Advanced Search

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - CarThief

Pages: 1 ... 3 4 [5] 6 7 ... 61
61
Cutstuff Discussion and Feedback / Re: Project Trinity
« on: April 24, 2013, 10:11:02 PM »
If it's gonna have lovely randomized dungeon (room) crawling action then this could be the best thing ever made for Zand/Skulltag. I do hope it is, or atleast allows for people to create their own dungeons if its that kind of game, but the best thing for replayability is good ol randomization, combine that with multiplayer - another high replayability element and you've got PURE GOLD on your hands. GOLD!

I mean, all you need for randomized rooms is make an extremely large grid, of rooms, have a number (like difficulty, room count, whatnot) decide the size of the rooms used and via ACS assign random pathways to various rooms and create rooms randomly, well, perhaps more like partially random, as pure random runs the risk of being unbeatable. This is an absolute ACS nightmare to script though, but i dont really doubt CMM's ACS skills on such matters.
Or perhaps teleportation could play a role instead to ease on room creation (though one might want to make a custom map screen for that scenario, though you might already have done so, judging from the image?).

Man i played too much roguelikes on steam lately, and the odd dungeon crawler, hence these hopefull ideas. :P

62
The Ghoul's Forest / Re: GvH: Legacy of Darkness
« on: April 03, 2013, 04:24:20 AM »
Well there goes any interest i might have held, so its basically NS-lite, huh? Honestly i never cared much for how much of a... clusterfuck, for the lack of a better term the general gameplay was, no concrete strategy or anything, and tons of random unneeded stuff going on.
Hmm... Even if they fixed the above somewhat, i'm sure there would be something awful and objectable about the damage and/or weapon types of the new classes.
(Not exactly a fan of various gimping changes i heard them making to the original classes either...)

Personally i wouldnt hold high hopes given the developer's shady pasts/reputations. They'll probaly just fall back into bad habits again in no time.

63
The Ghoul's Forest / Re: GvH: Legacy of Darkness
« on: April 01, 2013, 08:01:21 PM »
Well its certainly a 'too good to be true' type of situation in the first place, not like THESE people would remotely improve their behaviour regarding criticism.

But i suppose its no guarantee its a joke given that it isnt posted on April 1st, and the original poster didnt call April Fools either. Most April Fools jokes also tend to be a bit more obvious, or even sarcastic, and no obvious or sarcastic traits to be seen on the initial post of such kind.

But i guess time will tell if its an elaborate joke or they might actually show a slim amount humanity and reasoning.

64
The Ghoul's Forest / Re: GvH: Legacy of Darkness
« on: April 01, 2013, 01:06:05 PM »
Hm, while 5 dollars/euro's isnt that much i suppose some people do have trouble paying online, as not everyone has a credit card and aside from that the only other decent way i know of is via bank or via a service that can be paid via one's bank account.

Perhaps if you own steam you could trade items for that, or arrange other kinds of deals, or just have a good friend get you the game.
And if you can pay stuff via bank things like iDeal (no clue if its available outside Europe) i found buying those voucher thingies quite handy, which are basically digital Visa cards to be used like an regular Visa credit card but have whatever charge you put on it, basically an expendable gift card of sorts: https://www.3v.ie/
Though it only works in either Spain, UK Canada and (the) Netherlands, i believe. Also makes me wonder if they accept any other usefull payment methods, though i do know they take payments from various banks.

And i can only imagine how ugly Doomguy might look in FreeDoom, would look so completely out of synch with the custom marine sprites GVH has incoporated.

65
Hm, only noticed this after replying to the PM. How'd she get Operator anyway? Seems highly unneccesairy to have someone flying around as an Operator anyway if this kind of behaviour is displayed from said Operator. Perhaps all that needs to happen is to de-Op her, and that would take care of most (potential) damages.

Or was it somehow their fault perhaps? They seem like nice guys and fairly harmless, havent heard of them griefing anything, so i wouldnt really suspect them for it, but eh... Dont think there is a need for an (extra) Operator to be around anyway, either way.

66
The Ghoul's Forest / Re: GvH: Legacy of Darkness
« on: March 31, 2013, 10:44:57 PM »
Interesting i suppose but it would seem its run by those bunch who also ran NS, and i think their reputation is still quite... Well known, if anything. It wouldnt suprise me if their awful habits continue to this day, considering their past i've read about more or less...

Ah well personally i find that all the new classes people think of fall to one or more of the below unwanted caragories:
-Messes up the Range vs Melee aspect in any way which the original classes use.
-Over or Underpowered.
-Being more or less a sort of clone to the original classes, thus kind of unneeded.
-Have highly abusable ideas (aka invisibility gone wrong, and used to troll camp or such).
Cant think of more strangely, but NS had plenty of horrible ideas and pretty much did all of the above, except maybe the 3rd one, they tried so hard it just broke number 1 instead.

And more often then not the Original classes tend to get edited into something overly gimped compared to how they used to operate, in which you might as well not use any classes and make your own class-based mod!
Ah well, probaly wont end up liking this very much like just about any other GVH modification. Just got different tasted then most of the people it would seem, i'll just personally blame it on lack of quality taste. Oh how i wish good ol regular GVH became popular again instead...

Of course i did read in there they might not do the same mistakes again, but still, its THEM, time will only tell.

67
Well looks like Minecraft got updated again, this time with alot of Redstone related stuff.
Perhaps that's worth a new try with hosting the Cutstuff server? Assuming the technical difficulties have been dealt with and there still is interest in such a thing in the first place... :P

Though i certainly wouldnt mind having the server back in any case.
Hm, and a thought just occured, wonder if the newly added Hoppers or whatever it was called again are able to put items in locked chests, making a safe one-way transaction?

68
The Ghoul's Forest / Re: Yurei Battle No Player 1 Start
« on: March 10, 2013, 10:20:09 PM »
I'm pretty sure it still works fine when hosted as a server, recently tried that and it worked flawlessly as long as the ussual settings for it are correct.

So yeah i guess it should work as long as the gamemode is set to survival and other tiny settings, like if you want more then 1 life per player. There's also a hard mode if the flag compat_limitpain is set to true, which is normally used to limit souls coming from pain elementals. Assuming Yurei Battle isnt glitching out every now and then on normal mode already. :P

69
The Ghoul's Forest / Re: Yurei Battle No Player 1 Start
« on: March 10, 2013, 02:15:39 PM »
Weird, while i havent updated Zandronum in a while (if it ever had any updates so far), i'm getting the same error when i try and play it that way. Perhaps its a Zandronum bug in regards to how it handles survival nowadays.

I did find a way to bypass it though with the console.
First open the console and set 'survival' to true, then you could optionally set the amount of lives with 'sv_maxlives', and finally use the command 'map gvhfin' to play the map. You could also enable sv_cheats this way i suppose. Here's a list of what to do in order to be clear anyway:
Code: [Select]
survival 1
sv_maxlives [anynumber] (like sv_maxlives 3, for 3 lives)
sv_cheats 1 (if you want cheats enabled)
map gvhfin

70
Cutstuff Discussion and Feedback / Re: I think we need a sweep
« on: January 30, 2013, 03:38:03 PM »
I've checked around a bit before, not everywhere, but where i did look that actually had some traffic, i had reasonable amount of trouble finding any necrobumped and locked topic on the front page. So its hard to say but it looks like everything is just fine regarding that.

If it does turn out to be an issue, i dont know if the forum software can support such, but perhaps an autolock after 1-3 months of no reply? Perhaps even an auto-removal of topics 4-6 months old once they're auto-locked? (Obviously doesnt apply to stickies or anything of similar importance, untill they get unstickied.)
Or other time settings depending on the appropiate amount of traffic and how easily things get clogged up.

An archive might be a little messy, and in some people's eyes a tad redundant and useless to have around. If its that important for people they should be making a personal copy of it anyway, instead of requesting an archive for stuff not everyone may find usefull to store.
And if the above idea has no good software for it, perhaps the moderators could always do atleast still remove the very, very old topics every now and then.

71
I recall Michael saying he put up a non-vanilla server of some sorts and to do so had to to take down the vanilla one. Dont know if he'll bring it back though.

No clue what FML is though, but i ussually stay away from non-vanilla servers anyway. Tekkit was fun but there was simply too much stuff going on. Seems the Redstone Update will make a fair bit of things Tekkit was usefull for doable on vanilla anyway.

72
You should be able to contact him if he happens to be on the server or maybe he'll answer his PM's on his Cutstuff account too.

Also managed to finish the Temple of Doom project i was working on for ages. The name pretty much says it, its a temple full of traps and monsters, sometimes puzzles that has treasure at the end of it.
The sign at the spawn hints at its location, though its pretty damn well-hidden within the Jungle as shown below:
(click to show/hide)
I wont be suprised if OJ is the first to jump onto it, he's been quite interested in the treasure it holds. If you're reading this, OJ, you think you can complete Michael's big tile puzzle too for that extra treasure? Heck i only beat the damn thing once...

73
Hm, been pondering about trying the non-vanilla one but in the end i do prefer vanilla servers best.
How's the current one? Good community? Low to no amount of griefing? Could i get away with stuff like setting up a Do-It-Yourself (DIY) shop like on the Cutstuff servers? And how busy is it anyway?

And i'd recommend at the very least a plugin to lock (and protect) chests, even in the whitelisted Cutstuff servers you still had to hide away stuff you didnt intend on sharing like diamonds and armor. Anything else is more of a optional thing to work with if you ask me.

Edit: I've been digging around for which plugin Mike used again, and i think this is the one, found on page 42:
http://forums.bukkit.org/threads/sec-lo ... 1-r1.4336/
This one's handy because while it locks stuff you can enable it for multiple specific groups and specific users.
The only disadvantadge is that it requires a physical place to put the sign that locks it, some input may keep the chest unlocked unintentionally, and some people may find it unsightly to have signs on their chests (you can put them in out of sight though). Or so that where the problems last time i used it, wonder if some of those are fixed now.

74
Huh, pretty crazy idea, an maturity test, but i can understand the reasons for it. But to be honest, that sounds awfully elitist, and this forum is anything but that if i recall correctly, it just wouldnt fit in too well. That and cases of immaturity dont seem to be that rampant on these forums as far as i'm aware, to warrant anything like that.

Does remind me of what Skulltag used to have, moderators needed to approve your first (and perhaps second) post before you could do anything at all, couldnt even PM or anything like that. Probaly was there to keep the bots and the truly immature out.
If this does become a major problem perhaps the mods could keep an eye out for new users (pretty easy via observing join dates and low post counts) who dont behave as desired and give them some advice/warning/whatever to step up their game. Preferabaly in a proper, mature and suggesting manner, though. Outright saying "start acting mature or be banned!" will often simply invoke a agressive reaction, be considered a challenge, or scare off new would-be forum users.
One of CMM's forum rules says it best, first impression is everything!

75
I dont browse the MM8BDM forums as much, so my judgement may not be as accurate but... Shouldnt the current rules cover any immature behaviour already? I can imagine people starting topics with overly large/ambitious ideas and then quitting them may be annoying but i wouldnt call it bannable, let alone an offence worth of a warn. Though i'm not sure if that happens all that often at all.

Not too sure how one would handle any instances of people who poorly read and write, though, as they're not trying to be annoying, ussually they're just unknowing of their mistakes. Probaly best to just tell them of it and hope they improve. If they are clearly trying to be annoying, that might be a case for the mods instead.

Pages: 1 ... 3 4 [5] 6 7 ... 61