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Viewing 15 posts - 16 through 30 (of 36 total)
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  • in reply to: free market upgrade #34911

    Hiroyuki
    Participant

    How about setting a certain amount of weapons per game available in server – and set the price of these items relative of the server inventory? hence increasing the prices of high-demand weapons (low availability = high prices), and weapons that are in low demands get really low prices… eventually, if people buy the weapons when the prices are really high, the server might run out… maybe with a slow reaccumulation of weapons as a “production factor” – so and so many weapons produced per round. This favors the people that decide quickly which weapons they want, and is another way to add another competing factor to the game…

    just a thought of another way to do the dynamic weapons pricing…

    I am one of the great fans of this system of balancing the game; it really makes all weapons of the game usable.. and I believe there should be no caps on prices if we were to use the current system – as intentional, prices will fix at the right price vs. usefullness and then have minor fluxutation around this price…

    in reply to: Nickname Origins #14283

    Hiroyuki
    Participant

    Well… I’ve had a whole bunch of nicks through the ages… but it all started with me playing CS with some friends back in late 90s… i guess this was in 98… I couldn’t sette on a nick, so my friends kept yelling “pick a nick and stick with it!”. Due to me fancying the TV-series “MASH” i settled on the nick Hawkeye – still use that occasionally.
    Then, a few years later, during the time i lived in Asia… some girl gave me the nickname “Hiroyuki”, which is a japanese name which she found suitable for me (yes, it’s because of the girl i keep it 😛 )

    Lately i’ve been using the nick “Podpolkovnik Boris” to match my avatar photo; a slightly retouched photo of me in a lt.colonels uniform from the soviet artillery (podpolkovnik=lt.colonel, and boris was the first russian name i could think of…)

    in reply to: Money transfer? #30040

    Hiroyuki
    Participant

    how about the firs people who select the weapon for use gets to use it then?… it would enhance communication between players, and better use of resources for the team players who need it

    in reply to: Money transfer? #30037

    Hiroyuki
    Participant

    Then how about a common weapons pool then for teams? Everybody buys weapons to a common pool and everybody are free to use the weapons of their choice – I have a feeling this will enhance teamplay a bit…

    in reply to: Weekly Stats #34534

    Hiroyuki
    Participant

    wow i’m actually in the weekly stats for a change 🙂

    in reply to: Help installing onto Mac OS X (and app build request) #36042

    Hiroyuki
    Participant

    Cbx, isn’t that faq terribly outdated or am I wrong? if the more recent builds of scorched for mac is built with wxmac, then they shouldn’t be requiring X11 as the faq indicates? or am I wrong now?

    While I’m at talking about X11, did you install that from your OSX-CD?

    in reply to: Source-editing players #35986

    Hiroyuki
    Participant

    I think someone kinda lost the point about playing a game – its about having fun; and is it really fun for other players if someone uses external aids to their advantage? If there was to be a calculator or similar used for this game i believe it should have been included in the game itself – which it is not…

    I sincerely hope that we can have fun, and not be so obsessed with winning. If you want your realism with calculators and tables et cetera, i suggest you find a more realistic game than scorched, which is meant for having fun.

    in reply to: Help installing onto Mac OS X (and app build request) #36040

    Hiroyuki
    Participant

    I might be able to help out here… let me fetch the install from this page first and see (i installed from source so it might take a little time)

    *EDIT*
    AFAIK, the process of running this game is fairly simple;
    first mount the dmg (just double click it and it’ll mount)

    you can run the game straight from the image, though I would recommend you copy the files to a different folder… When this is done, just double click the scorched3d file (no need to use the terminal; the terminal will open and you’ll see some things that won’t interest you, just ignore it, and a graphical window with some options open up – from there on its fairly intuitive.. )

    If you have any further questions feel free to post here and I’ll try to help

    in reply to: Compiling in OSX #34966

    Hiroyuki
    Participant

    Ok, the GLint & GLuint did the trick, now i got it compiled and working, thanks a lot for your help Gavin…

    in reply to: Compiling in OSX #34964

    Hiroyuki
    Participant

    grep "typedef.*GLint" /usr/X11R6/include/GL/gl.h
    typedef int GLint; /* 4-byte signed */
    typedef void (APIENTRY * PFNGLTEXIMAGE3DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
    typedef void (APIENTRY * PFNGLTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels);
    typedef void (APIENTRY * PFNGLCOPYTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
    typedef void (APIENTRY * PFNGLCOLORTABLEPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params);
    typedef void (APIENTRY * PFNGLCOPYCOLORTABLEPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);
    typedef void (APIENTRY * PFNGLGETCOLORTABLEPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
    typedef void (APIENTRY * PFNGLCOPYCOLORSUBTABLEPROC) (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width);
    typedef void (APIENTRY * PFNGLCONVOLUTIONPARAMETERIPROC) (GLenum target, GLenum pname, GLint params);
    typedef void (APIENTRY * PFNGLCONVOLUTIONPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params);
    typedef void (APIENTRY * PFNGLCOPYCONVOLUTIONFILTER1DPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);
    typedef void (APIENTRY * PFNGLCOPYCONVOLUTIONFILTER2DPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height);
    typedef void (APIENTRY * PFNGLGETCONVOLUTIONPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
    typedef void (APIENTRY * PFNGLGETHISTOGRAMPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
    typedef void (APIENTRY * PFNGLGETMINMAXPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
    typedef void (APIENTRY * PFNGLMULTITEXCOORD1IPROC) (GLenum target, GLint s);
    typedef void (APIENTRY * PFNGLMULTITEXCOORD1IVPROC) (GLenum target, const GLint *v);
    typedef void (APIENTRY * PFNGLMULTITEXCOORD2IPROC) (GLenum target, GLint s, GLint t);
    typedef void (APIENTRY * PFNGLMULTITEXCOORD2IVPROC) (GLenum target, const GLint *v);
    typedef void (APIENTRY * PFNGLMULTITEXCOORD3IPROC) (GLenum target, GLint s, GLint t, GLint r);
    typedef void (APIENTRY * PFNGLMULTITEXCOORD3IVPROC) (GLenum target, const GLint *v);
    typedef void (APIENTRY * PFNGLMULTITEXCOORD4IPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q);
    typedef void (APIENTRY * PFNGLMULTITEXCOORD4IVPROC) (GLenum target, const GLint *v);
    typedef void (APIENTRY * PFNGLCOMPRESSEDTEXIMAGE3DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data);
    typedef void (APIENTRY * PFNGLCOMPRESSEDTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
    typedef void (APIENTRY * PFNGLCOMPRESSEDTEXIMAGE1DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data);
    typedef void (APIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data);
    typedef void (APIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data);
    typedef void (APIENTRY * PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data);
    typedef void (APIENTRY * PFNGLGETCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint level, void *img);
    typedef void (APIENTRY * PFNGLMULTITEXCOORD1IARBPROC) (GLenum target, GLint s);
    typedef void (APIENTRY * PFNGLMULTITEXCOORD1IVARBPROC) (GLenum target, const GLint *v);
    typedef void (APIENTRY * PFNGLMULTITEXCOORD2IARBPROC) (GLenum target, GLint s, GLint t);
    typedef void (APIENTRY * PFNGLMULTITEXCOORD2IVARBPROC) (GLenum target, const GLint *v);
    typedef void (APIENTRY * PFNGLMULTITEXCOORD3IARBPROC) (GLenum target, GLint s, GLint t, GLint r);
    typedef void (APIENTRY * PFNGLMULTITEXCOORD3IVARBPROC) (GLenum target, const GLint *v);
    typedef void (APIENTRY * PFNGLMULTITEXCOORD4IARBPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q);
    typedef void (APIENTRY * PFNGLMULTITEXCOORD4IVARBPROC) (GLenum target, const GLint *v);
    in reply to: #2 funky price #35037

    Hiroyuki
    Participant

    As I see it, the free market theory would work here, because Scorched won’t really be affected by the “Tragedy of the commons” theory http://www.sciencemag.org/cgi/content/full/162/3859/1243
    But there seems to be a slight misconception on how a free market works amongst some people (some people got it right though), so i will go into it more in detail.
    The prices will fluctuate, up and down, until they have reached the price-vs-effect level which people are willing to pay for, then they will stabilize, and imho, after some time with free market one can very well fix the prizes again, because in the ideal free market, the prices will stabilize…
    this is simple price/demand calculations…For example, the funkies, will rise to a quite high level – then fall a bit, because people stop buying it, but falling just enough to make a few people start buying it again. then the pricedrop will stop and we will have a sustainable price for the funkies.
    Though economic liberalism has trouble working out in the real world, it might very well work out in our scorched world.

    This is actually very interesting stuff 😉 just wrote a term paper on this topic (not including funkies though 😛 ) here at uni…

    Admin, can you please change my vote… i changed my mind… haha…. even though i like cheap funkies, i think it should be uncapped free market.

    in reply to: Questions of life and death…. #35155

    Hiroyuki
    Participant

    Hmm… The superstring theory looks interesting, gotta look into it….
    jdog, maybe you should invest some time in the g-string theory? 😉

    in reply to: Compiling in OSX #34962

    Hiroyuki
    Participant

    Ok, I’ve gotten as far as to get the code to compile with 2 errors…

    if g++ -DPACKAGE_NAME="" -DPACKAGE_TARNAME="" -DPACKAGE_VERSION="" -DPACKAGE_STRING="" -DPACKAGE_BUGREPORT="" -DPACKAGE="scorched3d" -DVERSION="40" -DHAVE_OGG=1 -DHAVE_VSNPRINTF=1 -DHAVE_SNPRINTF=1 -DHAVE_VASPRINTF=1 -DHAVE_ASPRINTF=1 -DSTDC_HEADERS=1 -DHAVE_SYS_TYPES_H=1 -DHAVE_SYS_STAT_H=1 -DHAVE_STDLIB_H=1 -DHAVE_STRING_H=1 -DHAVE_MEMORY_H=1 -DHAVE_STRINGS_H=1 -DHAVE_INTTYPES_H=1 -DHAVE_STDINT_H=1 -DHAVE_UNISTD_H=1 -DHAVE_UNISTD_H=1  -I. -I. -I../porting -I..   -I/usr/X11R6/include -I/usr/X11R6 -I/usr/local/include -D__DARWIN__ -I/sw/lib/wx/include/mac-ansi-release-2.6 -I/sw/include/wx-2.6 -D__WXMAC__ -D_FILE_OFFSET_BITS=64 -D_LARGE_FILES -DNO_GCC_PRAGMA  -g -O2 -I/sw/include/SDL -D_THREAD_SAFE  -I/sw/lib/wx/include/mac-ansi-release-2.6 -I/sw/include/wx-2.6 -D__WXMAC__ -D_FILE_OFFSET_BITS=64 -D_LARGE_FILES -DNO_GCC_PRAGMA   -I/usr/local/include/freetype2 -I/usr/local/include -DS3D_DOCDIR="/usr/local/games/scorched3d/share/documentation" -DS3D_DATADIR="/usr/local/games/scorched3d/share" -DS3D_BINDIR="/usr/local/games/scorched3d/bin" -DdDOUBLE -MT GLStateExtension.o -MD -MP -MF ".deps/GLStateExtension.Tpo" -c -o GLStateExtension.o `test -f '../GLEXT/GLStateExtension.cpp' || echo './'`../GLEXT/GLStateExtension.cpp; 
    then mv -f ".deps/GLStateExtension.Tpo" ".deps/GLStateExtension.Po"; else rm -f ".deps/GLStateExtension.Tpo"; exit 1; fi
    ../GLEXT/GLStateExtension.cpp: In static member function 'static void GLStateExtension::setup()':
    ../GLEXT/GLStateExtension.cpp:101: error: invalid conversion from 'int*' to 'GLint*'
    ../GLEXT/GLStateExtension.cpp:101: error: initializing argument 2 of 'void glGetIntegerv(GLenum, GLint*)'
    make[3]: [GLStateExtension.o] Error 1 (ignored)

    and

    if g++ -DPACKAGE_NAME="" -DPACKAGE_TARNAME="" -DPACKAGE_VERSION="" -DPACKAGE_STRING="" -DPACKAGE_BUGREPORT="" -DPACKAGE="scorched3d" -DVERSION="40" -DHAVE_OGG=1 -DHAVE_VSNPRINTF=1 -DHAVE_SNPRINTF=1 -DHAVE_VASPRINTF=1 -DHAVE_ASPRINTF=1 -DSTDC_HEADERS=1 -DHAVE_SYS_TYPES_H=1 -DHAVE_SYS_STAT_H=1 -DHAVE_STDLIB_H=1 -DHAVE_STRING_H=1 -DHAVE_MEMORY_H=1 -DHAVE_STRINGS_H=1 -DHAVE_INTTYPES_H=1 -DHAVE_STDINT_H=1 -DHAVE_UNISTD_H=1 -DHAVE_UNISTD_H=1  -I. -I. -I../porting -I..   -I/usr/X11R6/include -I/usr/X11R6 -I/usr/local/include -D__DARWIN__ -I/sw/lib/wx/include/mac-ansi-release-2.6 -I/sw/include/wx-2.6 -D__WXMAC__ -D_FILE_OFFSET_BITS=64 -D_LARGE_FILES -DNO_GCC_PRAGMA  -g -O2 -I/sw/include/SDL -D_THREAD_SAFE  -I/sw/lib/wx/include/mac-ansi-release-2.6 -I/sw/include/wx-2.6 -D__WXMAC__ -D_FILE_OFFSET_BITS=64 -D_LARGE_FILES -DNO_GCC_PRAGMA   -I/usr/local/include/freetype2 -I/usr/local/include -DS3D_DOCDIR="/usr/local/games/scorched3d/share/documentation" -DS3D_DATADIR="/usr/local/games/scorched3d/share" -DS3D_BINDIR="/usr/local/games/scorched3d/bin" -DdDOUBLE -MT GLVertexArray.o -MD -MP -MF ".deps/GLVertexArray.Tpo" -c -o GLVertexArray.o `test -f '../GLEXT/GLVertexArray.cpp' || echo './'`../GLEXT/GLVertexArray.cpp; 
    then mv -f ".deps/GLVertexArray.Tpo" ".deps/GLVertexArray.Po"; else rm -f ".deps/GLVertexArray.Tpo"; exit 1; fi
    ../GLEXT/GLVertexArray.cpp: In destructor 'virtual GLVertexArray::~GLVertexArray()':
    ../GLEXT/GLVertexArray.cpp:60: error: invalid conversion from 'unsigned int*' to 'const GLuint*'
    ../GLEXT/GLVertexArray.cpp:61: error: invalid conversion from 'unsigned int*' to 'const GLuint*'
    ../GLEXT/GLVertexArray.cpp:62: error: invalid conversion from 'unsigned int*' to 'const GLuint*'
    ../GLEXT/GLVertexArray.cpp: In member function 'virtual void GLVertexArray::setup()':
    ../GLEXT/GLVertexArray.cpp:100: error: invalid conversion from 'unsigned int*' to 'GLuint*'
    ../GLEXT/GLVertexArray.cpp:111: error: invalid conversion from 'unsigned int*' to 'GLuint*'
    ../GLEXT/GLVertexArray.cpp:122: error: invalid conversion from 'unsigned int*' to 'GLuint*'
    make[3]: [GLVertexArray.o] Error 1 (ignored)

    Any solutions to how i can resolve this problem?

    in reply to: for those who wants to try some free distros (no newbies) #35144

    Hiroyuki
    Participant

    hmm, this doesnt seem to work very well on mac…

    in reply to: "Browser Wars" #35118

    Hiroyuki
    Participant

    I tend to stick with Opera for the most, occasionally Firefox…. I do like Shiira too though its a bit unstable currently (new version Beta)… but if they’d sort out the problems i might convert to that one…

Viewing 15 posts - 16 through 30 (of 36 total)