They better recheck that cvar, if that thing is missing, I'll cry myself a river.
Mugen, you're entitled to your own opinion, and i respect that... but you're starting to get a little annoying with it. The melee cvar is there, it was there before I even started coding the basics of advanced melee. Don't worry about it
IT WILL BE THERE
I like it plain and simple. If it was just block, hit, swoop, like it is now, fixing the HOW problem and your settled. That's all I actually want.
You're one of the people I was talking about in the other thread (while replying to Pains post). You just don't want melee to change. It doesn't matter what the new melee system is, you don't care, you just want the old beta 1.1 melee system with some fixes on the HOWs.
I don't like all this 'wierd' stuff going on. Auto punching, dodging, taking alot of time each. It's horrible when I think about it, I'm used to fast paced action and violence, no 5-second-break each time I want to perform a combo.
Huge emphasis on
<font color="red">Work In Progress</font>
Hell, if possible we might shift the combo charging to blend in with the prepunches (suggestions of halorins). Wouldn't that remove that 5 second brake you're talking about? I don't think i have to go into the fact blocking is very incomplete, with the rest of the melee system. All the timed events in melee have place-holders. I get rather annoyed to see people saying
"I don't want to wait 9 seconds, i counted every punch and how long it takes"
How many times do i have to say, all the times are temporary, we havnt tweaked them in any way, shape, or form. Thinking about it, how the hell can we? We're still working on the base of the system, I JUST implemented the sounds several nights ago. I won't even get started on the fact that i havn't touched the FX yet.
Will a Trow cause damage to the player if he dont hits a wall or thr ground ?
The throw won't do damage (well it doesn't right now) if the player doesnt hit something.
And what about these delays after someone starts a combo ... will ther be some kind of animation doesnt make the opponents standing in front of each other eating a cookie ?
Eating a cookie? First time i've heard that, lol. We're concidering putting them into a idle "melee struggle"/fast punch-kick type thing, just to make them look pretty.
And ~ what about binding some teleports into advanced melee , will this be possible ... like : "charge kick up" "charge teleport" charge hit down" or something ?
Sorry, i don't really get this one?
Again, why would they make a video then? There was much misunderstanding in the introduction given on the ESF site. Alot of people complained, saying how wank it would end up. Well, there's a little video showing how it 'would' look. Even though it's a WIP, people can judge as far as they can see. If they were judging about things they havn't seen, then, yeah, should shut the hell up.
Well, they judge it on "It's too slow, it should be faster", which is what they see. We tell them that all the time values are place holders, and it's wip... Then they make their next post saying the same exact thing as above, and then start talking about melee ideas that (that is if they even have ideas)
1) Can't work out properly (The other "real time" melee suggestion post that screws everyone over that has ping over 100 for example)
2) Pretty much a copy of the beta 1.1 melee system, people just don't want to change...
3) Actually do have good valid ideas... Halorin for example. Even thoug he's banned (I think?), I probably respect him the most out of all the people who hate the new melee. He said he doesn't like melee without saying his d!ick could code something better *cough* Nabore *cough*, and then he went ahead and made a very nice melee suggestion (which is being reviewed by the team).
And study hall is over... bbl ^_^