41.2

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 Post subject: 41.2
PostPosted: Thu Dec 06, 2007 5:16 pm 
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I've started making some changes for 41.2, nothing big so far.

I've not tested the small ogg file fix or the falling powerup fix yet. Thrax where was that link for the mod with the ogg files in it?


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 Post subject: Re: 41.2
PostPosted: Thu Dec 06, 2007 5:52 pm 
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gcamp wrote:
I've started making some changes for 41.2, nothing big so far.

I've not tested the small ogg file fix or the falling powerup fix yet.
Thrax where was that link for the mod with the ogg files in it?


Still have it archived. We've overhauled it since, but here is the state
at which i primarily noticed it.
ftp://advguild.myftp.org/data/Scorched- ... rs-ogg.rar 25mb folder-tree.
my current max send.. 64kB/s (damn cable cap..)


addendum:
Some other thing's we noticed while rebuilding. thing's that limited our effects a bunch.
-cloud cutoff hight at higher than 100. it chops off the models in the air ..
very limiting when the maps are larger than 256x. maybe defn cfg-able

- sky cannot be made black and still have the map lighted. The most we
ever get is a dull grey. and the stars are barely visible.

-low priority- Objects like tie-fighters spawned by a weapon, and given
the same group-names as the other boids in the map.. don't take on the
movement attributes of it's pre-loaded companions. Can't have the
on-map cruisers spit out more fighters..

-placement gun-systems able to use a turret pivot that lines up to the
weapons shot direction. may be un-feasable.. but it looks silly having
the turrets fire out of the back of thier heads. :P
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PostPosted: Sat Dec 08, 2007 5:51 am 
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saw the magical ToDo Fairy's message.. :D

ogg and on-the-head collisions fixed. Great, that will help with a lot of
things, and I can start converting Scavenger-Hunt for CBX.

Something else to look at might be adding the name-slot for forumlogin
servers. All this anti-cheat business may require the feature to be
activated someday.
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 Post subject:
PostPosted: Mon Dec 10, 2007 6:02 pm 
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Thrax wrote:
Something else to look at might be adding the name-slot for forumlogin
servers. All this anti-cheat business may require the feature to be
activated someday.


Fixed.


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PostPosted: Mon Dec 10, 2007 7:47 pm 
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gcamp wrote:
Thrax wrote:
Something else to look at might be adding the name-slot for forumlogin
servers. All this anti-cheat business may require the feature to be
activated someday.


Fixed.
Great.
Just recompiled and tried it, works like a charm.
I use phpbb not phpbb2. It only took a word-replace in the
authhandler file, but it still ID'd my forum's database, linked, and
authorized me. As long as the db is setup correctly it works perfectly.
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PostPosted: Tue Dec 11, 2007 7:50 am 
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Location: _____________________________ Current Scorched3d Rank: 1 _____________________________ *clink*
On that note - just wanted to say thanks, Gav... I'm going to use the phpbb2 login bit on another project I'm working on. :)
To be honest, I don't fully understand that page, but it sounds like it provides the answers you need. - Deathstryker

She doesn't stimulate me mentally or physically... I need at least one of those - Anonymous

Who wrote this crap? - G. Camp


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PostPosted: Tue Dec 11, 2007 2:00 pm 
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Thrax wrote:
Great.
Just recompiled and tried it, works like a charm.
I use phpbb not phpbb2. It only took a word-replace in the
authhandler file, but it still ID'd my forum's database, linked, and
authorized me. As long as the db is setup correctly it works perfectly.


Ace.

It's a better method all round I think, it only as it only asks you for the details you actualy need to give. Also if you launch an online game from another source (e.g. the server web page) it will still prompt you for the username/password.


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PostPosted: Tue Dec 11, 2007 2:00 pm 
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cbx550f wrote:
On that note - just wanted to say thanks, Gav... I'm going to use the phpbb2 login bit on another project I'm working on. :)


No worries, help youself.


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PostPosted: Wed Dec 12, 2007 6:53 am 
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I am curious about the free-market system.
I have all my items at <freemarketlimits>300, but they only go up.

merge has about 170+ different accessories; weapons, shields,
batts, chutes etc; but during the last 3 months of play, thing's have only
been going up. None have actually dropped much from being unused.

I don't really understand the whole section on the price reducing, but it
may need something more. It looks to me like each item in the list of
'possibleAccessories' is supposed to go down a fraction when the related
item is bought. With a long list of similar Base-priced items, the number
of items reduced should be notable as well. It also tries to match the
weapons type I think.

Does it actually lower each weapon related? or just choose one at that time.
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PostPosted: Wed Dec 12, 2007 4:59 pm 
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It should lower the price all weapons in the same price bracket (except for the one that is bought). It may be a rounding issue because of the number of weapons you have.


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 Post subject:
PostPosted: Thu Dec 13, 2007 10:18 pm 
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Just rebuilt with todays source, and tested.

There is an error somewhere in the 'Cargo-drop' player collisions.

I fire a weapon that is designed to create a Target-Object to drop on
the targets head. The instant the Object touched the target tank, the
game-client closes with no details or records in the log.
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 Post subject:
PostPosted: Thu Dec 13, 2007 10:56 pm 
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Cheers, what mod is that in?

BTW could you check out the new console commands in the source version and see if they work for you. Sorry I didn't think of them before.


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PostPosted: Thu Dec 13, 2007 11:15 pm 
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gcamp wrote:
Cheers, what mod is that in?

BTW could you check out the new console commands in the source
version and see if they work for you. Sorry I didn't think of them before.

It was merge. ftp://advguild.myftp.org/sorting/merge.rar -dk-
Weapons so far of that type include Mines, Bubble-Beam, and the Move-Over.

Mines is pretty self explanitory..

Bubble-Beam gunshots a spray of solid targetobject Bubbles that do
different effects when popped. Landing on a target should trigger them
immediately.

Move-Over is a "Force the other guy to Drive" weapon designed to
use the dropped targetobject as an effect-ownership transfer.

And no, I've not used any new console commands. Are they standard, or
admin commands.


ps: sorry about the 99% thing.. putting years worth of your heart into
your work and having it purposly avoided by the main-stream players, is
starting to make me a tad bitter..
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 Post subject:
PostPosted: Fri Dec 14, 2007 3:55 pm 
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Thrax wrote:
And no, I've not used any new console commands. Are they standard, or
admin commands.


I was just letting you know I've added new commands to reload landscape from the console, see TODO log. Should make modding easier.

Quote:
ps: sorry about the 99% thing.. putting years worth of your heart into
your work and having it purposly avoided by the main-stream players, is
starting to make me a tad bitter..


No worries, I can imagine. How many people do you think are using them BTW?


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 Post subject:
PostPosted: Fri Dec 14, 2007 5:35 pm 
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gcamp wrote:
Thrax wrote:
And no, I've not used any new console commands. Are they standard, or
admin commands.

I was just letting you know I've added new commands to reload
landscape from the console, see TODO log. Should make
modding easier.
I'll have to give them a run-thru. i've got to reset the asteroids soon.
Does it load only the land-form/tex, or also all boids, turrets, etc

gcamp wrote:
Thrax wrote:
ps: sorry about the 99% thing.. putting years worth of your heart into
your work and having it purposly avoided by the main-stream players, is
starting to make me a tad bitter..

No worries, I can imagine. How many people do you think are using them BTW?

In the v41 stats series, there's been about 150 humans with more than 5 kills
across 13 servers. Of which, only about 35 that roam past more than
once a week.

As for off-line downloaders/players, it's much fewer. I also collect sql stats
for my ftp-service, and since the release of the v41 mods publically
a week after the the exe release,
Code:
FileName         FilePath                        DlCnt
sniper.s3m       D:\FTPROOT\data/Scorched-v40.1  13
classic.s3m      D:\FTPROOT\data/Scorched-v40.1  3
merge.s3m        D:\FTPROOT\data/Scorched-v40.1  7
stoneage.s3m     D:\FTPROOT\data/Scorched-v40.1  7
scorchwars.s3m   D:\FTPROOT\data/Scorched-v40.1  7
shockmodv4.s3m   D:\FTPROOT\data/Scorched-v40.1  4
roofmod.s3m      D:\FTPROOT\data/Scorched-v40.1  3
panthermod.s3m   D:\FTPROOT\data/Scorched-v40.1  4
christmas.s3m    D:\FTPROOT\data/Scorched-v40.1  2
best of s3d.s3m  D:\FTPROOT\data/Scorched-v40.1  6
mooglemod.s3m    D:\FTPROOT\data/Scorched-v40.1  3
toy box.s3m      D:\FTPROOT\data/Scorched-v40.1  2
template.s3m     D:\FTPROOT\data/Scorched-v40.1  2
jdog.s3m         D:\FTPROOT\data/Scorched-v40.1  2

merge.rar        D:\FTPROOT\data/Scorched-v41    3
jdog.rar         D:\FTPROOT\data/Scorched-v41    2
raptormod.rar    D:\FTPROOT\data/Scorched-v41    3
stoneage.rar     D:\FTPROOT\data/Scorched-v41    5
kid.rar          D:\FTPROOT\data/Scorched-v41    7
gallery.rar      D:\FTPROOT\data/Scorched-v41    5
classic.rar      D:\FTPROOT\data/Scorched-v41    2
christmas.rar    D:\FTPROOT\data/Scorched-v41    4
panthermod.rar   D:\FTPROOT\data/Scorched-v41    4
roofmod.rar      D:\FTPROOT\data/Scorched-v41    4
sniper.rar       D:\FTPROOT\data/Scorched-v41    2


This doesn't include specific downloads to you, or the other modders as
we pass work to eachother.
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