Forum Replies Created
I have a site with much bandwidth available and would be glad to host the mod for download. Just send me an email. 🙂
Why waste money buying some and selling some back at less than full price? It also uses up time in the buying process. Why not just let players buy exactly what they want? Why can’t we have a Wal-Mart instead of a Sam’s Club? 🙂
Just, humble opinion as always, forcing people to use a variety of weapons adds some staying power, and stops the game getting old.
Well that’s my whole point there! 🙂 If you’d let the players spend their money on single quantities, they could afford to buy a variety of weapons. But as it is now, it usually ends up that you either have not enough money to buy what you want, so you buy nothing, or you spend all you have on a single weapon type, because you have to buy so many at once.
The game even says to try different weapon types to defeat shields, but if I have to buy three at a time, I can only afford one type. How about one napalm to take out shields, then a baby nuke to blast them to smithereens? Oops, not enough money to buy three napalms and three nukes.
See what I mean?
I don’t understand what you mean. It doesn’t make sense.
For example, a good strategy might be to buy 3 parachutes, 5 batteries, 1 heavy shield, 1 napalm, 1 leapfrog, and 5 fuel. But you can’t do that, because you have to buy in bulk.
It’s almost like cable companies: you want 15 channels that you actually care about, but you can only get 10 of them in the standard package, and to get the other 5 you have to buy 50 channels that you don’t ever watch.
I say let the player decide. Let the player buy as many or as few of each item type as he wants. Then you will see more interesting strategies. Right now an effective strategy is to spend all your money on funky bombs and a teleport, and that’s not very deep.
Sweet! I can’t wait to play SWars with full sound. 🙂 If you get a patch to test, let me know.
Here’s a backtrace from where it froze:
#0 0xffffe410 in __kernel_vsyscall ()
#1 0x441a6589 in __lll_lock_wait () from /lib/i686/cmov/libpthread.so.0
#2 0x441a1ba6 in _L_lock_95 () from /lib/i686/cmov/libpthread.so.0
#3 0x441a158a in pthread_mutex_lock () from /lib/i686/cmov/libpthread.so.0
#4 0x44cc865b in ?? () from /usr/lib/libopenal.so.0
#5 0x0b8fb028 in ?? ()
#6 0x44cc8646 in ?? () from /usr/lib/libopenal.so.0
#7 0x44cf0428 in ?? () from /usr/lib/libopenal.so.0
#8 0x44cc717d in ?? () from /usr/lib/libopenal.so.0
#9 0x0b8fb028 in ?? ()
#10 0x44cc7166 in ?? () from /usr/lib/libopenal.so.0
#11 0x44cf0428 in ?? () from /usr/lib/libopenal.so.0
#12 0x44ccbff2 in alSourceStopv () from /usr/lib/libopenal.so.0
#13 0x0c34f3e8 in ?? ()
#14 0x0b890190 in ?? ()
#15 0xbfc189e8 in ?? ()
#16 0x44ccc093 in alSourceStop () from /usr/lib/libopenal.so.0
#17 0xbfc189e0 in ?? ()
#18 0x0b913620 in ?? ()
#19 0x0824cdeb in SoundSource::stop (this=0x44ccc093) at ../sound/SoundSource.cpp:108
Backtrace stopped: previous frame inner to this frame (corrupt stack?)
Sorry, I figured that thread was so ancient and so many pages that this deserved a separate thread, but I have posted in the other one. Maybe this site should set up separate forums for each mod to help out the devs and players. 🙂
Yep, I’m using Debian testing/unstable, with an nVidia card and the nvidia binary drivers. Sorry, I should have mentioned that at first.
I will try disabling the sounds, but I hope it can be fixed, because the sounds are really good. 🙂 I figure it must be a bug in the game, not the mod, because a mod shouldn’t be able to crash the game, right?
Though maybe it’s not crashing, since it’s freezing. If I strace it after it freezes, it’s on futex_wait… Maybe I can get a backtrace with gdb. Hmm…I’ll see….
Well, I’m running Debian’s 4.0.2-2 package. I was thinking it might be a few small code changes that need to be made, but I really don’t know what I’m talking about. 🙂August 13, 2005 at 4:20 am in reply to: Compiling v38 on Debian with an NVidia card – HOWTO #14201
Wow. Thanks a lot, I never, ever would have figured that out on my own. 🙂
Thank you, Crispy!