and experienced players know what to say
Remy Marquis
@rmarquis
Jan 31 2017 14:49
so this requires team communication here. This might actually be fine.
IR4T4
@IR4T4
Jan 31 2017 14:49
"Enemy in disguise!"
Remy Marquis
@rmarquis
Jan 31 2017 14:49
Yes, true.
IR4T4
@IR4T4
Jan 31 2017 14:50
we might add an auto say for this
mightykemon
@mightykemon
Jan 31 2017 14:50
But experienced players will also warn you about mines. It is still useful to have someone that can spot them/see them
IR4T4
@IR4T4
Jan 31 2017 14:50
similar to medic scream
isn't there a warning about mines in area ?
Remy Marquis
@rmarquis
Jan 31 2017 14:50
yes, there is one.
mightykemon
@mightykemon
Jan 31 2017 14:51
But you can't spot them. And you can't spot the disguised cvops.
Remy Marquis
@rmarquis
Jan 31 2017 14:51
I think we should ask for feedback on our server, to real players.
mightykemon
@mightykemon
Jan 31 2017 14:51
You know there is one/there are mines, but you do not know where or who
^^
IR4T4
@IR4T4
Jan 31 2017 14:52
that's life ... no risk no fun :)
Remy Marquis
@rmarquis
Jan 31 2017 14:52
well, the job of the covops is to reveal them. And the job of the guy that got his uniform stolen is to warn others.
Might actually be exactly sufficient and okay here :D
I probably shouldn't have brought that potential issue at all... hmm... sorry :P
IR4T4
@IR4T4
Jan 31 2017 14:52
actually I don't want to be the bad here ... but the code is fine for me atm ... I haven't heard a good alternative so far
mightykemon
@mightykemon
Jan 31 2017 14:53
I still think that a lvl 0 fieldops being able to spot them is a good thing. Especially since the lvl 4 is already tied to him
IR4T4
@IR4T4
Jan 31 2017 14:53
!poke Kemon
mightykemon
@mightykemon
Jan 31 2017 14:53
? :D
IR4T4
@IR4T4
Jan 31 2017 14:53
;)
Remy Marquis
@rmarquis
Jan 31 2017 14:53
I'm still wondering about the relevance of that code: https://github.com/etlegacy/etlegacy/blob/master/src/game/g_teammapdata.c#L1327
IR4T4
@IR4T4
Jan 31 2017 14:54
btw we should add the current skill info to our wiki
Remy Marquis
@rmarquis
Jan 31 2017 14:54
If field ops can spot disguised covops... why does he need to update the map for other?
mightykemon
@mightykemon
Jan 31 2017 14:54
I just helped brain-storming. @rmarquis was searching for an alternative solution^^
IR4T4
@IR4T4
Jan 31 2017 14:54
we did already do some changes here
Remy Marquis
@rmarquis
Jan 31 2017 14:54
yes, true.
Yep, mostly the covops.
IR4T4
@IR4T4
Jan 31 2017 14:54
anybody out for this job?
Remy Marquis
@rmarquis
Jan 31 2017 14:54
We should have our own version of the manual http://www.splashdamage.com/wolfguide/default.htm
IR4T4
@IR4T4
Jan 31 2017 14:55
this more than 2 tons of work
:)
Remy Marquis
@rmarquis
Jan 31 2017 14:55
Yes :D
But it'd be mostly copy paste.
IR4T4
@IR4T4
Jan 31 2017 14:55
copyright ?
Remy Marquis
@rmarquis
Jan 31 2017 14:55
And we can remove irrelevant section
who cares? :D
IR4T4
@IR4T4
Jan 31 2017 14:55
SD ?
Remy Marquis
@rmarquis
Jan 31 2017 14:55
na, they love us :P
IR4T4
@IR4T4
Jan 31 2017 14:55
we should ask them
Remy Marquis
@rmarquis
Jan 31 2017 14:56
yeah, probably.
We should also ask them for a link on there website.
IR4T4
@IR4T4
Jan 31 2017 14:56
Ask badman or this new community guy
mightykemon
@mightykemon
Jan 31 2017 14:56
badman is long gone
IR4T4
@IR4T4
Jan 31 2017 14:56
nahh let's ask for C&P way
mightykemon
@mightykemon
Jan 31 2017 14:56
shoe. is the community manager now
IR4T4
@IR4T4
Jan 31 2017 14:56
we will edit a lot anyway
Remy Marquis
@rmarquis
Jan 31 2017 14:57
shoe? Okay. Who's volunteer for contacting him?
Allright, I volunteer as tribute.
mightykemon
@mightykemon
Jan 31 2017 15:00
so all the brain-storming for nothing? :worried:
IR4T4
@IR4T4
Jan 31 2017 15:02
which class should have more power?
we might think about fake landmines ... :)
mightykemon
@mightykemon
Jan 31 2017 15:03
more power in regards to what?
IR4T4
@IR4T4
Jan 31 2017 15:03
in general
f.e. covert ops can plant fake landmines
mightykemon
@mightykemon
Jan 31 2017 15:04
ah, well actually all of them should be perfectly balanced with their individual perks
Remy Marquis
@rmarquis
Jan 31 2017 15:05
medic cough cough
but that's another topic :P
mightykemon
@mightykemon
Jan 31 2017 15:05
should :D
Remy Marquis
@rmarquis
Jan 31 2017 15:23
hey.. not sure about fake landmine, but if we're gonna resurrect something we should look into the covops tripmine.
They were disabled prior to release for a reason, though.
Christophe Mateos
@Mateos81
Jan 31 2017 15:23
unfinished, broken, else?
mightykemon
@mightykemon
Jan 31 2017 15:25
I thought we were not adding new weapons?^^
Remy Marquis
@rmarquis
Jan 31 2017 15:25
unbalanced gameplay?
Well, I prefer not. But if we do so, then tripmine make the most sense I guess.
might be better for another mod though.
mightykemon
@mightykemon
Jan 31 2017 15:26
ETPro players will hate us for that.
Remy Marquis
@rmarquis
Jan 31 2017 15:26
Like a new NQ... built upon Legacy code >:)
mightykemon
@mightykemon
Jan 31 2017 15:26
keep that one for etbloat
yes :D
Christophe Mateos
@Mateos81
Jan 31 2017 15:26
could be disabled by default
Remy Marquis
@rmarquis
Jan 31 2017 15:27
Na, having mulitple options is the road to bloat.
better have a standard gameplay everwhere.
mightykemon
@mightykemon
Jan 31 2017 15:28
Having weapon configs where admins could set custom stats, was disapproved because we don't want too different gameplay on legacy servers. So adding a whole new weapon isn't really possible, I'd assume
^
Christophe Mateos
@Mateos81
Jan 31 2017 15:31
then the mod should be kept basic, then you do your own fork out of it
in the line of etpro
Remy Marquis
@rmarquis
Jan 31 2017 15:33
yep.
mightykemon
@mightykemon
Jan 31 2017 15:33
since etmain isn't played by anyone, the choice had to be made what sort of gameplay should be default. ETPro is slimmer and has less features so it makes sense that legacy aims for that gameplay.
That way you only need to fork for a pub/fun mod
Remy Marquis
@rmarquis
Jan 31 2017 15:33
Let's motivate IR4 to resurrect NQ :P
mightykemon
@mightykemon
Jan 31 2017 15:33
and not also fork for a competition mod
Remy Marquis
@rmarquis
Jan 31 2017 15:34
Well actually I prefer "competition" mod even for my "pub" needs. Other mod are way too bloated.
ETPub mostly fine though. Mostly.
mightykemon
@mightykemon
Jan 31 2017 15:35
If we want to have global rating with your skill system, the pub/fun stuff should also be mostly in line with competition
Or are we limiting the rating to legacy mod servers?
Remy Marquis
@rmarquis
Jan 31 2017 15:39
rating system is dependent of the mod code.
So unless someone forks legacy, this won't end up in other mods.
Remy Marquis
@rmarquis
Jan 31 2017 15:51
I've sent a message to shoe., I'll keep you posted.
Or ask me in case I forget to check for an answer.
asked for manual + link.