Joined: Sat Nov 05, 2005 9:29 am Posts: 1969 Location: In a Rental.
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.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1969 Location: In a Rental.
saw the magical ToDo Fairy's message..
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.
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.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1969 Location: In a Rental.
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.
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.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1969 Location: In a Rental.
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.
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.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1969 Location: In a Rental.
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.
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..
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?
Joined: Sat Nov 05, 2005 9:29 am Posts: 1969 Location: In a Rental.
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,
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