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| AG 7.0 (pin me) | |
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| Tweet Topic Started: Sep 28 2016, 05:47 AM (5,301 Views) | |
| becksorzist | Nov 7 2016, 11:30 PM Post #51 |
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GRRRR! #!%$@*
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nah, we should have hound-eyes instead <3 Posted Image |
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| Liam | Nov 8 2016, 02:04 PM Post #52 |
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Physics abuser
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Also the stuff that is in OpenAG should be included by default, that means the bug fixes also. As well as hud options, and maybe add and options for transparent viewmodels. |
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| dirky | Nov 8 2016, 09:08 PM Post #53 |
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anti-noi artillery
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Not the skateboard tho. |
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| BulliT | Nov 14 2016, 08:46 AM Post #54 |
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Newbie
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Haha - now you know why I stopped reading my messages :) |
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| The_Falcon | Nov 14 2016, 11:46 AM Post #55 |
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Half-Life Maniac
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Thanks for making AG BulliT :) |
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| N1ghtM@re | Nov 21 2016, 04:42 AM Post #56 |
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Member
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The gameplay should remain the same for all standard game modes. Any modifications made to change damages, spawns, recoil, etc... should be limited to custom modes. Perhaps someone can create a custom mode maker with a menu system for players to be able to customize the game before the start of every match according to their liking. They could select certain options like "randomize spawn chain", "reduced egon dmg %", "reduce gauss blast radius %", etc... There could also be preset custom modes to choose from within the menu. As for bug fixes, however, these changes are universal and should be applied to all game modes. Some things to fix: - fps independent physics (players should move/shoot at the same speed, regardless of fps). - improved net code - integrated bhop - fix sprites (as blaze mentioned at the beginning of this thread). - 4k resolution setting? As all of you know, most of the known issues have already been mentioned so I won't list the rest. I'm glad to see the AG community working together contributing their ideas and opinions to help in the development of this release. I would like to be more active and involved in this project, however, my wife and I are expecting a baby girl early next year so my spare time will be mostly invested in them. Maybe some day I'll show my daughter the game her daddy played growing up for so many years. :) I hope this release is a success and I look forward to trying it out! |
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| KERR1L | Nov 21 2016, 02:57 PM Post #57 |
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1337 spammer
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| KERR1L | Nov 21 2016, 02:58 PM Post #58 |
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1337 spammer
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Finally a keyboard that can make rainbows :P |
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| KERR1L | Nov 21 2016, 03:08 PM Post #59 |
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1337 spammer
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Do someone have a link to ag? would be fun to jump around again. |
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| rav | Nov 21 2016, 03:28 PM Post #60 |
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made in france
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there's a "download ag" button on the top right of the forum |
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| .Executλble | Nov 21 2016, 03:53 PM Post #61 |
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bää
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Make sure to "install" OpenAG patch as well afterwards for a smoother experience. |
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| Olaf | Dec 2 2016, 05:05 PM Post #62 |
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Olaf Millan the Adrenaline Gamer whiieesperur
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To Crowbar How about adding the hl gold graphical enhancements to AG 7.0 ?? Seeing we talked about all the other stuff... lambs & hound-eyes :p |
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| -[-MZ-]-Diantalvic | Dec 25 2016, 11:33 PM Post #63 |
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Retarded nazi
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remove wg :yay: :clap: :rofl: |
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| srbo | Jan 5 2017, 08:59 PM Post #64 |
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Advanced Member
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Make AG standalone? nice idea or? since the hl engine is based on the id tech 1 engine/ quake 1 engine we can port the whole game to it. isn't it time that we set us free from the bounds of the "Goldsrc" engine? i want to play with real 120+++ fps without any bugs. Edited by srbo, Jan 5 2017, 09:16 PM.
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| srbo | Jan 5 2017, 09:12 PM Post #65 |
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Advanced Member
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And whats about the maps? in 2009 i did alot mapping for hldm pro. I figured many many things out which makes the overall movement "on maps" much more smoother and comfortable. in hldm pro it was possible to accelerate very fast through wall slides by using the gauss. i removed all edges on my maps and i inserted alot of moving friendly pathes so players could focus more on aiming without loosing speed. my goal was to create a more userfriendly game, because i wanted to to attract new players. I would like to create a new set of "tdm and "pure Arena" maps which will fit with the original "half-life" theme. i have very much ideas and there is 1 Map which i created in my mind years ago. |
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| srbo | Jan 5 2017, 09:19 PM Post #66 |
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Advanced Member
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https://www.youtube.com/watch?v=YA9km4aHjzI |
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| rav | Jan 5 2017, 11:34 PM Post #67 |
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made in france
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i like it |
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| srbo | Jan 6 2017, 12:47 PM Post #68 |
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Advanced Member
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No! WG is a core part of HLDM since beginning. But we can change how it works. Why dont we create a possibility that only predefined "structures" or "marks" which "mappers includes, mabye by marking them with a red dot or wathever are usable as wallshots? This will increase the tactical deepth, because players know now exactly where those critical spots are and how they can avoid them. sure this will kill the killing flow on maps like crossfire and many players love it like they love the spawn pattern in hldm. but dont forget. we play since nearly 20 years a game thats in a beta phase like state. there weren't never real adjustments which every game needs. and in my opinion hldm needs it. maybe we should let it how it is, because that makes it what it is. its a unique game. but there a some thinks we should make. - switch to an open source engine. the best engine which will preserve the gamlay will be the quake 1 engine there are tons of modified quake1 engines: http://www.quakewiki.net/quake-1-engines/ it will be a ton of work, but when we are working as an community together, we could archive the goal. i will working on all the map ports. |
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| irish | Jan 6 2017, 01:39 PM Post #69 |
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Gauss Touting Ganjamonkee
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interesting, i like the idea of an opensource engine for the new maps i might be able to help a little, created a few but by no means expert lol wallgauss should stay as it is, but i'd vote to remove 'lamping' bugs (or maybe we should just delete crossfire from HL because it's totally unlike every other map :P) |
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| .Executλble | Jan 6 2017, 01:42 PM Post #70 |
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bää
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I'm just curious why people think switching the engine would make this game better in any way? Is it to improve reg, FPS issues or what? You can already "fix" both the reg and the physics dependency on FPS with what we currently have, so I don't see any problems with sticking to GoldSrc. It looks good enough, runs well on all computers, etc. Porting this game to an entirely new engine would be a lot of work, doubt we could find someone who is up for all that. Not to mention that GoldSrc already has the "feel" to the game that everyone knows and loves so much, whereas a new engine will require lots and lots of tweaking to get things right. |
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| srbo | Jan 6 2017, 05:51 PM Post #71 |
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Advanced Member
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Goldsrc=modded quake 1 engine. with the quake1 opensrc code you can port hldm/ag 1:1 to quake1. sure there will be tweaking, but not from scratch. Edited by srbo, Jan 6 2017, 05:54 PM.
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| srbo | Jan 6 2017, 05:52 PM Post #72 |
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Advanced Member
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| .Executλble | Jan 6 2017, 06:20 PM Post #73 |
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bää
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Yes, I know, but the question was why on earth would you want to do that? |
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| sword | Jan 6 2017, 11:43 PM Post #74 |
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lost in smoke
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sounds awesome :yay: looking forward to yr maps
completely agree
actually no Valve tried to fix it, Lev tried to fix it, but still for now players with higher fps have advantage over players with lower fps either the "fixed" reg sounds mythical gotta say on maximum rates and minimum interpolate time reg is pretty OK but still depends much on connection route from client to server well yeah, GoldSrc is a modded Quake engine and QW is really very similar to HL, even bhopping feels the same. but hardly think move to other engine is a panacea, aswell as doubt such amount of work will be ever finished |
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| srbo | Jan 7 2017, 12:48 PM Post #75 |
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Advanced Member
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Because i want to bring all the Halflife players Worldwide together. There are a "tons" of it. I did alot research these days. Facts: - The hldm/halflife(mods) community worldwide is "very potent" and alive. but we are to divided. - There are hlmd/halflife players on steam but also on hacked and improved old halflife clients. - Apart from ehll there are other communities like hlfx.ru and aghl.ru. these people are very talented coder and they share the big passion with us. and this passion is the nostalgia for the oldschool games halflife and quake. lets call it oldtimers :cool: . - these people are still working on the old hl client by fixing bugs or by improving with new functions. - there are already "compatible" clients which works with the goldsrc systems like xash3d or hlfx. but also a new engine (Volatile3D II) which is based on goldsrc, quake 1-quake 3. - hlfx also made their own "map editor"(Jackhammer) which works with hl and quake 1-3 so why dont we put all strings together? why dont we try to get all the active hl coders and modders together? why dont we create a goldsrc like opensource client which we can improve by yourself and which runs with all the the we known "halflife" mods? imagine a client which brings many many halflife players together again. there are thousands of thousands players which want to play there old Halflife mods against others again, but it isnt possible because of dead communities which doesnt have any server or webites anymore where people can come together. so why dont we create this opportunity? imagine a client in which you don't need to download the mods. You see a mod server and you can join it. the client is downloading the necessary data and you can play without searching and downloading the mod. this will attract many many players and in my eyes it can revive the halflife community. iam still dreaming of a 2nd aweking. Edited by srbo, Jan 7 2017, 12:49 PM.
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3:47 PM Jul 11