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Viewing 15 posts - 1 through 15 (of 66 total)
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  • in reply to: Version 43.3 Beta3 Released #64568

    LigH
    Participant

    @ Thrax:

    =D> Systematic analysis … did you learn that at the front? 😈

    in reply to: Version 43.3 Beta3 Released #64555

    LigH
    Participant

    Creating a whole “game preset”? … Hmm, no, I never considered analysing any Scorched3D files for that. Right here and now I wouldn’t know where to start. But the idea sounds useful.

    in reply to: Version 43.3 Beta3 Released #64549

    LigH
    Participant

    Oh, I assumed it was related to my report; but of course, I might have misunderstood the quite brief explanation.

    Fixing grammar mistakes or content nonsense is certainly not the responsibility of the in-game talk routines. 😛

    in reply to: Version 43.3 Beta3 Released #64547

    LigH
    Participant

    😯 Fixed player dialog? On with beta 4! =D>

    in reply to: Version 43.3 Beta3 Released #64539

    LigH
    Participant

    I am the one who prefers to watch bot battles, remember? 😉

    With version 43.3b3 I have serious issues selecting the bots for 4 teams of 24 “players”. The player choice dialog acts like crazy.

    • For each next player I have to chose the team color, it doesn’t advance round-robin, but does not always stay at the last selected color either.
    • For each next player I have to select the AI type, it is always reset to “Human”.
    • For each next player I have to reselect the avatar; and when I want to filter the avatars by avatar groups, the group selection is repeated dozens of times.

    It requires now a quite annoying amount of time to fill 4 teams with each one of the smarter AIs with the same avatar per AI type (e.g. “Death” for the most advanced, “Kenny” for the least advanced, others related to the preferred weapon class etc.).

    in reply to: Version 43.2 Released #60799

    LigH
    Participant

    Confirming Kanga’s “tiled holes”. Especially burning areas (Napalm impacts) seem to leave this tiled look.

    I guess there are just swapped signs (+/-) of little difference numbers.

    in reply to: Unable to get swars: deathstar.ogg aborts #61628

    LigH
    Participant

    I deleted the files data/landscapes/music*.xml – that seemed to work.

    in reply to: Unable to get swars: deathstar.ogg aborts #61626

    LigH
    Participant

    @thrax wrote:

    The reason, is that you are probably trying to update the V42 mod, instead
    of getting it freshly for the new version.

    Hmm, I never downloaded/installed the mod on this PC before, everything was downloaded by the Win32 client version 43.1b from the mod server.

    in reply to: Unable to get swars: deathstar.ogg aborts #61624

    LigH
    Participant

    Win32 (XP SP3).

    I rather wonder if the downloading fails because the upload of this file to the mod server was incomplete – therefore my client might have received only a corrupted file from the mod server, which expected final size or checksum don’t match of course.

    Regarding Ogg Vorbis, I am quite experienced… even preferring mobile players which are specifically able to play it. Ogg Vorbis is not really a complicated format, variable bitrate should not be much of an issue – the Vorbis libraries should be able to handle everything from file access to decoding. But of course I don’t know your specific issues… I know that e.g. PlaneShift uses Ogg Vorbis for background music too; their sound manager is currently being reworked, but I believe the problems were beyond just the reading and decoding.


    LigH
    Participant

    Yes, seems to be fixed in 43.1b ^ could be flagged in the topic.

    I’ve seen messages like “last team standing” or “all players skipping” when a game ends.
    __

    There is just one more thing I wonder: If bots decide to skip because they possibly can’t reach any opponent … how about looking for boni instead? Or possibly explosive buildings near the closest opponent (e.g. “Gas Station” and “Power Plant” in the APOC mod)?

    But that might be better moved to a new “Feature Request” if you prefer so.

    in reply to: Server upgrade imminent #60567

    LigH
    Participant

    Hooray! =D>

    I rarely visit the project, and entered during the outtage 😯 … oh, I was nervous, like the last time when the online playing network faded away… [-o<


    LigH
    Participant

    Not each game ends reliably, but there is only a little probability that it gets stuck.

    Let it run for a while, check it only few times per hour; last time I tested, the third game ended in an “All Together Now”, with some “bad luck” it could as well be the 30th for you (Murphy’s demonstration effect – when the developer looks, there are no bugs).

    in reply to: Bug Report in 43 Beta: Shot Camera not following the shot??? #59424

    LigH
    Participant

    Exactly. — I hope this will be implementable as easily as you just explained it! [-o<


    LigH
    Participant

    @gcamp wrote:

    Fixed in 43beta2.

    Not fixed. I still had a game with 3 bots of a team left and skipping round-robin.

    in reply to: Bug Report in 43 Beta: Shot Camera not following the shot??? #59422

    LigH
    Participant

    @gcamp wrote:

    Fixed in 43beta2.

    Not for Bot/Bot demo. Neither “Shot” mode for main camera nor separate Shot Camera are used for bots. Possibly because the “Spectator” is considered dead and idle in the map center.

Viewing 15 posts - 1 through 15 (of 66 total)