Forum Replies Created
i’ve seen a similar problem in another open source game, i didn’t check the scorched render code yet, but it would suffer from the same problem, there is a GL function wich isn’t present anymore on high end cards, and was replaced by software render for retro-compatibility, maybe a GL benchmark could help here; i’ll look if i’ll find that function name again
the thing is that we switched from a single, very poor strenght captcha @ registration (normal text with an added slight gausssian noise, phpbb2 standard even) to a system where 2 strong captchas were used (login & registration)
no mid test with a single strong captcha @ registration was ever tried by us
and about cookies, the very strongly reccomanded setting is to set them to session only; ie thrown off when closing the browser, so even clicking on “remember me” won’t work
i would reccomend a single strong captcha @ registration time AND an additional custom rule to forbit to post links in the first post
as strong captcha, the current could work, or could be replaced with the recaptcha script (http://recaptcha.net/) wich uses captcha logins to digitalize old ruined books 8)
Speaking of scripts…. It would sure be nice if someone had one that modifies the sever.xml file on the fly, so that maps could be resequenced, gravity changed, etc., depending upon the round #.
many settings in the current version cannot be changed while the server is running due to it’s structure; future versions will allow more on-the-fly changes, but some options will still be not be applied until the successive game/server restart
Hmmmm, another disgruntled user. Dang! That’s 2 now and I don’t even have a clue who this one is or what I could have possibly done to offend them.
mecha mario (aka metal slug mario) is what i would call a goat poster, his posting patterns seems to show an continous intent to provoke ppl, i wouldn’t pay too much attenction to him unless he proof whatever he says
when you create a server, click on advanced -> main
set the max download speed to a non-zero value; since you both are playing in lan, you can set the value to an high value due to the fast connection (250000)
go in options -> keys
click on any button, then press a key to (re)assign a key to an event (eg. fire = space)
scorched lacks of a proper flexible scripting engine, when/if i’ll have a month of free time 😛 , i’ll look @ the lua engine wich is de facto the most used for games because of it’s simplicty & speed
about the sky layer, check the wiki:
for the moving clouds
for the static background behind them
sky boxes are a cube-mapped hemisphere wich represent panoramas in 180° with all the surround/sky
atm scorched only supports flat sky layer, you notice it at the horizont point or by watching the clouds moving like a rolling film on a flat surface
skyboxes are like standard by usage format for sky/panormas in 3d apps
the current stable version requies an X server to run, the beta releases for the newer version supports headless servers compiling; but they do suffer for sync issues
i’d suggest you to wait for next stable release & you’ll get console-only compilation/binaries 😉
i don’t think that reducing the number of rollers is the correct way to go; rollers get spawned with a small magnitude of casuality, the ground itself contains few irregularities wich ephatizes this starting condition; reducing the number of rollers will make more to subscebtible the randomness of the event (a roller running into a tank) and not just make it more rare.
i feel that making kills more related to casuality instead of deterministic is not compatible with the gameplay line of main, the same shot in the same place should produce the same results, not a fluke instead of a kill just because you’re unlucky & the rollers got spawned few millimiters on the side
i’m not referring just to the actual situation, i’m referring to a much larger time span (3+ years)
for example, the peak of popularity of scavenger hunt was approximately from august to october 2006
apoc had it’s golden age between september 2005 & february 2006
the simply fact that those popularity periods existed, means that people actually tried mods & played mods different from main; but, unlike main, they didn’t succeed to maintain a constant userbase over the time/versions.
the theory of the changes, is just a factor, many more are involved to determine wich mod is played more.
all of this discussion was made with 1 point: this thread is about ballance discussion over main, i cannot find any thread in the last 10 main’s ballance suggestion where someone keeps insisting to play other mods; stating such advice once or twice is ok, but after a continous and perpetrated repetition (towards the same peerson even), i started to get the doubt that it’s intentional to drive the threads off topic.
now, can this thread be split from all the offtopic discussion and have it moved to a more appropriate forum?
and i keep getting the sneaky feeling that some modders seems to constantly try to derail offtopic any suggestion about ballance on main.
have you ever thought that *gasp* people might like the gameplay of main besides few issues?
almost the totality of the mods does not limit themself to correct the flaws of main, but they also insert custom additions; usually the longer developed the mod is, the more radical changes will be; i don’t speak about simply few weapons ballances, but the ideas itself that the mod’s being made.
many mod had their “golden age”; a phase where lot of people were interested in, after they simply changed, or the userbase changed and people started losing interest again.
“main” (beslides slight changes) remained basically the same over the time; with it’s own advantages & disadvantages; but it seems by number that it’s the favourite game by the users.
the excuse “people don’t play mods because they are not official” doesn’t stand, or at least, the argument, is not strong enought; for few reasons:
-by fact: scavenger, apoc & few other mods have had their “golden age” where they were more popular than main, but they changed over the time & lost popularity
-by choice: before, the server list had no distinctions between a sever & another, and the officials, due to their ip, were placed on the bottom; since there is no reference anywhere besides the forums that those are supposed to be the official servers; someone could have picked another server from the list (i can assure you that most of the new people doesn’t even notice that there is a column for the mod name, in the list)
-by popularity: many people (including myself) tends to join games where already few players are present, the officials, having a quite big constant userbase, will only attract more people because people are playing it
said that, if this thread keeps going offtopic, i’m asking to a moderator to split it (since post 6 perhaps?)
i’m personally fine with the suggestion to reduce the baby rollers damage, largely due to the fact that it was me testing it in the first place 😛
in the current version (not the newer), you can already start the game in screensaver mode
i guess that adding back that option should’t be an impossible task
But on S3D, the Heaviest solid shield is cracked 60-70% with only a baby-missile.
the heaviest solid shield takes 15% damage from a baby missile; but actually the “small” shield takes 120% (100% from the explosion & 20 from the projectile impact, with result of destroying the shield in a shot & damaging the player at the same time)
EDIT: removed a word & fixed a missing parenthesis, & changed 20% of solid shield to 15%
correct, it was startarmslevel to 6 i changed back to 10; apparently you always kept asking me for th round after, when the weapon available again 😛