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Messages - CarThief

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46
The Ghoul's Forest / Re: Ghoul story backups
« on: July 20, 2013, 09:01:35 PM »
Figured i'd post a notification in here as well that there has been an update of some kind. Released a beta testing build of v3b6 for some playtesting before making a final release of that version. Its at the usual sticky of this forum.

47
I can only assume dropping some f-bombs and whatnot is fine as long as they're not actually targetted at people, or other things somehow worded to try and upset people. Or so the rules would seem to suggest, its a fairly common thing in forums anyway to allow swearing and whatnot as long as its not directed at people, and given this site still has plenty of people from the fairly heated Skulltag community (dont know if the Zandronum forum has this reputation yet), and not to mention the fairly lawless nature of any Doom/MM8BDM Server...

As for the actual topic, it seems rather draconian to make a waiting timer on an agree button which states the forum rules, but unfortunately people rarely ever read those things either way, i just skim over them for any important bits, really.
Best one could do is make it a very brief short list of things NOT to do, if this forum software even allows for editing that register page. And maybe a link to an informational topic or two as well.

And if this still fails, the first-impression rule will determine their fate either way, of course. Bit annoying on the mods but they are here for a reason, after all. :P

48
I'm suprised no-one posted on this topic yet. Either way, i'm personally not too sure if they'll notice or bother either way, let alone keep the site open or remember where they downloaded it from to check out its forums to play their shiney new game. Heck the first thing they'd probaly notice is that it has an launcher while attempting to start the game. May i suggest that perhaps the launcher gets a tab leading to the appropiate pages?

Maybe an Frequently Asked Questions (AKA a FAQ) list of the most common troubleshooting questions with the appropiate answer would aid the newbies alot too, if there isnt any yet.

49
Help & Editing / Re: ACS: Any reliable way to count Team Members?
« on: May 17, 2013, 01:06:37 PM »
Hm, completely forgot system things like that existed, its truly been a while since i last tried my hand at ACS, but yeah a function was an alternative plan if anything like this came up, thanks for that.
Guess i'll see what i can do with this, and perhaps having it not count dead members might be an usefull feature too.

Edit: Hm... It seems to count people who spectated from the team as well, weirdly enough. I'd imagine this is solvable by the check-for-living method but i didnt quite design my plans for that, hm... Works just fine with bots, though, when entering them and removing them as if they where an player that conected and disconnected.
Edit2: Nevermind, it seems PlayerInGame(i) doesnt check for wether they're dead, but merely if they're playing in the game, rather than spectating, after checking with some suicides. In that case i think i've got everything i need, thanks again!

50
Help & Editing / ACS: Any reliable way to count Team Members?
« on: May 16, 2013, 09:04:59 PM »
Figured i'd ask after looking around, the functions to count the amount of people in team Blue and Red existed in Skulltag, but this function seems to have been removed in Zandronum, and without alot of messing around with integers or whatever you call em constantly to keep track of the current amount of players for each team, i'm not quite sure if its as doable anymore.

Perhaps anyone know an simpler way to do it? Or am i just gonna have to make a brute-force script that constantly updates itself to know how many players each team has? Suppose i'll need the practice of handling and doing math with various integers anyway.

51
Hm, apparently not, though all these kinds of avatars do kinda look alike regardless. But thats as far off-topic as i'm willing to let it go to anyway, as i cant think of anything worth mentioning about the actual subject, it's all been said so far.

52
Yeah, coloured names ussually mean that person has some kind of function within the forum or related services (like ST/Zan with its various groups handling different things, such as the IRC), the medal is a big enough designation of having donated for this purpose anyway.

Dont really need donations to kindly ask for a one-time name change, or wait for an special event that is all about those, but i suppose its something that could be considered regardless. As for the signature thing, even with youtube/images and such disabled, people could make text in overly large bold letters, make em bright red, or something else that just distracts for no good reason. Dont know if those can be disabled as well but it'd still be extra text to skip through, ultimately.

And dont blame me for thinking he's a she; (kinda typical) touhou avatar, female-sounding name, i judge gender by impression over the internet, and that case just seems to scream female. Sure them touhou avatars are unfortunately a bit popular, along with the large male crowd it has, its the name that hit the nail on the head though, i guess. But whatever, should technically be sleeping now.

53
The Ghoul's Forest / Re: Trying to update. Need your input!
« on: May 15, 2013, 12:26:57 PM »
Hm, probaly cant make that many map changes without asking the author of the map.

The fire and normal altfires do work nicely against Creepers that missed their target or just passing by, fire in particular was a popular method of trying to shake off creepers going at you when stunned, or to do the fire altfire move while running around rampantly to find the Creeper, as the damage from the fire as well as the creeper's volatile reaction to being damaged makes it very difficult to land a hit with his hands on a target.

And the white blast is also reasonably strong if i recall correctly, enough to kill Creepers in several hits, atleast. I guess adding a sprite for that effect might help, though you can also easily hear it, or see it in OpenGL as an white light blast. But i guess i'll see if that needs change. If i ever do get to updating it... :P

54
The Ghoul's Forest / Re: Ghoul story backups
« on: May 15, 2013, 12:18:49 PM »
Ah this brings back some memories... I do wonder, maybe the backstories would fit in as a text file in GVH, as some people might like that kind of thing (and not like .txt files are that large anyway).

Also note on the Jitterskull page, there is mention of that he made the vocal sounds of Jitterskull, without any kind of sound editing, including most likely the sound when Jitterskull charges forward. I can only imagine how much that hurt afterwards for his throat... Especially if it needed a few tries before he got it right.

55
1. Hm, this rarely ever can even happen, i only recall such a thing happening for GVH, cant remember if he did for MM8BDM as well. Either way if you ask me beta testing should probaly be reserved for trusted people in private or just making it a public beta test instead.

2. Well as she said, the name changing can be done on request rarely, this doesnt need to be an donation feature anyway because of that. Kinda open to abuse as well if people could quickly change names on request, even if they did have to pay for it.

3. Signatures take up too much space at times. This is easily noticed in some forums where people put various images (sometimes a whole bunch of animated ones too!) in their signature purely to draw attention, its quite annoying and would disturb this somewhat peacefull layout the forum currently has.
They're also still usable as introductions or bits of information for profiles, which is handy, but this information does not need to be seen with every post.

4. Well there's a medal as an award. I'd say that's nice, non-intrusive and generally all good. The medals where never a problem before (do wonder how awfully that would stretch if someone had 6-10 medals, though...

5. Well, like she also said; best used to designate between user and moderators and admins in case one needs the help of any of the last two. Also makes reading posts a little easier too with less flashy names to catch the eye with.

56
Cutstuff Discussion and Feedback / Re: Project Trinity
« on: April 30, 2013, 10:42:24 PM »
I dont think singleplayer was ever to be scrapped in the first place, MM8BDM had it from the start and even GVH could be played in offline bot matches, as simplistic as it was. Later on he even went and added campaigns and Yurei Battle, so i dont think CMM would neglect singleplayer so easily. :P

And i'm certainly gonna see if i can make it work online myself when its released, while i'm no master at super-complicated coding, there's always practical solutions and replacements to be had that might strain the engine less. How long do you think its gonna take before its complete or a beta comes up anyway? Or still too early to speak of such?

And the ACS is causing the desynchs? I would have thought it would be the intensive decorate coding instead, honestly. Given some mods out there that use such an intense amount of ACS, no doubt.

57
Cutstuff Discussion and Feedback / Re: Cyberbullies
« on: April 26, 2013, 06:56:50 PM »
Unfortunately the internet has alot of these kinds of people, so you're best off by ignoring them or using other functions that might help against these problems. For example you can ignore people on Zandronum, so their messages will no longer appear, though i havent played in a while so i'm not quite sure where that option was put, probaly somewhere in the multiplayer menu though.

But to put it bluntly perhaps you're a little too young or just sensetive to be around these parts of the internet, the competetive scene (people shooting/fighting eachother in games) always has this kind of behaviour going on, and no-one can really change that.

58
Cutstuff Discussion and Feedback / Re: Project Trinity
« on: April 26, 2013, 06:08:42 PM »
Hm, guess i havent ran into anything as intensively coded then that would trigger such desynchs. Would it perhaps work better if there was a non-random pattern, or a pattern that was dependant on the player's location or status (kinda like fighting games)? Though it kinda runs the risk of people reading the patterns and sort of laming the boss out with that, possibily.

Or maybe you could create different versions of these bosses/enemies or give them a flag/item that sets gives them a unique but non-random pattern to act upon? Its better then nothing i suppose. Did learn alot of the art of compensation and trickery coding-wise while making stuff for GTA2, so perhaps ultimately something more simplified might work, too. As damn, that game has one unstable engine when doing alot of stuff or fancy crap and its multiplayer is so prone to desynch or crashing all the time.

Or perhaps its worth asking the developers to make the randomized state jumping and other random using things more stable online?

59
Cutstuff Discussion and Feedback / Re: Project Trinity
« on: April 25, 2013, 02:08:20 PM »
I dont think i've ever seen Zandronum desynch even once, even on the typically laggy US servers or semi-laggy servers. As long as no clientside only stuff like actors is in place i dont think that ever was or will be a problem.
I did hear survival multiplayer being a tad buggy, one person was unable to start Yurei Battle via the multiplayer menu, i think this was due to zandronum not assigning the correct gameplay flags, as doing this manually via the console and enable survival and cooperative did work just fine. Yurei Battle also worked just fine and dandy when hosted online as it bypassed that menu and just used the appropiate commands directly.

I wouldnt know of any other survival-based bugs though, if all else fails, perhaps make a coop mode and create a prison area? ACS could easily teleport players out of the prison area at the start of the game and any latecomers who join would spawn in prison, as well as any respawning players. Though if you're going this route you might want to add an default variable that allows for max retries, or infinite retries, of course.

60
Cutstuff Discussion and Feedback / Re: Project Trinity
« on: April 25, 2013, 01:13:21 PM »
Hm, as in crash due to being pushed to its scripting limits, or vomit and lag from the sheer amount of ACS being thrown around? I think having a script that builds rooms (aka texturing, moving floor and ceiling, perhaps some walls, etc) run at the beginning that only does those things shouldnt lag too much. Only lag i tend to see is FPS lag or lag from too many monsters/projectiles/actors that spawn/do stuff, having tons of things lower, raise and retexture shouldnt be too laggy. The less animations involved in placing actors the less laggier i assume doing actor preperations would be too.

Hm, do hope a randomized dungeon system works out, or give people the ability to easily build their own, maybe. Heck if its what i think it is i'd probaly give the randomized dungeon a try myself in spare time if you ever release it. Nothing a large batch of teleportation rooms and semi-randomly assigned teleporter hallways/doors per room with a in-game dungeon map cant fix. :P
Hm, assuming my ACS/DECORATE skills havent completely vanished after such a long time.

And if randomly generated dungeons isnt the plan or not going to make it i'm fairly unsure what beast you're creating that would eat servers raw, but it should probaly work just fine if no constant checks are thrown about, or simply kept limited.
In any case i'm highly looking forward to it, never had a dungeon crawling experience in FPS style before.

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