A good game....but.....
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- Posts: 4
- Joined: Sat Nov 27, 2004 11:12 pm
A good game....but.....
THe universal is a good game but (dont take this the wrong way as im not critising you or calling the game crap) although i appreciate that it is a free game therefor there is no paid staff so creating the game is more of a hobby but i wish that along with the economy which looks good you could develop the combat a bit more maybe add a corsair in, when flying planes and make them more joystick compatible, im just saying that after a hard days work of making money its nice to blast hell into a few people before setteling down to bed.
Re: A good game....but.....
Well,there is an option for joysticks. Press F1 In game and go under options then joystick setup.Coppertoad wrote:THe universal is a good game but (dont take this the wrong way as im not critising you or calling the game crap) although i appreciate that it is a free game therefor there is no paid staff so creating the game is more of a hobby but i wish that along with the economy which looks good you could develop the combat a bit more maybe add a corsair in, when flying planes and make them more joystick compatible, im just saying that after a hard days work of making money its nice to blast hell into a few people before setteling down to bed.
Edit: Erm... I quess it's still under developent cause only up and down work,buttons don't respond. Dunno bou't joystick though...(I'm using a Gamepad By The Way...)
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- Posts: 4
- Joined: Sat Nov 27, 2004 11:12 pm
Too ambitious sometimes i think is my problem
Very much agree with your comments, copper.. the econ, tho more complex to play, is much easier to get working ok compared with the fine balance needed for the action/fighting aspect.. Its being worked regularly tho, and i'll look into adding proper crosshairs soon. (I think, there is one on the first person view when the right modes are set by the world owner, but it needs fixing up properly :] )
A note on combat in general... one of the newer features in the game (prolly a couple of months old) is a whole new system for defining weapons in a serverside script - allowing world owners to create all sorts of stuff from bows nd arrows to plasma death rays etc. Because its fairly new, a) it doesnt do everyhting its supposed to yet and b) world owners probably wont havent fully come to grips with the quickest and best ways to use it etc. Having the weapons defined in script form tho gives us lots of possibilities for extending & improving the combat system massively, without needing massive changes to the world setup.
So basically.. with any luck it'll be getting better as things move on from month to month.. so keep visiting
And personally i think with a few players on Iridis (when the settings have been tweaked and adjusted) would do a fair job at satisfying some of your late night blasting needs :]
Very much agree with your comments, copper.. the econ, tho more complex to play, is much easier to get working ok compared with the fine balance needed for the action/fighting aspect.. Its being worked regularly tho, and i'll look into adding proper crosshairs soon. (I think, there is one on the first person view when the right modes are set by the world owner, but it needs fixing up properly :] )
A note on combat in general... one of the newer features in the game (prolly a couple of months old) is a whole new system for defining weapons in a serverside script - allowing world owners to create all sorts of stuff from bows nd arrows to plasma death rays etc. Because its fairly new, a) it doesnt do everyhting its supposed to yet and b) world owners probably wont havent fully come to grips with the quickest and best ways to use it etc. Having the weapons defined in script form tho gives us lots of possibilities for extending & improving the combat system massively, without needing massive changes to the world setup.
So basically.. with any luck it'll be getting better as things move on from month to month.. so keep visiting
And personally i think with a few players on Iridis (when the settings have been tweaked and adjusted) would do a fair job at satisfying some of your late night blasting needs :]
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- Posts: 4
- Joined: Sat Nov 27, 2004 11:12 pm
thanks mit i shall keep visiting, yeah this is quite an abitous idea but a good one none the less. i was thinking about how someone said that veichles could get mixed up due to on one planet it being defined as veichle 2 and then on another planet being defined as veiclhe 3 and so on the same with other things and i was thinking if you feel very ambitious you could use a system like valves steam system where games are updated when you go online and play so you could have all the cars specifically designated names same with the other varibles themn its just a case of owners/ clients downloading the appropraite updates which as they play would copy themselves into they games home directory on to the users pc this would (in my eyes/opinon or just in my little made up world ) make the game more interchangable/interactive and you could then have a universe wide economy if everyone is playing roughly the same thing.
i dont no if whwat i said just makes sense but to me i no what im trying to say wheither ive said it well or not you decide
oh sorry about having 2 basically the same topics running so ill stop posting on this topic and any replys can be given to the other one in the ideas section.
i dont no if whwat i said just makes sense but to me i no what im trying to say wheither ive said it well or not you decide
oh sorry about having 2 basically the same topics running so ill stop posting on this topic and any replys can be given to the other one in the ideas section.
Last edited by Coppertoad on Wed Dec 01, 2004 9:54 pm, edited 1 time in total.
That's exactly the way it is right now, Coppertoad.. the whole game is based around dynamic content, and vehicle settings are totally independent of what 3d model you see for a given vehicle - ie, the speeds, armour, weapons, texture etc etc. Which means when you're controlling a tractor on Planet X you might be using cruise missiles and plasmas, but on Planet Y the same tractor model fires manure balls and bananas (for instance). It's all down to the world owners to configure but as Mit said its quite tricky at the moment 'cos there's a load of new stuff people are still getting to grips with. Iridis is new and still a bit rough around the edges, but definitely worth a blast; crow mode on Zion (when it's back online) is fairly mature and a bit of a giggle; any of hedge's worlds usually feature some kind of mental combat (reine blanche, and the forthcoming reina roja); and for the last 6 months i've been threatening to finish off Phong, my pure combat world. It's getting there, bear with us :) (and any suggestions are gratefully received in the meantime).
Btw, if ur using a sidewinder - surely u can just use that MS configuratoriser prog and assign keypresses to joystick actions? At least until Devi updates the joystick code (le cough, le cough ;)
f
Btw, if ur using a sidewinder - surely u can just use that MS configuratoriser prog and assign keypresses to joystick actions? At least until Devi updates the joystick code (le cough, le cough ;)
f
Yeah i know i gotta improve my joystick code. It actually cannot distinguish between uncentered and pressed direction button/axis when setting an action.
TIP until i fix it : if your joystick has analog and digital mode, only use digital. And play with the "dead zone" setting a bit (makin it bigger).
If you have a joystick/joypad that you cannot make work properly, tell me which brand model. Or better, send it to me :]
TIP until i fix it : if your joystick has analog and digital mode, only use digital. And play with the "dead zone" setting a bit (makin it bigger).
If you have a joystick/joypad that you cannot make work properly, tell me which brand model. Or better, send it to me :]