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Old 10-16-2014   #4581
Sapheros
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Honestly i think the Rail Ring does fine on its own, i mean, its a fast as ring sniping you in the face, and the rushing effect leaves you flying, besides, if anything should be fixed, is the pain system of the ringslinger gametypes. Honestly I'd rather my character lose 10-20 rings a hit so i don't have to scramble to hit my opponent when they thok away with the flag or go find another player to shoot.
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Old 10-16-2014   #4582
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And about health system,instead of losing everything in your Inventory,what about just losing Normal rings ,then Dropping Weapon rings after dying ..
EDIT : It's not Fair,i mean after Spending like 7 Minutes in Collecting my Weapon rings someone comes just to Shoot me and steal everything i have -_-

Last edited by DoomGamesLover; 10-17-2014 at 12:01 AM.
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Old 10-17-2014   #4583
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An "A_Attract" action, the complete opposite of "A_PushAway".
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Old 10-17-2014   #4584
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I think rail ring should have reduced knockback at close range, because the additional recoil in close quarters makes it too all-around effective when it's supposed to be a sniping tool.

The other weapons' recoils are fine imo. If scatter ring didn't have knockback, you'd just use bomb or auto, probably.
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Old 10-17-2014   #4585
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Originally Posted by CobaltBW View Post
I think rail ring should have reduced knockback at close range, because the additional recoil in close quarters makes it too all-around effective when it's supposed to be a sniping tool.

The other weapons' recoils are fine imo. If scatter ring didn't have knockback, you'd just use bomb or auto, probably.
We can keep the Explosion ring as it is,because it's supposed to look like a Rocket Launcher :)
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Old 10-17-2014   #4586
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Originally Posted by BlasterGuy View Post
Now DoomGamesLover, we all know that the explosion ring is much like the rocket launcher but do you think that the grenade ring is much like the grenade launcher (I know I do).
Hmm..Yes i think so ..

(DoomGamesLover received an infraction for this post: Keep your posts related to the topic.)
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Old 10-19-2014   #4587
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Originally Posted by Prisima the Fox View Post
An "A_Attract" action, the complete opposite of "A_PushAway".
You can achieve a backwards push effect by specifying a negative amount of force.
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Old 10-24-2014   #4588
Burning-Fox
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So LUA lets you change a lot of flags and S_SKIN values with the Player_T lib, but for some reason it doesn't have startcolor as an interchangeable option. There'd be a lot of cool things possible if you could decide what colors to change under seperate conditions.

IN fact, even BETTER would be if this could be implemented for not just characters, but for general mobjs as well! It... seriously can't be that hard to do, and would eliminate the need for buggy sprite "over-layering" like we've seen some wads do. Anyone else think that's a cool idea? It'd open up a lot more possibilities if you ask me. :P
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Old 10-25-2014   #4589
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If you ended up changing the startcolor of a sprite, it would cause the original color changing section to be forced to its original color before color change. For example, if you changed the start color on Sonic to the red shades, you would end up being able to change the shoe color... but the rest of the body would be stuck with green.

(Could be some sort of option to edit/add colormaps, though.)
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Old 10-25-2014   #4590
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Just clearing up the facts here: you can't modify the actual S_SKIN stats for a skin. player_t has copies of some of the S_SKIN stats, yes, and startcolor is not one of them.
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Old 10-25-2014   #4591
Sapheros
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Speaking of startcolor, why don't we just add in an optional startcolor2 to the S_SKIN? This could help with making characters change colors with the fireflower and not look so ugly, or help get rid of sonic and tails' ugly grey pixels.
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Old 10-25-2014   #4592
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Originally Posted by Duon the Adventurer View Post
...help get rid of sonic and tails' ugly grey pixels.
New sprites for Sonic are in the works. Tails too. I think the "ugly grey pixels" are just a matter of how you design the character.

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All I'm doing is revamping his design to be more accurate to some of his SRB2 artwork design ... He's not going to be a complete redesign like Knuckles was.
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Last edited by YevaEA; 10-25-2014 at 05:37 PM. Reason: Makin' things prettier! :D
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Old 11-14-2014   #4593
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Suggestion: how 'bout the inclusion of a "portal render depth" option into the video menu (like in Portal itself)? That way those of us with nothing better to do with our CPU time can render portals to infinity and those who need every ounce for gameplay can set it to like 3 or so. (I want my mirrors like Red's demo shot)
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Old 11-14-2014   #4594
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Alright, got two suggestions.

Somehow, make it possible to apply another colormap to a sprite that already has a colormap applied to it: (for instance, applying an eggman style flash to a sprite that has already had its color changed.) (or perhaps before, even.)

Another suggestion would be some method to switch out graphical patches that individual players can see: For instance, displaying arrows over the members of your team in CTF, while managing to avoid the opposing team from viewing it. (and perhaps showing alternative "sprites" when GR_MD2 is on.)
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Old 11-14-2014   #4595
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Quote:
Originally Posted by Metal96 View Post
Suggestion: how 'bout the inclusion of a "portal render depth" option into the video menu (like in Portal itself)? That way those of us with nothing better to do with our CPU time can render portals to infinity and those who need every ounce for gameplay can set it to like 3 or so. (I want my mirrors like Red's demo shot)
The MAXPORTALS console var exists for adjusting that, but it wasn't added in the options menu because 1) no vanilla content uses portals, and 2) it's a rather advanced video option, and cranking it up too far can and has caused me memory overflows.
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Old 11-14-2014   #4596
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It would be good if maximum nested portals could be set per-portal (and the colour/texture for the portal in the final nested render could be set to something other than black). Of course, this would be in conjunction with MAXPORTALS to limit the maximum number regardless of what the map says; a boolean FORCEMAXPORTALS would be great too for weirdos who want to see their computer catch fire.
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Old 11-14-2014   #4597
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You can already change what the final nested render looks like by applying a texture to the portal linedef!
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Old 11-14-2014   #4598
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It has nothing related with previous posts but meh, I'd suggest the option of not loosing emeralds upon restarting a SP map!
It's frustrating to finally have the 7, and having to restart because Mr. SynchFail joins the game and keep joining it even if he knows he causes synch fails! So we have to restart the map, and loose all our precious emeralds. I cry everytime to this story.
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Old 11-19-2014   #4599
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I'd suggest the option of not losing emeralds upon restarting a SP map!
It's frustrating to finally have the 7, and having to restart because Mr. Synch-Fail joins the game and keep joining it even if he knows he causes synch fails! So we have to restart the map, and lose all our precious emeralds, just to let Mr. Synch-Fail join our game.
Well, I'm sure there's a reason for why that's so...

But, I do agree... I can't come up with anything as to why you lose all 7 emeralds upon restarting.
It's not like you can gain anything if you restart a map and still keep the 7 emeralds in hand.

In fact, it would relieve a lot of stress on players that want to keep the 7 emeralds instead of obtaining them again through the NIGHT's stages (which are more tedious then the 2.0 Special Stage levels).
I'd like a reply on why this is so.
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Old 11-22-2014   #4600
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I don't know if this a suggestion, but I personally think the super forms should be able to glow in dark areas in the next version. Right now, they're blending in the shadows.

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