Icarus North wrote:Player_Dead.kv6 never seems to make it.
This could either be because 1) you uploaded a zip to the website, something I haven't seen anybody do, which is particularly annoying (Seriously, why not dropbox or MEGA or something? It's a lot less frustrating for people who want to actually play)
Or 2) You need to fix the software
3) I'm still working on the player_dead model because it's hard as heck to do and I don't give much of a fuck about the default models, so I'm doing it really slowly.
But I don't understand what is your problem with downloading zip files from BnS instead of other websites.
Edit and PS: Although shaz told me that there's a VXW airstrike error, he seems to have fixed it on himself. I don't know if airstrikes didn't work before, but they do in any case now. Cap the intel, look at the point you want to bomb and then type /airstrike. Depending on your team and position on the map you will have to wait for the (coarse) B-29s to arrive. Wierd humming noises indicate that it's probably too late to run >:)
Warp wrote:This update seems much easier to use, thanks.
Will there be a better way of calling airstrikes? Just typing "/airstrike", while familiar could be replaced by a single key. :)
For the long run, you're right - I planned to implement some system that would allow to detect key presses that aren't related to the default controls, but I first have to figure out how exactly it would work, and the current controls are bearable. You can also use /a just like in the classic airstrikes :P
Not sure if we need a new client update right now. The server update works with the current client, and everything needed for an event is already there (server just needs advanced logging stuff). I don't even exactly know, how some things would be better. Make a score table or not? If yes, how should I know what team a player is in, since one can freely join any team? Solve this problem by making everybody sign up before playing, or not?
And so on.
You can disable sounds if they suck. Somebody suggested to make it more noticeable if a sound is far away. Close sounds are already stronger than far ones, but the difference isn't high enough.