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  • in reply to: Updating Apocalypse #63908

    Bobirov
    Participant

    Well, not so much back as in the background. I’ve been lurking around for a while keeping an eye on things. I updated the accessories docs a while back and made a few small fixes to Apoc but nothing major.

    I certainly didn’t intend for you to stop what you were doing by my response. In fact I’m a bit curious as to what you had in mind or were working on. Its good to see someone still taking an interest in the mod after all this time.

    in reply to: Updating Apocalypse #63906

    Bobirov
    Participant

    Do you happen to know what was originally the point of apoc..

    The apocalypse is the theme of the mod. Weapons tend to vary from small scale, somewhat realistic weaponry to massive over the top multi-warhead cataclysmic mayhem inducers. I also tried to include as many natural disasters as I could come up with at the time, insect swarms, volcanoes, earthquakes, storms, etc.

    When I came up with the mod, it was more about exploring the accessories XML and seeing what was possible. As the mod took shape it was more about providing some expanded content for the mod community to make use of as well as to show off new features that were being implemented that weren’t really being put to use in the default ‘none’ mod at the time. Being a good example of new features was a driving force toward the end of the mod’s development.

    Is apoc meant to be fun big booms and wacky weapons with mass destruction?

    Well, yes and no. The server settings were set up in such a way that early rounds had a restricted armslevel so that you wouldn’t see the really big weapons until the later rounds. That made the early rounds more about conservative buying and skillful shot making than just buying large overpowered weapons. I consider it a fairly balanced and well rounded mod as long as the server settings are set up appropriately. With no armslevel restrictions and/or too much starting cash/interest it devolves into a spamfest. With the settings I was using, it was fully possible to buy the largest weapons by the last 2 rounds BUT you had to work at it and do most of your killing with smaller, more rewarding weapons. You couldn’t just pop in and start spamming nukes and hogs in the first rounds and expect to afford the Strangelove.

    Hopefully that sheds a bit of light on the subject.

    in reply to: Apoc Update? #49278

    Bobirov
    Participant

    Servers finally updated, enjoy.

    in reply to: Bounding Boxes and irregular shapes #48591

    Bobirov
    Participant

    @gcamp wrote:

    Looks great. Totaly agree, you basically want some sort of option that uses the actual model shape for the coliision detection. I’ll add it to the list 🙂

    Ooo, that sounds yummy 🙂

    in reply to: V41.1: Importing corrupt mod files (*.s3m) kills the client #47064

    Bobirov
    Participant

    @ligh wrote:

    In contrast, trying to import the “Operation Scorched” mod from SourceForge displayed a message about an outdated version (di vs. dj).

    In the opscorched/data folder, open the modinfo.xml file and change the line:

    di

    to

    dj

    Beyond that, the mod should be compatible with 41.1 I think. I need to update the the packages on sourceforge I suppose. 😉

    in reply to: Operation: Scorched (opscorched mod) questions and comments #38240

    Bobirov
    Participant

    Try downloading the ZIP file and extracting it you your .scorched3d/mods folder.

    Can grab either the S3M or the ZIP from the Mod Project’s files page.

    in reply to: MIRV dont follow central trajectory – shifting forward #46916

    Bobirov
    Participant

    @hwb wrote:

    I don’t understand why this is a problem.

    It is a problem because it is unintended behaviour. The MIRV spread should be centered around the original shot, that is how it is supposed to work. They are not supposed to overshoot the original shot location like they are currently.

    in reply to: MIRV dont follow central trajectory – shifting forward #46912

    Bobirov
    Participant

    @The AI wrote:

    If anything, shouldn’t they go back from the projectile? Or couldn’t you just tweak it on the Xml end? Depends on how you make your mirvs, sure, but if instead of using the Mirv tag itself, just make it manual, I will look at some negative number fun later in the day.

    Funny thing is, I was doing it manually in Apoc instead of using WeaponMirv and it does the same thing either way unless you put the velocity change and slow it down a bit.

    in reply to: Kids Mod -group project #46538

    Bobirov
    Participant

    @laptops Daddy wrote:

    with a bit of tinkering, the balloons could be made to drop water instead of marbles. the palm trees don’t work so well in 41. (is there an option to disable target collisions?) the leaves used to be “object” type allowing the coconuts to fall without destroying the tree.

    true

    in reply to: MIRV dont follow central trajectory – shifting forward #46910

    Bobirov
    Participant

    I found that putting in a WeaponVelocity with a relative velocity change of 0.83 or so just before the split in the weapon will cause MIRVs to roughly behave like they used to. Not a permanent solution, but can be used to work around this issue for now.

    in reply to: wiki updates and stuff #45856

    Bobirov
    Participant

    @gcamp wrote:

    I would like to point out that it is a wiki though, so once people find out things and learn how to do them (not just devs) they can help out by adding this info to the wiki. Not trying to push off the responsibility, just a suggestion.

    I agree with this 100%. This game is a complete volunteer effort. We do things when we have the time or motivation to do them. Not like any of us are getting paid to put work into documenting things, we do it out of sheer love for the game alone. And people like Thrax and I were making good mods WELL before any documentation on the mod features existed at all. Its simply a matter of searching for answers yourself be it by looking at other mods or sifting through the source code to find out how something works. The documentation is there just as a helpful reference, it has not and probably never will contain 100% of every last detail that exists in game.

    But please, if you know some things that are not on the wiki and would like to help to fill in the gaps. By all means let us know and we’ll add you to the wiki group so you can make your own additions and alterations where you see fit. I just ask that you don’t butcher my writings to bad. 😉

    in reply to: I HAVE to now complain about all the devs #46723

    Bobirov
    Participant

    My plans for world domination are nearly complete. 😈

    in reply to: V41 Disappointment #46251

    Bobirov
    Participant

    @hobbesme wrote:

    1. Scorched3D games cannot be joined from the game’s initial lobby window. Instead, games must be started from the game’s new mapboard lobby which first must be generated & rendered prior to even perusing network games or starting a single-player game.

      This delay entirely negates some of the quick-start functionality that was implemented in the last few versions.

      The initial game lobby window should be able to start games without loading the redundant mapboard game lobby.

    This might be true, but thanks to v41.1’s snazzy new server connect file thingies, you can actually join a server FASTER now than you could in the past. Simply save the .s3l file you get when clicking the little blue >> button on the servers page at the top of the Scorched3d website. Associate .s3l files with Scorched 3D and then you can just open the .s3l file for the server you want and poof, you can instantly connect to the server without even opening Scorched first. That is much faster than you could ever open up Scorched and refresh the server list in the past. 😉

    in reply to: linked apoc accessories, v41 #46320

    Bobirov
    Participant

    Nice. 😛

    in reply to: Negetivity mod #41921

    Bobirov
    Participant

    @KTM Rider wrote:

    So you can add/remove weapons on a per-map basis? How would that work if I already have a digger in my inventory?

    Well, the short answer is no, you can’t, at least not explicitly. Although there are a few exceptions to this.

    Its possible you could use the server’s ‘limit weapons by armslevel’ type functionality to accomplish that. Provided you set up the armslevels properly, you could slowly allow bigger and bigger weapons as the rounds go by. The Apoc FFA server does this (round 1 max armslevel = 6, round 8 max armslevel = 10).

    Now that I think about it, its possible you could use the new include files to limit the maximum armslevel of a particular map. Although I have no idea what effect that would have on weapons that are above that armslevel that are in a player’s inventory. Would they still be able to use them? Would they disappear from their inventory? I dunno. 😉

    You could also somewhat accomplish that by limiting rounds per game to 1 and only giving out the weapons you want available in drops on the map, similar to how resupplying is handled in OpScorched. Or if you don’t mind about leftover weapons so much you wouldn’t have to limit the rounds per game to 1.

    Just some thoughts on solutions to that issue.

Viewing 15 posts - 1 through 15 (of 1,072 total)