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Comment History
MovEaxEsp
MovEaxEsp - - 25 comments @ Ballmen

That should be rebind, not remind in the first line.

Good karma+1 vote
MovEaxEsp
MovEaxEsp - - 25 comments @ Ballmen

You can remind the keys for the different weapons in the keyboard options. Two probably doesn't do anything because that is bound to the rocket by defauly, which default to being on your secondary attack, and you can't have the same weapon on primary and secondary attack. I'm not really sure what kinds of groups the weapons might be put into, but if you bind the ones past the beam to keys that are more easily accessible, you shouldn't have a problem selecting any weapon you need.

Good karma+1 vote
MovEaxEsp
MovEaxEsp - - 25 comments @ Ballmen

It requires hl2dm at the moment, although this will be dropped in the next release.

Good karma+1 vote
MovEaxEsp
MovEaxEsp - - 25 comments @ Release: Ballmen Beta 1.5

We'll probably make those icon's bigger so they're easier to see in the future. We also don't know exactly what the weapon model will be, but there might be some sort of indication on it of what you have currently selected, so you might not have to look at the side of the screen at all.

Good karma+2 votes
MovEaxEsp
MovEaxEsp - - 25 comments @ Release: Ballmen Beta 1.5

It takes a while to kill someone because when you're fighting someone, we wanted you to have an actual fight with him. We really didn't want it to be, "You see someone. He sees you. You blink. One of you dies." Whether or not you kill someone is (hopefully) determined by how well you use your weapons and anticipate his actions, instead of a split second stroke of luck.

But, there are still a couple of ways to kill someone in a second or two if you're fast. You can slow someone and open up with the mini, shotgun, beam them, or flak them if they're in the air. If they're close to an edge you can try aiming a rocket so it makes them fly out of the level, netting you a nice, easy kill. Pushing people out is meant to be a very viable way to fight, and a lot of times, its a much easier and faster way to kill than actually bringing someones health to zero.

Good karma+2 votes
MovEaxEsp
MovEaxEsp - - 25 comments @ Ballmen

Yeah, we didn't notice just how inadequate the regen was before we released. It's much better now, almost never run out of energy.

Good karma+1 vote
MovEaxEsp
MovEaxEsp - - 25 comments @ Ballmen

There are a few new maps included with the download, but theres also a bunch of good maps around that aren't in the download.

Good karma+1 vote
MovEaxEsp
MovEaxEsp - - 25 comments @ Ballmen

What I meant by max distance is when the nail is looking for a player to track, it will only consider players that are at most this distance away. So, for example, if you shoot at someone very far away, the nail will just travel straight until it gets close enough to the player for it to consider tracking him. I think you understood the max distance to mean that after traveling this max distance, the nail will never track again.

Good karma+1 vote
MovEaxEsp
MovEaxEsp - - 25 comments @ Ballmen

Yeah, its damage isn't substantial but its push is. If you see another player across the map and he doesn't have some kind of wall behind him, you can just shoot a bunch of nails at him and unless he acts quickly, he's gone.

Good karma+1 vote
MovEaxEsp
MovEaxEsp - - 25 comments @ Ballmen

The nailgun originally didn't have tracking and had a much higher velocity. The problem seems to be that if I make the velocity much higher than it is now, the nail seems to go everywhere except where you aim it. My guess is thats the problem you get with using floats for big numbers. I might try working around this eventually, but the tracking was introduced to overcome this velocity limitation. What we'll do is increase the tracking of the nail by a decent amount to make it better at close range, but give it a maximum tracking distance so it can't track someone perfectly all the way across the map.

Good karma+1 vote
MovEaxEsp
MovEaxEsp - - 25 comments @ Ballmen

It does indeed, but it'll be tweaked so its more useful at close range and less overpowered at long range.

Good karma+1 vote
MovEaxEsp
MovEaxEsp - - 25 comments @ Ballmen

As the comment below yours says, the sounds in the mod suck. :) If you think you can make some better ones, please contact me, we could really use them. Our website, Bmenmod.com , could also probably use some work, and we can never have enough maps. If you want to help, you're welcome to do any of these, but if you decide to do the sounds or the website leave a post or PM me on the forum Ballmenmod.freeforums.org

Glad you like the mod.

Good karma+1 vote
MovEaxEsp
MovEaxEsp - - 25 comments @ Post-Beta 1 Plans

Yeah, there still aren't too many players, but theres usually someone playing and sometimes you can find a nice big game; yesterday I was in a full 14 slot server for a while. Until the server crashed. (I'm working on it. :))

Good karma+1 vote
MovEaxEsp
MovEaxEsp - - 25 comments @ Ballmen

We have 0 experience with sound effects, so our only option is using some sounds already in hl2 or to get some free sfx from some websites that offer them. We've been going over the sounds and we'll to to replace a few of them, but they probably won't be much better. We'll have to probably try to find someone who can make some real sfx eventually, but for now the sounds probably won't improve much.

Good karma+1 vote
MovEaxEsp
MovEaxEsp - - 25 comments @ Post-Beta 1 Plans

To make the bars more readable, we definitely won't replace them with number. What we're planning to do is to replace the gradient bars that are in now with solid ones. This should fix the problem of not knowing if you have full energy, but your idea of showing how many attacks you have with your current weapon is interesting, we'll have to talk about it.

Currently you spawn with 300/1000 energy. We'll probably increase this to 500 when we up the energy regen, as 300 is looking like its too small an amount.

Good karma+2 votes
MovEaxEsp
MovEaxEsp - - 25 comments @ Ballmen Beta

I haven't been able to build the linux server yet. I'll try to have it by the time we release Beta 2.

Good karma+1 vote
MovEaxEsp
MovEaxEsp - - 25 comments @ Ballmen

The server should work like a normal Hl2DM server. You can go to this link for a description of convars unique to the mod.

Ballmenmod.freeforums.org

Good karma+1 vote
MovEaxEsp
MovEaxEsp - - 25 comments @ Ballmen Beta

The maps in this beta were made by Sofadullah, and were his first attempts at mapping. At the moment a few people have started working on additional maps that should be very fun and might look better.

I'm not sure what you mean by dedicated server data. However, the download contains everything you should need to run a windows dedicated server. Unfortunately I haven't been able to get the files for a linux server built yet.

As for the suicides, we wanted "pushing" people out of the map to be a valid combat tactic, which I don't think can be done without some risk of suicide. With that said, it gets much easier to avoid suicide and death by leaving the level if you bind the puff gun(cloud) to some key and use it to try to get back in as soon as you start leaving the map. Sofadullah has also said that he would at some point make a sort of training map where its impossible to fall out of the level.

Good karma+1 vote
MovEaxEsp
MovEaxEsp - - 25 comments @ Ballmen

Valve's games and some mods seem to be working, but a lot of mods seem to be crashing with that error. Hopefully valve will fix it today.

On a hunch, I removed the code that mounts the HL2DM GCF and tried running the mod, and it started fine. This isn't really a solution as the GCF has to be loaded to have animations and probably some other things, and for some reason it seems to crash pretty often when the GCF isn't loaded.

Good karma+1 vote
MovEaxEsp
MovEaxEsp - - 25 comments @ Ballmen Beta

That is an impressive wall of text. :)
And I still forgot to say I'm glad you're enjoying the game and I hope to see you in the game again. I was wondering how it played with 300 ping, I'm glad its not as bad as I thought.

Good karma+1 vote
MovEaxEsp
MovEaxEsp - - 25 comments @ Ballmen Beta

Yeah thats probably the safest way of doing it and works pretty well. You could also just walk off, make a quick 180, switch walls, another 180 and keep walking in the direction you started falling. Or, if you're feeling adventurous, you can turn on auto wallwalking right before you walk off, and as soon as you do try to fly backwards into the wall, which would switch you to it, although this probably won't work too well unless you have the Air Control powerup (the wing).

A lot of the suicides I see could probably be attributed to what I call switching off, where you're falling really fast, switch to some wall you pass by, and end up flinging yourself out of the map. The only solution to this would be to only switch to walls once you know it won't screw you over. I'd also highly recommend binding the Puff gun (the cloud) to an easily accessible key and getting familiarized with it, with enough practice it can save you from a lot of suicide deaths and deaths caused by being pushed out.

I can imagine scrolling through the weapons every time you want to switch can get tiresome. I've bound all the weapons to keys I can reach relatively easily and its all good now. But I am considering for Beta 2 some kind of way of binding both a primary and a secondary weapon to a key, as switching both the primary and secondary weapon to get setup for a combo is still pretty cumbersome. I'm still considering how best to implement this, but it's something I'd really like to see in the game.

Good karma+1 vote
MovEaxEsp
MovEaxEsp - - 25 comments @ Ballmen

Yeah, this rank is a pleasant surprise, lets hope it can keep going this strong.

I'm hoping to have Beta 2 out in probably 2 months, but I'm not making any promises, with a bunch of issues taken care of, and hopefully around 7 new maps, to bring the total to 10 for the time being.

Hope everyone sticks around for that.

Good karma+1 vote
MovEaxEsp
MovEaxEsp - - 25 comments @ Ballmen Beta

I'm assuming you didn't like the energy system because it runs out too fast. If thats the case all I can do is ask that you give it a chance, its not too bad once you get used to the energy costs of the different attacks. If you start to dip low, you can pick up a couple of energy pickups to restore a good amount.

I don't think we'll replace the energy system with regular ammo, but if a lot of people are running out too quickly then we might up the regen or the number of energy pickups that spawn.

I hope you don't give up on the mod because of this. Keep an eye out as we'll probably release Beta 2 in a month or two.

Good karma+2 votes
MovEaxEsp
MovEaxEsp - - 25 comments @ Announcing Ballmen; Video and Release Date

There is no gravity indicator, but we haven't had too many problems with keeping track of which way is up/down.

There is gravity to bring you down, but there is also a Puffer, which you can use to push yourself around in any direction, including down, to go down much faster, and is a fun way to get around. You can probably see it used in a couple places in the video if you look for it.

Good karma+1 vote
MovEaxEsp
MovEaxEsp - - 25 comments @ Ballmen

We're working on a gameplay video that should be up later today that should explain everything. The beta will be up for download on Saturday.

There are no portals in this. The wallwalking works similarly to cyberspace in Dystopia, but is much less limited.

Good karma+1 vote