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Viewing 15 posts - 16 through 30 (of 49 total)
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  • in reply to: Pinkpanther mod for s3d v41 #44617

    TraT
    Participant

    I’ve got a couple of issues/comments:

    1. Whenever I shoot a digger, the program locks up. After some trial and error, the only solution is playing in safe mode w/ small resolution (800 x 600), and then I still don’t have sound. I know that my computer is not the greatest, but the only problem weapon is the prairie dog diggers. (Nice effect btw.) I usually play at 1024 x 640, medium textures (except for tanks) and No GL Extensions. I can play at this level just fine until I shoot a digger. I’m not saying you have to change anything, just putting this out there in case others have the same problem.

    2. Snowballs are too strong. A bot killed me in one shot when I had the best shield (Panther Shield) on. Once the snowballs are activated, it becomes a snowball fight w/ the bots preferring that weapon and usually killing w/ one shot. I like the fact that they are strong, but you might want to shorten the “freeze” time since they cover such a large area.

    3. I had a Panther shield and tried to sniper shoot a Snowstorm (so I know it was 1000 power with nothing in my way). It looked like the snowballs hit the inside of my shield and dropped straight down, killing me.

    in reply to: Why are people deliberately avoiding mods? #49850

    TraT
    Participant

    I would add two more options to your poll: 1. I don’t want to spend the time learning the capabilities/limitations of all the new weapons/shields in a mod. And, 2. I tried to download some of the mods and I got a message saying I didn’t have the minimum # of kills to download, so I gave up.

    Regarding 1, I somewhat fall into this category, the mods that I like – Sniper (still waiting for an update Boy), StoneAge, and RollerMod (until it became useless w/ the bouncy rollers) are all simple/skill mods that have weapons very similar to Main. The strategies are very similar and I can just fall right into playing. With the more complicated mods this is not the case, especially if you are playing online and have only 30 – 45 seconds to read the weapon names/descriptions on the buy screen. It takes at least a couple games in a new mod to figure out a basic strategy. A lot of people don’t want to take the time.

    2. In your zeal against “Mod Leachers”, you have made it difficult to try the mods on your server (I know this poll is about mods in general, but you host the most mods). At the very least I would change your “error” message to read “You must record at least 5 kills on the StoneAge Mod before you can download this mod.” The way it reads now, most people will not know what to do to try out Swars or the other mods you host. I would think that you would like “mod leachers” if your goal is to get more people to try mods. They might download the mod and try it offline for a while, then when they are comfortable enough with it (as noted above) play online. Even if they only play offline, how is that bad?

    P.S. I played about 5 rounds of StoneAge last night and one of the bots (ughME ?) didn’t shoot at all and the other one never came close to hitting me, you might want to check on them (maybe change the oil or the timing belt).

    in reply to: Funkies and rollers #48683

    TraT
    Participant

    I think Boy has the easiest solution, so I vote for adjusting the economy. (I didn’t see a poll, but I’m voting anyway 😉 )

    From what I’ve just read there is ability to increase the free market factor on any accessory.

    I suppose funky wasn’t ever changed, but perhaps the adjustment factor should be moved up to a possible 300% increase, making max possible price of the funky 36K.

    This is a very simple change and can be added to the server using “none” mod.

    Other weapons could get a new factor as well.

    Even though the price of funkies could go up to $36k, it doesn’t mean that they will go/stay that high. When they get too expensive, less people will buy them and the price will go down. Let the market decide and the prices will adjust accordingly.

    I think the limit should be even higher (400% ?), and applied for all weapons and accessories. The only exceptions would be a not as high limit for missiles and parachutes, and maybe batteries.

    At the very least, raise the factor for the big/aiming weapons (Funky, DH, and Hogs) which require the least amount of skill.

    in reply to: Problem joining Main with more than 5 players #48897

    TraT
    Participant

    Yes, it does look similar (the error message) to the problem you guys are having in the UK. There are two differences that I see: 1. I’m in the U.S. (California) and have Verizon DSL as my ISP. 2. I can join with no problem with only a couple of other players. I don’t know the cutoff, but I know I can’t join w/ 6 or more players, but can w/ 3 or less. That’s what makes it so weird, what difference does it make how many other people are playing? I only have the problem when trying to connect to a game (right after I click on Join Game), I haven’t had the problem once I’m in. 3. Just noticed that my numbers (sent, acked, dropped, etc.) are much lower than the other’s I’ve seen posted. I’m not sure if that means anything though.

    I agree, it’s very annoying not being able to play when you want to. I’ve even had to try a couple of Mods!! 😉

    Have you guys noticed if you have the problem only at times with a lot of players like I have?

    in reply to: Christmas Tournament 2007 – 20 Dec 2007 #44994

    TraT
    Participant

    Grats Vitos. It took a while to adjust my brain to the lower gravity, but it was fun. Cya all next year!

    in reply to: Oops…Keyboard : Failed to process keyboad file keys.xml #48827

    TraT
    Participant

    As far as the static for noise, try turning off the music in the settings.

    in reply to: Christmas Tournament 2007 – 20 Dec 2007 #44981

    TraT
    Participant

    Thanks for the reply. I know it’s probably not possible to set up the 1/2 a game win idea just for this tournament. I was just venting a little bit.

    I looked up the previous tournament topic and found the criteria

    winner will be decided like this:

    rank by points:

    1 kill = 10 points
    1 round win = 50 points
    1 game win = 150 points
    1 self kill = -10 points

    So Kill Ratios, Rounds played, etc. don’t matter.

    in reply to: Christmas Tournament 2007 – 20 Dec 2007 #44979

    TraT
    Participant

    Another question. I’ve had two games where the other player quit in the middle of the game (and I’m the only one left). The game cycles thru the rounds very quickly and then says “stopping play because of too few players”. Do these “rounds” count for any of the tournament stats, i.e., Kills/Round? Do I get the win for that game (I’m pretty sure that I don’t, but it would be nice to get 1/2 a game win in this situation)? I’m assuming that these stats will be used to help determine the winner, if not, then obviously they don’t matter.

    in reply to: Christmas Tournament 2007 – 20 Dec 2007 #44978

    TraT
    Participant

    I was also wondering what the criteria for tournament scoring was.

    in reply to: Delayed defense activation part II (2 week poll) #47742

    TraT
    Participant

    I vote that we have a new poll (the 3rd on this subject) titled: Do you think we shouldn’t not have Delayed Defense on shields but not batteries? 😉

    Seriously, I don’t mind the shield delay much, but not knowing if your opponent has batteries is very annoying. Assuming he is not a resigner, it’s nice to know that you can leave a wounded tank to target someone else and then go back and finish him off. Usually, he would call out “quack” or something else to let you know that you had him, but with delayed batteries they say nothing. Although I have seen a wounded tank sit there for a couple of rounds so everyone ignores him and then magically come back to life to kill the survivor (looking at you Badger).

    in reply to: Help installing onto Mac OS X (and app build request) #36101

    TraT
    Participant

    One of the main installation problems for most Mac users is using the Terminal. Typing in Unix commands is not why we bought Macs (unless you’re a Power User). What I did was install TinkerTool, a free utility that allows you to “Show hidden and system files” as well as make other changes.

    With this option selected, you can go to your main harddrive and see the /usr/local/games directory and all of the other hidden folders thru the Finder like you normally do. If you don’t have the local/games folders, create the nest of folders in your Desktop and drag them into the correct spot. If you are not logged on as an Admin (which sounds like your case beebee), it will ask you to type in an Admin name and password to confirm.

    One minor problem with this program is that w/ hidden files showing, the icons all look grayed out, so I only turn it on when I need it. You can “Relaunch Finder” (to accept TinkerTool changes) at any time and it doesn’t affect any other programs running.

    It helps to know a little Unix, mv = move or rename directory (folder), cd = change directory, mkdir = make directory. Hope this helps.

    in reply to: umm #47605

    TraT
    Participant

    I have struggled with 3D modelling in Blender, not only is it very complicated, it is very un-intuitive (for example, right click to select an object). I found an alternative – Google SketchUp. It is also free, but it’s extremely easy to use. After a short tutorial, a noob (like me) can have a simple model in less than 30 minutes, try that with Blender! Also, you can download tens of thousands of free models in the 3D Warehouse.

    Here’s how to get your model from SketchUp to the Scorched format:
    1. Create your model in SketchUp and apply your paint with the Paint Bucket. Don’t use a solid color for the paint, you have to select a texture (like in the Metal or Stone tabs). You can use your own textures by selecting New Texture. I’ve found that its best if you group everything that will have the same texture together.
    2. In SketchUp, Export your model. This will create a file w/ a .KMZ extension.
    3. Change the extension to .ZIP and then extract it.
    4. Open up Blender and Import COLLADA 1.4 (.dae) and then go to the folder that was extracted above and select the .DEA file in the models folder.
    5. Your model should appear in the 3D view (it might be huge).
    6. Shift right click all the objects and then Export using CBX’s Blender script.
    7. The graphics files used for the textures are in the extracted folder/images folder.

    Obviously, Blender is much more powerful than SketchUp, but for most models needed in Scorched, I think that it would be adequate.

    in reply to: Kids Mod -group project #46550

    TraT
    Participant

    Thought I’d try making some maps, so here is my contribution to the Kid Mod: a Spiral Cake Map and a pepperoni, sausage and pineapple Pizza Map. I’m not too sure of the boid sounds (they might be too annoying), so you can change or delete them if you want (or anything else).

    in reply to: Tank Placement #45760

    TraT
    Participant

    I’m not sure if you looked into this, but its still occurring very frequently (3 or 4 maps a game). It is most annoying on large maps with a few people playing. All 4 or 5 of the tanks are crammed onto a small hill while the rest of the map goes unused (or one lucky tank gets spawned on the opposite side of the map and just has to wait for the carnage).

    Much more rarely, I’ve seen tanks spawn underwater on the exact corner of a map.

    in reply to: Rollers don’t roll as well as they used to #46343

    TraT
    Participant

    I haven’t been able to play much (still waiting for a Mac version 😥 ), but I’ve seen what you are talking about para. The rollers do sometimes get stuck in a crack. As Thrax noted earlier

    If you’ve tested rollers on a Mag shield, you may have seen them
    actually “Stick” to the mag and detonate at it’s perimiter. I’ve also
    seen some stop on a hill-side while the rest of it’s brothers roll onward.

    Also, it seems that rollers now have much less friction with the ground, causing them to move under water and also roll faster and then spread out much more. I don’t ever remember the wind affecting the rollers much once they were on the ground previously. In fact the cheapest/easiest way to kill a force shield under water (or on flat ground) was to place heavy rollers right next to the shield and wait for the boom. I never had to adjust that tactic for F5 wind. I was playing the other day in 41 and totally overshot my opponent in the water, but the F2 wind took over and rolled them right to the tank. It adds to the strategy, but the affect is too strong and seems too random (also rollers don’t want to stay in a pit, it’s like they all repel each other).

Viewing 15 posts - 16 through 30 (of 49 total)