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Viewing 15 posts - 16 through 30 (of 1,072 total)
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  • in reply to: Critical Files Destroyed Please Help #46140

    Bobirov
    Participant

    @rommel wrote:

    Since several of you have already tackeled this task, would you mind sharing your thoughts? I’m considering putting the apoc-x folder in the game tree under

      Scorched3Ddataglobalmods

    instead of under

      user .scorchedmods

    is there a required location, and if so, would you mind explaining the rational? My concern is that it seems possible to have it run on my machine but fail to find the proper path on someone elses if there is a required convention that must be followed.

    I’ve always had any mod that I am creating under globalmods instead of the .scorched3d/mods folder. And I recommend that all mod developers have their development version of their mod in data/globalmods. That way your files won’t be overwritten should you connect to another mod server or anything like that. Just be careful to make sure you back up the mod before uninstalling or updating scorched to make sure you don’t accidentally damage or lose the mod.

    Another thing to watch for when doing this, if you wind up with some mod files in .scorched3d/mods/yourmod, they will be used in place of the ones in globalmods/yourmod when the mod is loaded. So sometimes if you make a change in globalmods and it doesn’t take affect, that is generally the issue. Keeping the .scorched3d/mods/yourmod folder clean will ensure that your development version is always used.

    There shouldn’t be any issues with the mod working for you and not for others. You are never pointing specifically to globalmods for your mod files, you just point to data/whatever, which means that it will always check the mod’s data folder (whether its in .scorched3d or globalmods doesn’t matter) and the default install’s data folder. The only time you will specifically point to globalmods is when referencing apoc files, which everyone should have included with their install so their should be no problem there unless the user deliberately removed apoc from their install.

    Any users that connect will still have the mod files downloaded to .scorched3d/mods, just like always. So it shouldn’t be any different from the user’s perspective.

    in reply to: Scorched 3D reaches 2,000,000 total downloads. #46143

    Bobirov
    Participant

    Awesome, go Scorched. 🙂

    in reply to: Version 41.1 released #46118

    Bobirov
    Participant

    Forgive me for being blind and illiterate I guess. 😉

    Really I was just looking for a good excuse to fit in my newfound love for wibbling. 😉

    in reply to: Version 41.1 released #46116

    Bobirov
    Participant

    No thanks to the Bobmeister. 🙁

    *wibbles*

    in reply to: hay man!…negative money earned! #46035

    Bobirov
    Participant

    @thrax wrote:

    Stats recorded from v41 are not reporting the cash earned, or time played, propperly.

    I noticed this on my servers too. Haven’t looked into it much yet, but I thought it was a bit odd. The number in the database isn’t being changed at all for me. Might it be something I have somehow overlooked in the database setup? Seems odd as it worked fine in previous versions.

    in reply to: Two suggestions #45872

    Bobirov
    Participant

    @gcamp wrote:

    Sure, I’ll fix it. Seems fair.

    Many thanks. 🙂

    in reply to: Two suggestions #45870

    Bobirov
    Participant

    @thrax wrote:

    The aimed-over is supposed to aim it arc’d at the nearest target, and
    having it now given more power than expected, every projectile misses
    it’s mark by a long-way.

    Could we please fix this so that WeaponAimedOver roughly works like it did in 40.1? I really don’t want to have to go through ever single weapon I have ever made that uses WeaponAimedOver, and manually adjust it to compensate for this undesired behaviour. Because if I do, right about then the next version will come out and it will be back like it was and I’ll have to ‘unfix’ everything.

    Please, just hardcode a velocity reduction for WeaponAimedOver or something that makes them roughly function like they used to and I’ll be happy. 😛

    in reply to: server problem! #45860

    Bobirov
    Participant

    @s-killz wrote:

    I already did that! one more reason why i think i should hack scorched 3d and get it done and over with!

    Whoa there bud, first of all, PLENTY of people, including myself, run servers without much issue. Second of all, you need to be SPECIFIC in describing the problem you are having and someone MIGHT try to help you. Thirdly, threating to hack the game/server/or anything else WILL NOT make people sympathize with you. Its a good way to get completely ignored by anyone who might potentially help you, like myself for instance.

    I could suggest a thing or two to try with your server here. But, in light of this latest comment of yours, I think I’ll pass. Perhaps someone else is feeling kinder than I today.

    I suggest you step back for a minute, collect your thoughts and return to the forum when you can behave like you are over the age of 13. When you do, come back and politely describe your issues, in detail, and try again.

    in reply to: wiki updates and stuff #45855

    Bobirov
    Participant

    Alright, I split this stuff off of the Map Competition post as most of it doesn’t really belong in there anyways.

    Didn’t mean to get The AI’s last post though, not sure how to move it back into the map competition post either as I’ve never used the split feature. 😛

    in reply to: what is the change to mysql.xml? #45815

    Bobirov
    Participant

    @panther30 wrote:

    Now there is one more thing but Ill have to test it myself. I’m having hte “can’t connect to my own game server through my router” issue again. but I know wny: The cable router I am temprarily using as a switch between my room and the office is known to have an issue. it will have to be replaced before I can play.

    I discovered a little ‘bug’ of sorts after v41 release that if you happen to be playerid #1 in the stats database, it won’t let you play basically. You can only connect and it goes straight to the score. Its been changed now though. Just be aware that if you are playerid #1 on your own server, you’ll need to either move your stats to a different player id or rebuild your client with the playerid change.

    If you’re not playerid #1 in your database, then just ignore all that. 😉

    in reply to: what is the change to mysql.xml? #45812

    Bobirov
    Participant

    Err, its a bit different on linux, forgot about that. Try this instead of port 3306.

    /var/lib/mysql/mysql.sock

    in reply to: what is the change to mysql.xml? #45810

    Bobirov
    Participant

    @panther30 wrote:

    Hi everyone,

    I have a small issue with Scorched not wanting to log stats again, but I am using my old mysql.xml files to do so. I am missing the port information for mySQL I am running Linux (fedora core 5)) and I am unsure how to find the mysql port information. what do I do?

    Add this to the mysql file:

    3306

    in reply to: wiki updates and stuff #45852

    Bobirov
    Participant

    @rommel wrote:

    In checking the updated Wiki section on Object Placement Files earlier today I noticed that the second set of tags noted in red had not been removed.

    Yeah, Saturday I spent much of the time just making sure that stuff that wasn’t on the WIKI got put on it. Didn’t really spend a lot of time making sure the stuff that was already on it was correct. I believe I fixed that Sunday, but the docs still need more going over to get it totally up to date.

    Also, the section on Texture Files still contains the old border section description (in red):

    Yeah, I haven’t touched the texture file stuff at all yet. That’ll come soon. Cbx wrote that one I believe, so it doesn’t look as pretty as mine so I’ve stayed away from it so far. 😉

    in reply to: wiki updates and stuff #45851

    Bobirov
    Participant

    @gcamp wrote:

    Bob the wiki stuff looks great, is there any area that you would like me to have a go at, or any information that is lacking.

    Still missing docs for stuff like tankais, texture sets, server files and stuff like that. Although I should be able to handle those if I just keep at it.

    The main thing is the fact that are are bits and pieces of info here and there that are either wrong or missing entirely because I’m unaware of them or how they work. But its hard to think of anything specifically at the moment. What I’d like is if you gave pretty much the entire landscape docs a decent read and fixed anything that jumped out at you as being wrong. The accessory docs could use much the same treatment. Although that might be asking a bit much to comb through the whole mess. 😉

    Oh, and thanks. Sometimes I almost impress myself with my ability to write technical documentation. Just trying to do my part to help out and maybe offset those years of nagging and complaining about mod features… 😉

    in reply to: wiki updates and stuff #45848

    Bobirov
    Participant

    @rommel wrote:

    Are you having any trouble with crashes due to over runniing the buffer on OpScorched, or do you use a buffer larger than 512K ?

    No, and no. Opscorched doesn’t have a lot going on at once or anything like that though, nothing like Apoc does anyways.

Viewing 15 posts - 16 through 30 (of 1,072 total)