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Messages - CarThief

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76
Cutstuff Discussion and Feedback / Re: [Suggestion] Banning chatsp33k
« on: December 24, 2012, 12:33:52 AM »
Yeah i suppose why not. Bit out of nowhere suggestion but its agreeable. I mean, its not like this is a phone and texting may or may not cost money so they use the most inhuman butchering of the English language just to save a few cents.

I'm fine with keeping the leet/chatspeak out if smaller mistakes like improper grammar, no punctuation, or large blocks of text remain an allowable error. Cant expect everything from the average internet user after all.

But to be honest i dont think i've ever seen anything to the lengts of leet/chatspeak here that would strain the eyes to decypher, so i'm partially wondering if we even need this rule.

77
The Ghoul's Forest / Re: Trying to update. Need your input!
« on: December 21, 2012, 01:53:44 PM »
Hm, for the Engineer something like this is already planned, though the only reason the ammo count isnt reduced is because the saws fired will not be collectible untill triggered by an enemy or they've expired, making it rather hard to pick them up and re-use them, so that wouldnt mix with low ammo.

Hm... A 'fake out' kind of movement option by stopping instantly? Is that the general idea of it? Could have its uses in making enemies use up their ammo but on the other hand... He is the fastest ghoul, it would make long-range projectiles completely useless, hm... But that is only a problem for the Hunter who has no high/infinite ammo weapon thats reasonably reliable.
Dont know about changing his attack though, i do quite like it the way it is now: Choke is the fastest class around, so depending on the area he should be able to get to you at some point, this shouldnt mean a guaranteed death. Faking out Choke by moving unexpectedly or losing him in the confusion of close-range combat lenghtens the survival chances of a Human struggling with a Choke, while not making it too much of an advantadge to the Humans, either.

Only the really persistent and good ones end up making almost flawless or generally painless kills, it is quite a bit demanding on the aim, perhaps a 'wider' aim might work a bit, but i'm not sure if its that easy to pull off without changing the damage and stuff.
Hm... Perhaps some kind of new gamemode that still relies on good old killing eachother would work out? Something like Terminator but without the boosts? Or another goal for victory but keeping in the combat as a means to get to said goal.

Does bring one small idea... Perhaps a custom gamemode where the two teams fight as usual, but with a small twist, they gotta defend some kind of Respawn portal, allowing those who fell in battle to respawn (after waiting a bit mind you). Losing the portal could lead to two possible design choices: A - they lose instantly. B - they will fight on untill the last of them died, giving them one final potshot at the enemy Portal thing.
The portals would probaly spawn where the players spawned and force on the dmflag that makes people (re)spawn in their team spawn zones (to make sure things work properly, some lone spawn spots are plain weird, or even unreachable).

Hm, though one problem comes to mind with the above idea: Ranged attacks. For all i know the portal of the Ghouls could be in the middle of a large area and all the Humans gotta do is snipe it to pieces. While in the case of Ghouls trying so i could make human portals recieve 0 damage (or simply minimal damage) from bloodballs, curse balls and ice breath.

Edit: Blah, reminds me of another issue, what could the Humans possibily use to stop the rampaging Ghouls from entering and doing suicide attacks, given their strong melee capabilities? Hm... Perhaps if attacking the gate made em more vulnerable like a 50% damage taking increase and/or minor slowdown to make sure they'll take down defenders first or be quickly killed when 'suicide bombing' it?
The gate could probaly spawn some ammo for traps and other defensive/passive weapons too, maybe... Ah well an interesting idea, wether it will work out or not.

78
I assume you mean posting direct links to images or pages holding said images? If that's the case, i honestly never was too bothered seeing a link like that. Given their size people ussually put them below their text or in-between things anyway, in the end making the post just as readable.
(Or they'll be even nicer by embedding it into their text, whatever works.)

So yeah i'll have to say no, its fine the way it is. Also indeed a major risk if we didnt know what we're clicking on, not everyone's using FireFox, hell i'm still using IE, mostly because its the only browser that runs Youtube and Flash things, and i wouldnt trust Google's with a huge stick either, given their information collecting habits. :P

79
The Ghoul's Forest / Re: Trying to update. Need your input!
« on: December 03, 2012, 11:26:36 PM »
Well from the tons of testing vs both actual players and bots, he can still hold his own in most situations, as long as the map isnt a massive flat arena without a single piece of cover or height difference. Take in to account the chaos of battle and his dodgy movement and he should still be fine with approaching groups of humans.

It will take more effort to pin down a human and kill him, or simply intercept him though, as Jitterskull's range is around 2/3 of what it used to be at the moment. The limited range effect only takes place if he moved recently, though. To compensate his recovery from attacking is a bit quicker and his blood delay when he's chewing on someone is essentially halved.

So its basically a bit more power and less range. Hm, havent made much progress lately though, been quite distracted with other things due to the lack of ideas to work with.
Would have loved to be able to update it again, but the list of changes is pretty damn tiny:
(click to show/hide)

80
Hm, well in that case have you considered using an older version of Java? Havent updated mine knowingly in ages, yet Minecraft and its server application work just fine for me.

Just dont know where to get an older Java from though...

Edit: Updated Java pretty recently, and everything still works fine. Both with the old one and with the new version of Minecraft. Had any luck on getting the server back online?

81
The Ghoul's Forest / Re: Trying to update. Need your input!
« on: November 21, 2012, 03:29:22 PM »
Hm, thought about having a boss map for the Ghoul campaign but there's hardly any good ideas that could work for that. The ghouls being melee-based would easily run out of health by having to deal with everything at a close and personal level most likely. Not to mention the vastly different playstyles and options some ghouls have. While that's good for multiplayer its a pain to make the encounter equal or equally as good for every ghoul with a different playstyle.

Wouldnt quite be as epic of a boss as the Yurei most likely either, which revolved on the good ol hit the boss and dont get hit to win kind of scenario. I suppose it would just be too difficult to design, let alone get it right and have it fit in at the same time.

82
I dont think new versions take a YEAR to develop, though it does get rediculously long sometimes, i'd imagine its gonna take 4 to 6 months atleast, though.

And gave any newer versions a try yet Cutman? Suppose it might actually work, with some luck. Wonder if there are plugins around that could resolve that crashing problem, otherwise.

83
Well i'm very bored right now, perhaps a system of the following tags might work out for such a forum?

[ACS] - Anything script based that can be implemented for extra effect. Could be something as simple as a death counter, even.
[DECORATE] - Anything decorate-based that doesnt fall in the sub catagories listed below. Think: Special effects, decorational items, and such).
-[ITEM] - Pickups, health and such things. These do have a gameplay effect.
-[WEAPON] - Should speak for itself.
-[NPC] - Meaning Non-Playable Character, these could be friendly, they could be enemies, or they could just roam around. If they dont do anything it is best catagorized as [DECORATE] instead.

[AUDIO] - Sound and music.
[SPRITES] - Resources to create enemies, items, and players/classes with. Just not textures, thats its own catagory below.
[TEXTURES] - Same as above but only for textures that is placed on walls, floors and ceilings.
(I would have combined them, but i dont think there's a word to cover for both textures and sprites. Unless you want the tag to be something crazy and long that uses both words. :P)
[OTHER] - Anything not covered in the above catagories, like bots, campaigns or other lump files.
[ARCHIVE] - A total collection of a person's resources in one topic. Preferabaly well-organized.

For anything other then [ARCHIVE] multiple tags could be applied to the same topic if need be, or it could be tagged accordingly to the main subject of the topic, for example: Someone posted a topic for the new enemy they made for MM8BDM, enemies consist of sounds, DECORATE, sometimes ACS and sprites, but that would be too many tags and the main topic subject is that enemy creature they made, so [NPC] will do.

84
If these are kept in appropiate catagories, either by manually entered tags such as [Script] (or maybe [ACS]), [Sprites], [Audio], etc... Or by subforum, then why not? Though tags do allow for topics with multiple types of content of the same resource. Or other ways of sorting it, whatever works really.

So yeah, there'd be use for it i'd imagine. I wonder though, if its going to be a subforum of projects, does ALL of the submitted content have to be MM8BDM-related or can it be plain anything?

85
The Ghoul's Forest / Re: Trying to update. Need your input!
« on: November 02, 2012, 08:59:57 PM »
Hm, main thing i was looking for is if any game mechanic, balance, or such things need changing or adding to. Though having extra maps added isnt bad either if they're any good.

Cant say i have the time and resources to build a map like that, but yeah, if anything interesting gets submitted on the other hand...
But if you've got any ideas on how to improve a class or what might need nerfing/buffing/etc, that should be easy enough to implement if its not overpowered or broken/difficult.

86
Hm, i take it nothing's changed much at all? If so all i'm getting is connection refused, but not outright having nothing found at all. I was going to suggest using different layouts like using bukkit or such, but if that doesnt work i dont know either...

When i was messing around with making a server, whenever it crashed it apparently would make a log in a map called "crash-reports" made in the same folder where the server .exe file is. Weird thing is though, it crashed several times but i only got 1 log with the last line being a bit gibberish. So perhaps the crash report was overwritten, hm...

The crash reports seem to be named in this kind of order if that helps finding them:
crash-year-month-day_time-server(dunno if this changes).txt
In my case ending up to be: crash-2012-10-31_14.21.18-server.txt.
Either that or to look for a map called "crash-reports" and see if that has anything in it.

And that was of course done on Windows, so you might want to look out for Linux or other non-windows OS problems as well?

Edit: Given that i could run a personal server for over 5 minutes on Windows, perhaps you could run your server in another OS or in another kind of way similar to switching OS? Then again that might be a bit too much work i suppose, but it would be quite nice to have the server back on.

87
Damn, was getting all prepared for some good ol minecraft action as well... Perhaps if you post the exact problem you're recieving someone might make something out of it and find a solution? Though i'm no expert on the matter myself unfortunately...

Hm, it was nice the map had snow for a change (as brief as it was), though why do the maps always lack trees in starting zones? The rare few that did have em there somehow always did well... :P
Hm, was looking forward to the various new capabilities as well too... Item frames can have so much decorational uses...

Edit: Hm, suppose it cant be the software/plugins that might be close or even unintentionally interacting with the server... Maybe its just overloaded? How about a long-term test with a very low player count? Or see if the server survives just being active for a while without acces to it at all?

88
MM8BDM Discussion / Re: MM8BDM: Mega Man 8 Expansion Public Thread
« on: October 30, 2012, 08:37:48 PM »
While i just happened upon this post without following much of the recent discussions, i'd say that might be a little too intrusive. While its a good idea its better off with a (if possible at all) yes and no prompt asking to set the keys to something basic (i'd suggest activating mouselook as well if there's commands for that).

Preferably the good ol wasd and mouselook, and optionally, the use of q, e and r to handle jumping (q and/or right mouse button?), e (next item, maybe?) and r (activate current item).
I'd imagine everything else would be the Skulltag/Zandronum default settings.

Though if you go through all the effort of that you'd logically need to either inform them of their set up keys, or give them a tutorial if prompted yes, to let them test all of their keys. Or to simply open up the configuration screen again to give them an idea of what everything's set to.
Having a brief movement tutorial would benefit those new to this type of game, a FPS game sort of, the most.

89
Hm, then it refused connection, then it didnt detect the server anymore, then i got in and got kicked out by 'end of stream' in less then a minute. And before that the forums went down for a bit, as well.

Seems the server is straining all cutstuff related things with all the rejoining and reconnecting going on right now. Minecraft sure seems to hate your guts right now... :P

90
Cutstuff Discussion and Feedback / Re: Cutstuff Minecraft Server! 1.3.1!
« on: October 27, 2012, 10:28:31 AM »
Eh, can live without plugins, its a pain to safely store your goods without that locking plugin, though. Atleast it will give me some incentive to hide em well past redstone mechanics again, thats always a nice challenge.

Though with the whitelist that shouldnt be a too large problem, most would-be thieves cant be bothered to go out of their way to find and steal from hidden chests, it seems, well most of the time in any case. (Though its proven they certainly dont mind taking a few diamonds from easily accesible chests...)

Do wonder if anyone else is showing any interest in having the server back though, because the lack of responses so far is a bit worrying.

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