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Small Suggestions topic
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- Danger Ross
- Superfighter
- Posts: 154
- Joined: Thu Mar 31, 2016 12:56 am
- Title: Dangerous
- SFD Alias: Danger Ross
- Started SFD: 14 june 2012 (launch day)
- Location: California
- Gender:
- Age: 23
Re: Small Suggestions topic
Make C4 weld with the first object it collides with.
Right now C4 is just a single grenade that needs to be triggered in order to explode. On it's own it's kind of boring. I think it's necessary to give it some more unique properties from the other explosives to mix up the gameplay.
it would also be interesting to see C4 sticking on to players, could be a fun mechanic.
Right now C4 is just a single grenade that needs to be triggered in order to explode. On it's own it's kind of boring. I think it's necessary to give it some more unique properties from the other explosives to mix up the gameplay.
it would also be interesting to see C4 sticking on to players, could be a fun mechanic.
9 x
sorry bucko, you can't punch with swords
- Billy
- Superfighter
- Posts: 285
- Joined: Fri Apr 22, 2016 3:56 pm
- Title: Owner of a failed Clan
- SFD Account: Billy
- SFD Alias: Billy
- Started SFD: October 2015
- Location: Austria
- Gender:
- Age: 22
Danger Ross wrote: ↑Fri Jul 06, 2018 9:52 pmMake C4 weld with the first object it collides with.
Right now C4 is just a single grenade that needs to be triggered in order to explode. On it's own it's kind of boring. I think it's necessary to give it some more unique properties from the other explosives to mix up the gameplay.
it would also be interesting to see C4 sticking on to players, could be a fun mechanic.
Sticking onto players sounds a little OP, but I am all for more diversity in SFD.
2 x
Join Delta Squad today, if you mail me now you will get this cool private rank for FREE, but thats not all, you will also get an imaginary Cookie, so better hurry up!
Yea, ehh, that was a big fail...
Yea, ehh, that was a big fail...
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- Meatbag
- Posts: 7
- Joined: Tue Jun 05, 2018 2:13 pm
- SFD Account: DaddyOof
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A / command to change the map pool. Like /maps officials would change the map pool to official maps. I often play in a server with my friends where am a mod but not the host where the host is often afk. I usually have to type in an id one at a time if I want to change maps. Adding this command would make this a lot easier.
Edit: oh, thanks
Edit: oh, thanks
Last edited by Oof Boi on Mon Jul 09, 2018 10:13 pm, edited 1 time in total.
0 x
- Motto73
- Superfighter
- Posts: 316
- Joined: Mon May 09, 2016 7:35 am
- Title: Lazy ass
- SFD Account: Motto73
- Started SFD: Multiplayer Test Demo
- Location: Sunny City
- Gender:
- Age: 24
use /changemapcategory [folder name]Oof Boi wrote: ↑Sat Jul 07, 2018 7:57 pmA / command to change the map pool. Like /maps officials would change the map pool to official maps. I often play in a server with my friends where am a mod but not the host where the host is often afk. I usually have to type in an id one at a time if I want to change maps. Adding this command would make this a lot easier.
0 x
- MScull
- Fighter
- Posts: 33
- Joined: Sun May 29, 2016 9:43 pm
- Title: No Title
- SFD Account: MScull
- SFD Alias: Scull
- Started SFD: PreAlpha 1.8.8
- Location: The Netherlands
- Gender:
- Age: 22
Being able to press up and down in chat to scroll through your previous messages/commands. It's really convenient because you can quickly fix a typo or use a command more than once. (I know a few multiplayer games that have it).
For example, setting teams through chat takes a lot of effort and usually ends up with the wrong results. With this little feature, you can quickly press up, fix the mistake using backspace and hit enter.
I know you can just copy and paste your messages/commands, but this does not apply when you misspell something.
For example, setting teams through chat takes a lot of effort and usually ends up with the wrong results. With this little feature, you can quickly press up, fix the mistake using backspace and hit enter.
I know you can just copy and paste your messages/commands, but this does not apply when you misspell something.
2 x
hi
- piterskiy
- Superfighter
- Posts: 60
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- SFD Account: PiterskiyReal
- Started SFD: PreAlpha 1.4.X
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- Age: 20
doesnt Page Up and Page Down work?MScull wrote: ↑Thu Jul 12, 2018 2:42 pmBeing able to press up and down in chat to scroll through your previous messages/commands. It's really convenient because you can quickly fix a typo or use a command more than once. (I know a few multiplayer games that have it).
For example, setting teams through chat takes a lot of effort and usually ends up with the wrong results. With this little feature, you can quickly press up, fix the mistake using backspace and hit enter.
I know you can just copy and paste your messages/commands, but this does not apply when you misspell something.
0 x
- KliPeH
- Moderator
- Posts: 914
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Reloading an empty magazine should take longer compared to a magazine that still has bullets in it.
In real life (and in games that try to resemble real life even in the slightest) the bolt catch holds the bolt back once you run out of ammo and you have to manipulate the release lever after you've inserted the (new) mag if you want to continue firing. Reloading takes significantly longer that way; usually if you want to keep your fire-rate up you'll keep a round in the chamber and switch the mags that way.
SFD should count that as 1 round or shell left:
SFD properly simulates the way weapon magazines work - in the sense that you lose all remaining ammunition if you switch to a new magazine without fully expending the ammunition in the first - unlike games with an ammo "pool" like Call of Duty, in which firing one round and reloading means you only lost one bullet instead of a whole magazine's worth of them. Due to this fact I feel the small change should be simulated as well.
What this means is reloading halfway through a mag can be a worthwhile decision instead of (mostly) a mistake; losing some ammo might be worthwhile if you wish to resume shooting more quickly, as opposed to trying to squeeze the last juices out of your magazines, miscalculating the length of the engagement and having your weapon be inoperable for a longer period of time. It's another layer of decision-making in a game already chock-full of decisions to make.
Perhaps the devs have neglected to introduce this feature so that reloading weapons can't be "optimized" further, or maybe because adding a locked-bolt sprite/animation to each weapon is too much of a hassle, but if this has never been considered prior to this I'd like it to be at least once. If we introduce a "penalty" to expending all the ammunition in a single magazine perhaps accidentally pressing 'R' halfway through it won't be so bad after all.
TL;DR - If you fully finish a magazine, add a few miliseconds to the reload animation. This should simulate what you would otherwise do in real life - send the bolt flying forward after it was locked to the rear so that you can resume firing properly. The current reload speed should be kept for when you reload midway through a magazine (old round still chambered so the new magazine feeds rounds into the weapon as if it is the old one).
In real life (and in games that try to resemble real life even in the slightest) the bolt catch holds the bolt back once you run out of ammo and you have to manipulate the release lever after you've inserted the (new) mag if you want to continue firing. Reloading takes significantly longer that way; usually if you want to keep your fire-rate up you'll keep a round in the chamber and switch the mags that way.
SFD should count that as 1 round or shell left:
SFD properly simulates the way weapon magazines work - in the sense that you lose all remaining ammunition if you switch to a new magazine without fully expending the ammunition in the first - unlike games with an ammo "pool" like Call of Duty, in which firing one round and reloading means you only lost one bullet instead of a whole magazine's worth of them. Due to this fact I feel the small change should be simulated as well.
What this means is reloading halfway through a mag can be a worthwhile decision instead of (mostly) a mistake; losing some ammo might be worthwhile if you wish to resume shooting more quickly, as opposed to trying to squeeze the last juices out of your magazines, miscalculating the length of the engagement and having your weapon be inoperable for a longer period of time. It's another layer of decision-making in a game already chock-full of decisions to make.
Perhaps the devs have neglected to introduce this feature so that reloading weapons can't be "optimized" further, or maybe because adding a locked-bolt sprite/animation to each weapon is too much of a hassle, but if this has never been considered prior to this I'd like it to be at least once. If we introduce a "penalty" to expending all the ammunition in a single magazine perhaps accidentally pressing 'R' halfway through it won't be so bad after all.
TL;DR - If you fully finish a magazine, add a few miliseconds to the reload animation. This should simulate what you would otherwise do in real life - send the bolt flying forward after it was locked to the rear so that you can resume firing properly. The current reload speed should be kept for when you reload midway through a magazine (old round still chambered so the new magazine feeds rounds into the weapon as if it is the old one).
1 x
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- Superfighter
- Posts: 119
- Joined: Sun Mar 20, 2016 9:50 am
- Started SFD: 1.2.1
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- Age: 25
http://sfdmaps.at.ua/load/scripts/compl ... 0-1-0-2673Oreo wrote: ↑Wed Aug 08, 2018 3:28 amTurning off weapon/item spawn
There should be a setting, for every server host, to stop items/weapons from spawning (or falling from the sky like they do, in those little crates).
I know this can be done with the map editor, but it would be nice to have the option to deactivate them for all maps.
I’d like to host a game or two (in different maps) where everyone spawns with set items, without having to worry about someone pulling out an unwanted weapon.
I hope this isn’t too much to ask for
Read the comments.
1 x
Never Surrender !
Always Fight For Your Rights , and Don't Let Your Friends Down .
Always Fight For Your Rights , and Don't Let Your Friends Down .
- Pricey
- Superfighter
- Posts: 399
- Joined: Thu May 05, 2016 9:29 pm
- SFD Alias: (LM) Pricey
- Started SFD: August 2015
- Location: United Kingdom
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Saving Frankie on the first level of Zombie Nightmare should give the player a buff, i.e. Frankie as an AI fighter on your side or rewarding the player with an extra life. This could also function as an achievement for the Steam version.
6 x
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- Superfighter
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i just uploaded a tiny script that does it, it was basically what was written in the comment, executed at startup.Oreo wrote: ↑Mon Aug 13, 2018 6:40 pmI read it man, but it said something about removing tiles where weapons spawn, that sounds like map editor stuff to me.Armadyl5 wrote: ↑Sat Aug 11, 2018 10:56 am
http://sfdmaps.at.ua/load/scripts/compl ... 0-1-0-2673
Read the comments.
http://sfdmaps.at.ua/load/scripts/small ... 9-1-0-4309
1 x
Never Surrender !
Always Fight For Your Rights , and Don't Let Your Friends Down .
Always Fight For Your Rights , and Don't Let Your Friends Down .
- Powerbombs
- Superfighter
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create a way to actually ban toxic players from the game permanently or temporarily, either through their ip or account.
0 x
#RemoveFlamethrower
- Gurt
- Lead Programmer
- Posts: 1884
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You can ban players by IP or account from a server using the /ban command. Type /help in game for more info. If you're hosting the server software you can right click on any chat entry and select kick or ban.Powerbombs wrote: ↑Sun Aug 26, 2018 5:14 amcreate a way to actually ban toxic players from the game permanently or temporarily, either through their ip or account.
0 x
Gurt
- KliPeH
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That's exactly why @Powerbombs put an emphasis on the word "game" - they want to ban the person from all the servers, not just one. I personally feel it's a ridiculous amount of power to give to private server hosts and even if it was only given to people who hold special roles in the community (like the devs) I doubt anything could justify handing out such a punishment to your players. Still, that's the suggestion in a nutshell; it's not like other games didn't do it before.
0 x
- Gurt
- Lead Programmer
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- Joined: Sun Feb 28, 2016 3:22 pm
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Banning some player permanently from the game as a private host from all the servers in SFD is not a good idea at all. Someone could just start a troll server and automatically ban anyone joining it - preventing these players from ever accessing a server again preventing them from playing SFD. This sort of ban feature works in other games where the developers have full control over the experience with official servers, server hardware, hired staff, the capacity to implement reporting features for the players and implementing tools to ban players permanently. SFD does not have official servers at all, only private hosted servers.
This is just impossible for the two of us, working on this game in our spare time with no budget for it. A permanent ban feature will never happen for SFD. Some hosts even ban simply because they got killed which I think is poor sportsmanship and that should never result in you being permanently banned from SFD.
This is just impossible for the two of us, working on this game in our spare time with no budget for it. A permanent ban feature will never happen for SFD. Some hosts even ban simply because they got killed which I think is poor sportsmanship and that should never result in you being permanently banned from SFD.
1 x
Gurt
- Powerbombs
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i was talking about like a way to report them and then have the person reviewing the report ban them (sorry for not clarifying), which would probably be a mod or admin, possibly through a forum report or an in-game report system. this system is very effective in games i know of and have played before. server hosts should definitely not be given the power to ban someone from the game, only from their server. one ban and you're done, y'know?
0 x
#RemoveFlamethrower
- Sree
- Superfighter
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Considering sfd's community and it's technical staff, I don't think reporting mechanic would do well either. The mods would have fun time reviewing reports like "this noob 2v1" or "hardscoper" lmao
even if the reports look legitimate, there is no way for the devs to track it or know what really happened because these aren't official servers which are under their record. in conclusion, neither sfd's servers are suitable for a report system nor is it's dev team big enough to handle it.
even if the reports look legitimate, there is no way for the devs to track it or know what really happened because these aren't official servers which are under their record. in conclusion, neither sfd's servers are suitable for a report system nor is it's dev team big enough to handle it.
2 x
- Noble
- Moderator
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I don't think not being able to take care of would be the case here, particularly. If I had to put it in a way, it's like the game is very independent. You don't have to report someone for behaving badly or hacking to the game, but to the server you're in instead. You're not gaining anything when you're playing this, and ranking system doesn't seem to be coming soon, we're all playing just for fun. You can either just move to another server or kick/ban the individual lel. You have a reason to actually report or ban someone from an tourney, like an official one if it even happens someday, but besides this, I don't agree with this suggestion.Sree wrote: ↑Mon Aug 27, 2018 7:39 amConsidering sfd's community and it's technical staff, I don't think reporting mechanic would do well either. The mods would have fun time reviewing reports like "this noob 2v1" or "hardscoper" lmao
even if the reports look legitimate, there is no way for the devs to track it or know what really happened because these aren't official servers which are under their record. in conclusion, neither sfd's servers are suitable for a report system nor is it's dev team big enough to handle it.
0 x
When I was 22 I read this book
And I swore
"I'll stay my way, I'll stay my way"
And I swore
"I'll stay my way, I'll stay my way"
- M_M_M
- Superfighter
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- Title: soopreeme groundpood
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Let mappers change the Object Type on multiple objects at once when you select multiple items. Being able to change their object ID but not the type is annoying for stuff like platforms with multiple parts.
0 x
hello yes
- Gurt
- Lead Programmer
- Posts: 1884
- Joined: Sun Feb 28, 2016 3:22 pm
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- Location: Sweden
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If you only select tiles that support changing the object type then you will be able to change the object type to static/dynamic for all selected objects.
1 x
Gurt
- Billy
- Superfighter
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- Title: Owner of a failed Clan
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- SFD Alias: Billy
- Started SFD: October 2015
- Location: Austria
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- Age: 22
Make it so if you copy a player/AI spawn, it uses the same profile id and stat parameters, its a real pain to Set all of that up if you use a big amout of bot spawns.
1 x
Join Delta Squad today, if you mail me now you will get this cool private rank for FREE, but thats not all, you will also get an imaginary Cookie, so better hurry up!
Yea, ehh, that was a big fail...
Yea, ehh, that was a big fail...