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Viewing 15 posts - 46 through 60 (of 66 total)
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  • in reply to: New Version 40.1d #35521

    LigH
    Participant

    @ Thrax:

    I’d like to get many, to compare their ideas and learn for an own mod. On SourceForge, I only see “Best-Of” ready for 40.1 so far today (yesterday I didn’t see that one even)… So there seems to be a good chance for the next days. Fine! 😀

    @ cbx550f:

    I already started “reverse engineering” (building DTDs out of XMLs and comparing); but it is always better to know beforehand which attributes and values exist at all. Thank you for this link, it will surely help.

    in reply to: New Version 40.1d #35518

    LigH
    Participant

    Well, okay – many thanks.

    But all the (few still active) mod developers will still wait for a final release of a Scorched 3D 40.1?

    I wonder where exactly the versions differ, and if that is good enough documented. I remember hints like “read the sources” or “look into other mods” last time I asked for documentations about all the allowed attributes in the XML files…

    in reply to: New Version 40.1b #34649

    LigH
    Participant

    I just updated a 40.0 installation to 40.1b; then I unpacked ShockMod4for40 again into my user mod folder (not the game globalmod folder). But Scorched3D 40.1b refused to detect this mod. I only see “none” and “apoc”. So I tried again:

    – uninstall
    – Scorched3D-40.exe
    – shockmodv4forv40.zip => C:Documents and Settings%user%.scorched3dmodsshockmodv4

    ShockMod v4 is available.

    – Scorched3D-40to40.1b-patch.exe

    C:Documents and Settings%user%.scorched3dmods got deleted! (*)

    – shockmodv4forv40.zip => C:Documents and Settings%user%.scorched3dmodsshockmodv4

    Scorched3D does not recognise the mod.
    _____

    (*) In the full changelog I read:

    Fixed: Installer removes old mods during installation

    I fear now that I have to wait for the mod authors to update their mods to make them compatible with 40.1b again?!

    in reply to: Feature Request Section – up to V39.0 #18795

    LigH
    Participant

    Indeed – I never expected a TODO file to contain DONE activities… 😉

    (But unfortunately, not quite detailed; I cannot find out, which details changed between 39.1 and 39 – or between 39 and 38 …)

    in reply to: Feature Request Section – up to V39.0 #18793

    LigH
    Participant

    Just found Version 39.1 on the SourceForge server. Unfortunately, no changelog yet – IMHO, it shall better be shipped with any installation. So I’ll have to wait for a news thread about it. 8)

    in reply to: Original "Comanche" terrains wanted? ;-) #22613

    LigH
    Participant

    That’s what I am worried about as well; so I may better keep those terrain maps on my own harddisk. But I guess I’ll try to use them as a basis for my own experiments in creating a modification (and I guess I will have many questions about how to do that during the next weeks…).

    in reply to: Original "Comanche" terrains wanted? ;-) #22610

    LigH
    Participant

    Well… 😳 let’s stop asking about the importance of an outdated game.

    Back to the topic:

    – Would you like to get the terrains?

    I hope so, some are quite interresting and shall look well.

    – Am I allowed to make them publicly available?

    I hope so, because after such a long time, it sould not cause any loss of profit anymore.

    in reply to: Original "Comanche" terrains wanted? ;-) #22608

    LigH
    Participant

    Then you may be younger than 20 years, and never played any PC games before Windows became usual.

    One review

    (Never heard of Comanche, the first helicopter simulation with VoxelSpace(tm) engine… 😯 I’m getting old, at 30 years.)

    in reply to: Original "Comanche" terrains wanted? ;-) #22606

    LigH
    Participant

    😕 Hmm – almost 20 visits, but no opinions yet – no interrest?!

    in reply to: Feature Request Section – up to V39.0 #18777

    LigH
    Participant

    (As previously – unfortunately – mentioned in the “News”…)

    I like to have Scorched3D play as a “technology demo”, a Bot-vs-Bot match. I add the shot cam window and use the “action cam” (9) for the main display. And finally, I try to place the mouse cursor near the center to make it easier to spot the most probable hit point.

    If the mouse cursor is over a turret, an overlay hint is displayed, showing a few stats. Unfortunately, these stats are not updated while the turret is being hit. So for example, it had full life and a good shield before, then it gets hit by a longer lasting (chemical or fire) weapon. Here you can watch the bars of the current shield and life power degrade, but the overlay stats remain at 100/100. Is it possible and not too hard, to update them as well?
    __

    Furthermore, especially for such a “bot match”, and maybe even in general (for all players waiting to be hit), it might be helpful to see some kind of basic “debug messages” in the following format:

    Round #/# – Move #/# – Player # shooting ‘Weapon XYZ’

    It could be activated just like the “Show fps” option in the game options. Of course, I can see the round and move count in the stats overlay window – sure; but then I cannot see much of the game anymore…
    __

    Many thanks in advance for considering these enhancements; and again: Many thanks for the great efforts taken so far, it’s a great game!

    in reply to: New Version 39 #22024

    LigH
    Participant

    @ BOY:

    No, I’m not “allowed to edit own posts” in this forum, I don’t have an “edit” button. Maybe (probably) due to restrictions in this forum, maybe due to my user level.

    You cannot post new topics in this forum
    You can reply to topics in this forum
    You cannot edit your posts in this forum
    You cannot delete your posts in this forum
    You cannot vote in polls in this forum
    You cannot attach files in this forum
    You can download files in this forum

    __

    @ gcamp:

    I’ll add it there, no problem.

    in reply to: New Version 39 #22020

    LigH
    Participant

    Argh – I could have added this to the Feature Requests… 🙄 If I could edit my post, I could have deleted and reposted it there.

    in reply to: New Version 39 #22019

    LigH
    Participant

    Thank you very much for Version 39! I like the small enhancements, starting with those of the configuration and overall gameplay – especially that now up to 4 teams are possible, that I can chose a wind power range, and some more game fine tuning.

    But still, I have a few wishes:

    I like to have Scorched3D play as a “technology demo”, a Bot-vs-Bot match. I add the shot cam window and use the “action cam” (9) for the main display. And finally, I try to place the mouse cursor near the center to make it easier to spot the most probable hit point.

    If the mouse cursor is over a turret, an overlay hint is displayed, showing a few stats. Unfortunately, these stats are not updated while the turret is being hit. So for example, it had full life and a good shield before, then it gets hit by a longer lasting (chemical or fire) weapon. Here you can watch the bars of the current shield and life power degrade, but the overlay stats remain at 100/100. Is it possible and not too hard, to update them as well?

    Furthermore, especially for such a “bot match”, and maybe even in general (for all players waiting to be hit), it might be helpful to see some kind of basic “debug messages” in the following format:

    Round #/# – Move #/# – Player # shooting ‘Weapon XYZ’

    It could be activated just like the “Show fps” option in the game options. Of course, I can see the round and move count in the stats overlay window – sure; but then I cannot see much of the game anymore…

    Many thanks in advance for considering these enhancements; and again: Many thanks for the great efforts taken so far, it’s a great game!

    in reply to: New Version (38.1b) #15179

    LigH
    Participant
    in reply to: New Version (38.1b) #15176

    LigH
    Participant

    😀 Thank you very much! Didn’t know that I could look there… 😳

Viewing 15 posts - 46 through 60 (of 66 total)