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Old 06-10-2012, 03:57 AM   #81
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A slightly different kill notification for blue pipes vs green, please.

The kill notification in the top right corner.

Last edited by XPelargos; 06-10-2012 at 03:58 AM.
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Old 06-10-2012, 04:08 AM   #82
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They actually are slightly different, although the difference is too tiny to make out. Here are bigger versions:

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Old 06-10-2012, 05:02 AM   #83
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Now I notice it. Thanks!

P.S. - Will you post the variable damages that the railgun has on the wiki? Does it increase or decrease in damage with each bounce? What's its max damage?

Thanks.
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Old 06-10-2012, 05:53 AM   #84
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The railgun damage system is pretty weird.

First, the direct damage and projectile speed depend on the charge level and is calculated thusly:

Code:
#define RAIL_SPEED_MIN 1800.0f
#define RAIL_SPEED_MAX 3000.0f
#define RAIL_DAMAGE_MIN 35.0f 
#define RAIL_DAMAGE_MAX 60.0f

	float flSpeed = RAIL_SPEED_MIN + ( (RAIL_SPEED_MAX - RAIL_SPEED_MIN) * flPercent );
	float flDamage = RAIL_DAMAGE_MIN + ( (RAIL_DAMAGE_MAX - RAIL_DAMAGE_MIN) * flPercent );
Second, there are 3 distinct charge levels in terms of bounces and explosions:

Code:
Uncharged: 0 bounces max (no explosion)
Half-charged: 1 bounce max (20 base explosion damage)
Full-charged: 2 bounces max (40 base explosion damage)
Each bounce increases the explosion damage (but not the direct damage) by 140%.

So, using only the distinct charge levels, here is the damage breakdown:

Code:
Uncharged
 0 bounces: 35 direct damage

Half-charged
 0 bounces: 42.5 direct damage + 20 explosion damage (62.5 total)
 1 bounce:  42.5 direct damage + 28 explosion damage (70.5 total)

Fully-charged
 0 bounces: 60 direct damage + 40 explosion damage (100 total)
 1 bounce:  60 direct damage + 56 explosion damage (116 total)
 2 bounces: 60 direct damage + 78.4 explosion damage (138.4 total)
Between uncharged and fully-charged, the direct damage does not go up in steps, so in actuality it's not so exact.

Keep in mind I may not be correct about these numbers. I just put this together from a quick look through the code. The railgun was programmed long before I joined the dev team and the damage system of it hasn't really been touched since.

EDIT:
Oh, and the recoil pushforce (when you shoot, you get pushed in the opposite direction) is also variable and charge-level dependent and is calculated the same as the damage/speed above:
Code:
#define RAILGUN_PUSHFORCE_MIN 32.0f
#define RAILGUN_PUSHFORCE_MAX 64.0f
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Last edited by squeek.; 06-10-2012 at 06:04 AM.
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Old 09-28-2012, 12:45 AM   #85
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Make 2-tap grenade the initial key binding for "f" and "g"
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Old 09-28-2012, 02:10 AM   #86
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Eww, people actually use that?
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Old 09-28-2012, 02:15 AM   #87
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People actually don't? Spare your fingers!

I'm still not sure which is best as default. For people familiar with gren priming, double-tap would be nice to have defaulted. For people that don't know anything about grens in fortress games, I think they'd just blow themselves up a lot.
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Old 09-28-2012, 02:56 AM   #88
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Heh, I prefer more accurate concs with less keypresses.
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Old 09-28-2012, 12:03 PM   #89
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i presume you use a mouse button though and not g kube?
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Old 09-28-2012, 04:30 PM   #90
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No, I use = for gren2 and Backspace for gren1. In fact, I find it much more difficult to use a mouse button for concing than a keyboard key.
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Old 09-29-2012, 12:23 AM   #91
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Wait. You HOLD DOWN the "=" key while using WASD to move?

Pics or it physically can't happen.
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Old 09-29-2012, 02:32 AM   #92
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I know he doesn't use WASD, I think he uses the arrow keys or some shit like that. Even still, how the fuck? I can't imagine how that shit would work and be practical. WASD, ESDF to an extend...that's all I can imagine. I use arrow keys for shit like NES/SNES/etc emulators, but that's about it.
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Old 09-29-2012, 03:51 AM   #93
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lol yeah I have a pretty unconventional keyboard setup (directional keys I use my thumb for strafing and moving backwards, delete for jump, backslash to duck), but even if I had been using wasd and a key near that for concs, I'd still want it to be so I have to hold the button down rather than 2 click.
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Old 09-29-2012, 06:24 AM   #94
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Quote:
Originally Posted by KubeDawg View Post
lol yeah I have a pretty unconventional keyboard setup (directional keys I use my thumb for strafing and moving backwards, delete for jump, backslash to duck), but even if I had been using wasd and a key near that for concs, I'd still want it to be so I have to hold the button down rather than 2 click.
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Old 09-29-2012, 07:15 AM   #95
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Quote:
Originally Posted by KubeDawg View Post
lol yeah I have a pretty unconventional keyboard setup (directional keys I use my thumb for strafing and moving backwards, delete for jump, backslash to duck), but even if I had been using wasd and a key near that for concs, I'd still want it to be so I have to hold the button down rather than 2 click.
If you hold your mouse like dem0n you would win the Most Fucked Up Setup Award.
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Old 09-29-2012, 12:27 PM   #96
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I played TFC with a guy who played with a joystick.
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Old 11-28-2012, 05:57 AM   #97
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WhenFF2.45WillOut
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Old 11-29-2012, 10:34 PM   #98
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WhenFF2.45WillOut
Check the beta forums.
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Old 11-30-2012, 06:11 PM   #99
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Quote:
Originally Posted by XPelargos View Post
best reply ever.


Kube man, that's a fucked setup dude you are undoubtedly handicapping yourself immensely.

I use the numpad/keypad for my setup and I have since 2001, too late to change

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Old 11-30-2012, 07:18 PM   #100
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Quote:
Originally Posted by ian.de View Post
Kube man, that's a fucked setup dude you are undoubtedly handicapping yourself immensely.
Actually, I find this setup to be ideal compared to wasd. It works much better for strafing, allbeit a bit slower to learn because you use thumb to strafe rather than your index/ring fingers. I've been using this setup since I started playing TFC when I was 13 lol, and I have mastered it completely. I would have far more issues using wasd setup than with this current one.
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