Many thanks for all the positive comments! I had tons of fun playing with everyone today. Some comments myself:
I haven't seen any fog. So I suppose if you play on the lowest settings, you don't have that dissadvantage ?
Yeah I'll make the fog come closer more often next release. At the moment it's kinda 50/50 between clear and foggy and then fog is often only mild. It's complicated to sort but I'll see. AFAIK fog should work fine on lower settings - you probably just didn't see any, though I haven't tested it.
There some places where you can get stuck.
Some spawn points needs improvement though. I spawned inside a house on the snow map, I got a picture if you want it.
Yeah we fixed a lot of the bugs but of course there are still more. Luckily we know most of them now. So we'll fix them for the next release. Nothing gamebreaking luckily. We'll also fix the spawns. The code was written pretty quickly (because armagans code wasn't working well for us). But certainly we'll work something out a bit better.
Please increace player cap, I'm dying to play this.
Server full
Why do the player caps keep going up and down? Please just raise them. I quit MM because I saw it was 12/16 but then when I loaded Hunt mod it was down to 12/12
Sorry, for some reason I really wasn't expecting so many players. IRC server dies after about 10 so I really can't increase that but Benedict might increase his one soon when he is around.
Hey, Yoshi, or Highelf or someone, what the hell does aaa.bat do? #appears to have something to do with presentations.
This thing (warband ms) is awesome! There's tons of new stuff! Like the module_variables.py, I now must take a look at troops and items, and meshes
Opps! Not sure I was meant to do that. I'm going to take it down. If you want the source now PM me.
Any chance of an US Hunt server coming along?
Imho we need a US Hunt server, but as far as I know there arent any private US servers, am I correct?
Well if anyone wants to host one feel free. All the stuff for it is in the first post. Would be nice.
And I know I told you ingame, but I thought I'd mentioned it here too, so you won't forget (
); Add a sniff sound to the scent button!
Yeah we'll see if we can
The guns are somewhat inaccurate (though this is steadily countered once acquainted with the aiming sight) and seem to work best in large volleys of three or four. I wonder if there's anyway to implement a damage asset in proportion to the distance of the target? Shooting a wolf at point blank in the upper chest will not land the killing blow, unlike the wolf's one hit axe. However, I am rather unsure of this myself as I think both teams are still rather balanced in nature. Good job.
Well the damage does become less at distance but we can't mod how significantly. Either way I might be upping the Flintlock Rifle's accuracy a little. Not sure if the long rifle needs it massively. So many people play gunmen anyway. We'll see.
Some other things we've talked about:
- What do people think of the hunting knives. Some people think they are overpowered where as other think they are useless. I think we're going to nerf them whatever.
- We're going to add a battle mode by popular request.
- Gonna play with the maps some more to remove any camping spots which are too effective.
- Finish off some more of the maps.
- A little variation in beasts