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 Post subject: Couple of ideas
PostPosted: Sun Mar 02, 2014 10:10 pm 
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Joined: Sun Mar 02, 2014 9:59 pm
Posts: 2
- HTML MOTDs:
This is in many games, the most prominent that I can think of are the source games.
This has three purposes:
1: It gives a very stylish way to greet a player to the game
2: It can serve as an effective way to get people to joins clans and such and communities with an outlet for the game, which would in turn facilitate discussion of the game into the future and keep this brilliant game alive(I want to be able to boot up the game and still be able to play with people).
3: It could act in a way as a sub app to the game (like some source servers have radio built into their MOTDs).


- More plentiful support choices:
In addition to the current mortar strikes, paratroopers and vehicles that can be dropped in, it would be interesting to see some more variety. A few of my ideas are:
- chemical/gas attacks
- laser guided bomb
- vehicles complete with crew (it would be nice especially if assaulting a strong point as it means you don't have to run out and get into the vehicle in that situation)

Multiple language support:
I am not sure if this isn't already implemented but it would be good to have multiple language support because this can help to create more interest in countries that don't speak English.
Some important languages would be:
- Spanish
- Simplified Chinese
- German
- French
- Arabic

etc.


I hope that these are good ideas and thank you very much for creating such a unique and enjoyable game.


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 Post subject: Re: Couple of ideas
PostPosted: Mon Mar 03, 2014 6:33 am 
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Joined: Thu Sep 27, 2012 4:41 pm
Posts: 392
Location: finland
MOTDs would just slow you down, you wanna jump straight in to shoot things :D
erm, laser guided bombs, how the hell you would guide them?ยจ
do they put people inside vehicle in real life? nope, except its usually called because guys at land needs a vehicle and it doest help if its full already.

different language support is always a plus :D

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 Post subject: Re: Couple of ideas
PostPosted: Mon Mar 03, 2014 6:25 pm 
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Joined: Sun Mar 02, 2014 9:59 pm
Posts: 2
Perhaps with laser guided bombs, instead of it being a support you could have it as a very expensive secondary that may be guided by a pointer.

You are right about the vehicles however.


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 Post subject: Re: Couple of ideas
PostPosted: Mon Mar 03, 2014 7:58 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Gigaraptor wrote:
- HTML MOTDs:
This is in many games, the most prominent that I can think of are the source games.
This has three purposes:
1: It gives a very stylish way to greet a player to the game
2: It can serve as an effective way to get people to joins clans and such and communities with an outlet for the game, which would in turn facilitate discussion of the game into the future and keep this brilliant game alive(I want to be able to boot up the game and still be able to play with people).
3: It could act in a way as a sub app to the game (like some source servers have radio built into their MOTDs).

Unless the Steam Overlay can provide something like this I have hard time seeing it happening. It's a major undertaking to get an HTML renderer embedded into the game.

It might be more feasible the other way around, so that the server provides a website for handling anything extra that happens outside the basic game itself, e.g. the clan handling you referred to. Technically the website would then alter the server configs and scripts to bring in the additional game elements to the play.

Servers can already announce a URL for this sort of thing to take place so that people can access the website easily from the game, clicking on the link opens a browser window with the URL. So far a few servers have used it to display overall server side stats.

Quote:
Multiple language support:
I am not sure if this isn't already implemented but it would be good to have multiple language support because this can help to create more interest in countries that don't speak English.

The support is coming. Technically languages are like any mods out there replacing the UI and dialogue text content. Basically, you can already do this by loading an overlay mod when entering a quick match, but obviously you should be able to choose an overlay already at the configuration tool so that it would be always present.


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 Post subject: Re: Couple of ideas
PostPosted: Thu Mar 06, 2014 11:11 pm 
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Joined: Sun Mar 03, 2013 1:09 pm
Posts: 25
I could help with a spanish translation, if there's a will to do so.


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 Post subject: Re: Couple of ideas
PostPosted: Fri Mar 07, 2014 11:16 am 
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Joined: Fri Feb 15, 2013 7:56 pm
Posts: 128
Location: European Union, Warsaw
And I could help with Polish translation, providing that there is support for Polish specific letters (which is not, as far as I know). But You know what would be fun? It would be fun to have Greens talking in English, Brown in Russian, and Greys in German and French :)


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 Post subject: Re: Couple of ideas
PostPosted: Fri Mar 07, 2014 12:08 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Modest wrote:
And I could help with Polish translation, providing that there is support for Polish specific letters (which is not, as far as I know).

I think the vanilla RWR font bitmaps use Latin-1 charset, and indeed, Polish would seem to need Latin-2. It should be possible to generate bitmap fonts and the corresponding glyph position data files for different charsets and import them into RWR as overlay mods again, and I think it should work fine at least in single player if the text content is remade in the mod with Latin-2.

There would be issues when you go online and someone chats using a different charset than what your activated bitmap font provides, so some of their letters would map to different letters on your side or show up as blank. Most of the (usual?) charsets do include at least the usual western letters used in English, so there would still be at least one way to communicate so that all parties understand.

Technically, it would also be possible to load several fonts in the system and accompany chat data with the info of which charset it originated from to help choosing which font to use to display the text, or, somehow combine several font bitmaps from different charsets into one and setup the glyph data accordingly. But, considering how much work that would be in comparison to just provide the least possible usable support, it doesn't seem worth it.

Moreover, the bitmap font generation itself is a pain sometimes, and the outlined font may need some manual coloring work or some tools to generate the outline. E.g. the new stylized outlined font (used about everywhere except chat bubbles) in 0.94 doesn't even include complete Latin-1 by itself, so some manual font work will be needed later to even support complete Latin-1. As you can see, translations can become plenty of work unless compromises are made with the font appearance in some cases.

Quote:
But You know what would be fun? It would be fun to have Greens talking in English, Brown in Russian, and Greys in German and French :)

That is possible, well, to the extent that all letters need to be supported by one charset as the faction specific dialogue support is in there. With romanized Russian, I think Latin-1 could be able to handle most of it, maybe not entirely correctly. I had the Greens talk Finnish at some point :P


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 Post subject: Re: Couple of ideas
PostPosted: Sun Mar 09, 2014 11:18 am 
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Joined: Tue Jan 03, 2012 9:58 am
Posts: 1662
Location: Western Europe
Ewetcr wrote:
I could help with a spanish translation, if there's a will to do so.


would you be interested in translating the Steam Early Access game description? I already did it in French and German. Doesnt need too much work as we kept it relatively short.
If so hit me in IRC and I'll give you the English sources.


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