This topic contains 91 replies, has 0 voices, and was last updated by  BOY 7 years, 8 months ago.

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  • #12045

    Thrax
    Participant

    @bobirov wrote:

    I’ve noticed I tend to shoot slightly above targets with
    the laser too if I aim right at them using the sight. I thought thats just the
    way it was. Boy might be correct about it being something to do with the
    tank you use. But that shouldn’t effect the new sight to my knowledge.

    Not real sure what to do about this other than just learn to aim slightly
    lower? 🙂

    Haven’t mentioned it.. since i thought it was feature, but has anyone else
    noticed that the Target-wedge is diffrent on both sides. left-view is
    difrent from right view.

    And with lasers, direct aim is always a lil higher, since the firing point is
    set that way.
    even a 0-degree shot fire’s above the heads of most Tanks on a flat plane.

    #12046

    .–.ShoCkwaVe.–.
    Participant

    joined a game yesterday & had a blast.. loveing those alien cacoon pods
    brilliantly thought up & funny.

    we ever going to get that nasa space station placement happening?
    oh yeah and before i forget.. any chance you still have those hot air
    ballon boid models I sent you way back when?

    was wanting to add a couple to classic.

    anyhows, as always nice work on apoc & always fun to play.

    when you get a chance check out the newly added weapons in classic
    uzi, ak47, Sniper Rifle. & ofcourse the 😯 M79 Bazooka.

    we added them so the more skilled players had some new
    toys to play with.

    oh and the terraform and fungal bloom may need your looking into
    we cant seem to get them just right the way they where in 1.5 with
    the new tags that set it doing strange things by making giant pillars.

    #12047

    Bobirov
    Participant

    Due to hardware issues. The ApocHQ servers will be down for an undetermined amount of time until I can address the problem. I apologize for the down time.

    #12048

    .–.ShoCkwaVe.–.
    Participant

    @bobirov wrote:

    Due to hardware issues. The ApocHQ servers will be down for an undetermined amount of time until I can address the problem. I apologize for the down time.

    umm maybe an old posting but just thought i would ask..
    do you need any hardware?

    the offer still stands.

    #12049

    doom
    Participant

    😆 you just love bumping don’t you 😉

    #12050

    Bobirov
    Participant

    @.-*-.ShoCkwaVe.-*-. wrote:

    umm maybe an old posting but just thought i would ask..
    do you need any hardware?

    Thanks for the offer, but no. The Apoc servers have been back up and running on their own dedicated machine for quite a while now.

    #12051

    .–.ShoCkwaVe.–.
    Participant

    any screenys/ latest developements on apoc for the next version?

    show us! 😛

    #12052

    Luke
    Participant

    Sorry for the Biiiiiig bump, but you haven’t shown updates for the Apocalypse mod for nearly 2 years now, Also, Handwire seems to be down or something, i cant get to ANY of the links that were posted before this one.

    #12053

    Thrax
    Participant

    @luke wrote:

    Sorry for the Biiiiiig bump, but you haven’t shown updates for the Apocalypse mod
    for nearly 2 years now, Also, Handwire seems to be down or something, i
    cant get to ANY of the links that were posted before this one.

    Correct. Bobirov has silently left scorched for other interests. Gavin himself
    has been maintaining Apoc mod as part of the core pack; only updating it
    enough to keep it compatable and functional.

    His official web-page, and most other contacts to bob have closed.
    Perhaps in future updates, another respected developer may look into
    revamping Apoc; but for now, it’s left As-Is.

    #12054

    Luke
    Participant

    Thats a bummer, i really liked how Apoc was improving

    #12056

    BOY
    Participant

    All I know is, what Bobirov started with the opscorched mod can now continue with the invention of turn free mode. But… who will do it. We need to make sure he’s not coming back. MASS EMAIL BOBIROV!

    #12055

    Thrax
    Participant

    @boy wrote:

    All I know is, what Bobirov started with the opscorched mod can now continue with the invention of turn free mode. But… who will do it. We need to make sure he’s not coming back. MASS EMAIL BOBIROV!

    Except for Apoc itself, I have been storing and maintaining any mods available.

    I have Op-Scorched already working in v42(i think), and it would only take a
    little to get it over to the beta.

    Total free-mode is a bit intense for any mod 😀 Turn-free No-wait is often
    more than enough for now, untill players get the hang of the faster pace.

    #12057

    imported_gcamp
    Participant

    Some of the features it used have been removed or disabled for the moment, as no other mods were using them and it was a pain to test.
    I’ve removed temporary tanks as the concept didn’t really work, this will be replaced by events on targets.
    And I have removed different abilities for different tanks, this I will add back in.

    So if you get around to it let me know and I’ll reinstate them.

    #12058

    BOY
    Participant

    gavin, r u talking about apoc or opscorched? sory, i shoudl ahve made a separate thread for opscorched.

    Im not yet even aware of the differences in turnfreetimed and turnfree modes yet, but either way…. apoc mod would be a neat mode for the full action mode

    I have some ideas for apoc, I will give a try at making some changes for future modes of total madness.

    #12059

    Thrax
    Participant

    @boy wrote:

    gavin, r u talking about apoc or opscorched? sory, i shoudl ahve made a
    separate thread for opscorched.

    Im not yet even aware of the differences in turnfreetimed and turnfree modes
    yet, but either way…. apoc mod would be a neat mode for the full action mode

    I have some ideas for apoc, I will give a try at making some changes for future
    modes of total madness.

    He means Op-Scorched. The Auto-Turrets on each side were
    ai-controlled tanks as part of the landscape. These can probably
    be redone with Event controls, but i’m not sure they’d be as clever or
    descriminate between team-members.

    After another review of it, i realized i hadn’t completely rebuilt it yet. It
    still contained too many links to Apoc mod which now fail with the new
    folder-reading system. I’m working on them now.

    As For Apoc itself, I don’t think anyone is going to have much success
    contacting Bob any time soon. If there’s anything you’d like to do to it, or
    to suggest to someone else to do.. Feel free. We’ll find some way of looking
    after it in his absence.

    There are still currently more mods and half-mods in my archives than active
    players.. so i’d rather fuse or scavange, than try to make them all active yet.

    As for the play-mode differences, The first 2 are closer to what we already
    use, with a bit more of an active component.
    the No-wait allows players to re-fire while shots are flying, if everyone
    responds fast enough.
    The Turn-free and turn-free timed are the same effect. The second only
    sets a Round timer of several minutes to end the round whether the players
    are all dead or not.

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