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Post by ~Bathøry on Mar 15, 2009 16:00:49 GMT 1
it is transparent I'll work a bit on the niceties and send you the logo in a .pcx format
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Post by ~Bathøry on Mar 15, 2009 16:23:31 GMT 1
How many indexed colors do you need, 256? And is it right to send you the logo in .pcx format? I looked in my Rune/Help folder and the start-up logo was in the .bmp- format :/ ?
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Post by mundas on Mar 15, 2009 16:26:05 GMT 1
yes, 256 colors (8 bit). both bmp and pcx should work. you can just overwrite the old file in the help folder to test if it works.
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Post by ~Bathøry on Mar 15, 2009 16:34:55 GMT 1
It does work, but as far as I know .bmp allows no transperency or is there any chance to make it ?
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Post by mundas on Mar 15, 2009 16:39:17 GMT 1
it depends on the indexed colors youre using. the last color of the palette is used as the transparent one, or something. Here is what the runeed site says:
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Post by ~Bathøry on Mar 15, 2009 16:47:37 GMT 1
this hardly sucks. Why do you argue with the RuneED ? :/ Isn't it about importing pictures to a texture ?:/
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Post by ¦ËÑÇLÂV˦Çhrøñîç* on Mar 15, 2009 17:28:35 GMT 1
Just send the PSD if you can't.. I want that pic!
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Post by ~Bathøry on Mar 15, 2009 17:30:13 GMT 1
Due to the fact that I'll go on a school trip to Berlin for a week tomorrow and I don't fucking know how to export that shit into RuneED and finally make it as the start-up logo, I send you (Mundas) a PM with the logo (in a.psd and .png format, which still know transparency). You might talk to Gorm or just leave it. I tried my best.. pc
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Post by Chronnywonny on Mar 15, 2009 17:32:05 GMT 1
You did a good job there, no worries. HF!
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Post by =[VnB]=SaintDickless on Mar 25, 2009 22:37:55 GMT 1
Ok, i've been having this idea for dog knows how long. It's probably a bad idea, but just for the heck of it i'm gonna spill it. If portal guns are possible, this might as well. It doesnt require anything to draw, model or -maybe- not evenmap for it. The idea itself came from pure lazyness. We all have those moments where you find yourself in Hildir swinging a DwS for too long and you really feel it's time to swing an Axe. However, you can't be arsed to run up there, pull that handle, grab one and go down again. That's when you suddenly see another player walking by a DBA. As if there's a halo above them, you follow exactly THAT player just to get a DBA. Kill him, and it's yours. A subgoal, next to gaining frags. Or how about those times on maps where it's him, you, him, you, him, you holding the precious weapon. It reminded me quite a bit of what in shooters is known as "King of the Hill" gamemode. Convert KotH gamemode to Rune with a twist....King of the Weapon. Take the axe as an example weapon and think about the following gamemode: - Make sure there is one axe. Just one, only one.
- Frags can only be made with the axe. Time held holding it will be useless(*). To kill is to win. (nice side-effect: throwing wont help, it would take pure fighting skills).
- Using runes while handling an DBA makes it glow red. This visual effect would be a nice indication for the players who to aim at.
- If you get killed while handling the DBA, it drops, and the killer will squarrel amongst the other remainders which gets to pick it up (think king of the hill again, dominate the area buying enough time to pick it up). However, as everyone will ofcourse run to the same area, there might have to be a timeout until it resets (like the torches in CTT)
So....one weapon, a whole server out to get it, only the best can survive. You need offense to get it, defense to keep it. How about it? (*) Running types like certain players *cough* Sam *cough* would just pick up, run forever and win. Winning by a good run is not what rune should be about imo. All respect.
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Post by =[VnB]=BM* on Mar 25, 2009 23:03:37 GMT 1
I think it's a great idea! But you should do this in an arenamap. Some people just go to a spot so nobody can reach them. A box for example, people have to climb up to kill the axe carrier, this means easy fragging for him. You could also set a timelimit on the amount of frags he makes. If none? the axe disapears and then respawns somewhere in the map.
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Post by Zyroloth on Mar 25, 2009 23:06:06 GMT 1
Awesome idea! However, if you just run regular maps (Bothvar, Hildir, Misbegotten etc) I don't think there would be such a problem like Bm mentioned.
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Post by ¦ËÑÇLÂV˦Çhrøñîç* on Mar 26, 2009 0:35:32 GMT 1
Good 1
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Post by =[VnB]=BM* on Mar 26, 2009 16:04:56 GMT 1
I have been thinking, and I came up with a few ideas:
-Make it possible to allow spectators to join when the server is full. -Fix the playerhealth, some skins have 45% health in multiplayer. It's not fixed in 1.01/1.03 if I'm right. -Don't know if it's mentioned already: Integrate a voting-system, allow serveradmins to put it on or not. -Fix the playerscores, some people rejoin the server to refresh their stats. -No sarkragar/beetles. -Don't know if this is possible too, some people lag the server by rejoining the server over and over. Or use the anti-cheat commands against the server. Like mudconnector used to do.
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Post by mundas on Mar 26, 2009 16:45:32 GMT 1
you all have nice ideas, but i dont see mef anymore and im not doing the whole patch alone. until another (RELIABLE) person with coding skills shows up, this project is frozen.
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