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Ceiu

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Everything posted by Ceiu

  1. Chambahs... you really don't get it, do you? If you want to continue to look like a thieving !@#$%^&*got, then be my guest -- everyone who knows you knows you've done minimal work for "your" zone. Stop trying to imply otherwise, !@#$%^&*. The only thing I've ever asked of you is that you stop claiming other people's work as your own. Is that so !@#$%^&*ing much to ask? Here's a newsflash: you're not needed. Those people actually doing the work for you are the ones running !@#$%^&* -- not you. Look back to how many people cared when you were "quitting". Get it yet? You're nothing more than the rest of the !@#$%^&*!@#$%^&* "zone admins" around here; you don't do anything except use a few subgame commands here and there and declare yourself some kind of godsend to the game because you somehow scrapped together a zone from bits and pieces of other peoples work. You're an anonymous zero. Drop dead, mother!@#$%^&*er. @Admins: This may be a good time for a topic split...
  2. You still don't get what I was saying to you? Jesus tap-dancing christ... Ok, you're not a programmer and you can hardly wear the "developer" moniker -- so when you start going off about how great your zone is and how your modules are your property and how you'd rather delete them than let other people steal your work, it's rather irritating to guys like me who know how much work you've actually done. Smong did a great deal of the work for your zone; for you to even accidentally imply that it's your work and/or property is nothing short of re!@#$%^&*ed. Oh, and... Die in a fire. Thanks.
  3. Ceiu

    Word Association

    char*
  4. Mister bear is very excited about the interview, it would seem.
  5. Aesthetics, my friend.
  6. Ceiu

    Word Association

    table
  7. What invisible tiles? The only bomb lines I blocked off are those that would be over-used by flankers as it allowed them to attack from the outside without any retaliation. Everything else was left in. The only area(s) I can think of are those on the outer-most corridors in-between the plus-shaped barriers. Those are meant to trap in bullets to keep out any would-be attackers. Whether or not it actually works that way, I can't say. If it doesn't work, those holes can always be cracked open.
  8. I guess it's already been cycled out... !@#$%^&*.
  9. To be honest, I couldn't tell what was changed within 30 seconds so I stopped caring. However, as long as it doesn't make them useless then power to ya. Now all you've got left is to implement S!@#$%^&*' base 6 and my base 2 and you've got a winning map. (base2.lvl attached since you won't reply to my in-game message(s)). base2.lvl
  10. It rhymes, making it automatic failure as a name for anything having to do with science or technology.
  11. Ceiu

    Ummm?

    Doc: I wasn't worried about MY post as much as I was about the final wording on what choprock was doing.
  12. Well, with relative-absolute positioning, you usually don't have to update anything unless you change the design again -- which typically requires work regardless of the method used. Floats are nice in theory. Thing is, IE has so many problems with it, you almost always have to use hack to get them to be fully browser compliant. Regarding the alt thing. There may be a "new" standard in CSS3 or whatever, but at the moment all the validation tools still require the alt field.
  13. The "problem" (for lack of a better term) is with the "float" property -- IE is rendering it incorrectly. The correct behavior is what you see from FF, as the div has been pulled out of the content flow and should no longer "force" the height of it's parent to change. You've got a couple of options here: A) You can set the overflow property to "auto" in your #container style to make FF behave like IE (and maybe even fix the other rendering problems !@#$%^&*ociated with this IE bug). There are a few hacks to make IE perform like FF (see: here), and then use some absolute positioning. Also... there's a bunch of other issues as well, but these aren't !@#$%^&*ociated with your rendering problem. -Missing closing body and html tags -The padding property in your #content_box style doesn't have a colon. -And a plethora of non-critical xhtml compliance issues: Missing alt property on every image, missing form action, input tags aren't closed and missing page !@#$%^&*le within header. -C
  14. Ceiu

    Ummm?

    I'm pretty sure someone made a topic about Choprock possibly having Supercomputer already (or another item that lets him cloak with wb). There wasn't any trash talking or such in the topic, but it's mysteriously missing... why?
  15. If all it does is throws that player in the queue to be checked, it'll just be a waste of cycles really. Besides, if all the clients are doing these checks but only a few are generating these reports, you could still queue up the player check, but at a lower priority... This is !@#$%^&*uming that the engine only checks players at random, rather than watching everyone in real time.
  16. Nice. Now how about size? If you made it the same size as searing heat, it would completely phase out the other two since they could be negated without dealing damage. If you made it too small, no one would use it, since searing heat and needler would make it worthless. You'd probably have to make it slightly larger than lightning, but definitely smaller than needler.
  17. http://quotes.sscentral.com/index.php?1908
  18. This is a conversation between D1st0rt, Arnk Dylie, and myself regarding various cheating issues that arise with an open source client and possible ways to defeat them. It kinda died off abruptly, but take what you will out of it: Cerium> question Cerium> how much work is it for the server to do collision detection? Arnk Dylie> between players? Cerium> si Arnk Dylie> I did it once Arnk Dylie> probably using the worst algorithm evar Cerium> I mean for weapons too Arnk Dylie> an O(n^2) one D1st0rt> pain in the !@#$%^&* cerium Cerium> well, I imagine, but I'm talking about load Arnk Dylie> for just weapons you could probably get away with O(N) D1st0rt> have you ever thought about what would happen to a repped burst Arnk Dylie> !@#$%^&*uming no repels Cerium> the server would see it slightly quicker than other players Arnk Dylie> lulz Cerium> and slower than the player who repeled Cerium> naturally there'd be lag Cerium> but I was thinking about a few things: D1st0rt> lag would determine whether you had favorable results or not Cerium> if continuum or any game like it were open source Cerium> how could you do things like x-radar or anti-warp and remove the possibility for a client-mod to have them always enabled/disabled D1st0rt> just keep turning it off Cerium> with x, you can't send a cloaked players position, as the client could just always show it D1st0rt> lol Cerium> but if you simply didn't send regular position updates, you'd have some weapon desynch Cerium> however, if there was a packet that said "invalidate weapon #" D1st0rt> cerium just keep turning their xradar off D1st0rt> loawl Cerium> I'm being serious D1st0rt> yeah, keep turning it off Cerium> what would that do if they've modified the client to always show cloaked players, regardless of the state of x radar D1st0rt> o D1st0rt> you're going that far Arnk Dylie> you're asking how to do that Cerium> I'm !@#$%^&*uming continuum were 100% open source Arnk Dylie> or. Cerium> I'm just thinking outloud, basically Cerium> if weapons had actual IDs, and players always had watchdamage on (or a more efficient version) [zomg bandwidth!!!] Cerium> then the server could just tell a client to invalidate a weapon Cerium> then it wouldn't have to send position packets for cloaked players Cerium> and the weapon desynch wouldn't be TOO bad Arnk Dylie> you have to know if you hit a cloaked player though Cerium> nah D1st0rt> what would stop a player from invalidating all weapons Arnk Dylie> unless the nature of cloak is changed Cerium> hrmm Cerium> good point D1st0rt> that would be a neat trick Cerium> arnk, my idea was simply to have the cloaked player report when it's hit and by what weapon Cerium> and the server tells other clients to invalidate that weapon Arnk Dylie> oh, ok Arnk Dylie> laggy cloak Arnk Dylie> then Cerium> but, as d1 said, a cheater could just modify the client to invalidate weapons on command D1st0rt> super zones be !@#$%^&*ed Arnk Dylie> ^ Cerium> yeah, a tad laggy =P Cerium> but it would effectively prevent the always-x cheat Cerium> in favor of a godmode cheat =P Cerium> well, actually Cerium> hrmm... nevermind D1st0rt> well, what would stop a player from doing godmode anyway D1st0rt> if they had the full source Cerium> hrmm Cerium> I suppose that's where the server collision checks come into play Cerium> originally I was thinking the server could tell another client they've hit a cloaked player Cerium> but, this would also be able to tell a player when they've been hit Cerium> I wonder if a hybrid client-server damage method would work Cerium> realistically, how much traffic does a client require for this game? D1st0rt> sec D1st0rt> priit did the calculations one time on tw forums Arnk Dylie> about...20b*players/s + others? D1st0rt> http://forums.trenchwars.org/showpost.php?p=137103&postcount=15 Cerium> so 500 bytes/sec per player in TW? D1st0rt> 2 KB/s Cerium> ahh Cerium> hrmm Cerium> that's a lot of traffic Arnk Dylie> no Arnk Dylie> well ya on the server's end Arnk Dylie> not for each client Cerium> well, I'm more worried about server Cerium> a lot of these ideas I'm going to be throwing at bak for discretion Cerium> others... just because I'm !@#$%^&*in bored Cerium> in any event, I think if you did a server/client damage system, you may be able to prevent godmode type stuff Cerium> but at the expense of greatly increasing bandwidth Cerium> also, the server itself would have to be a client. D1st0rt> cerium what you could do D1st0rt> is just do some rough checking, then if its blatant D1st0rt> spit out red text to online staff Cerium> how rough are you suggesting though? D1st0rt> well obviously its not going to look the same as it does to the client D1st0rt> so you can't expect 100% accuracy D1st0rt> i would say your precision depends on the lag Cerium> so you're saying, rather than the server telling a client about missed damage they should have taken Cerium> just reporting it if a client is "evading" x%
  19. Ceiu

    Word Association

    Gun.
  20. Here's your update: The server is still down. When it's back online, the zone will come back.
  21. Ceiu

    Word Association

    Combination
  22. Six months in discussions? Peh. No wonder nothing gets done. Are you guys sending one word emails or something? This isn't access to a nuclear warhead's control panel, it's a !@#$%^&*in biller for a decade old, player run game. If you're THAT worried that someone is going to come along and !@#$%^&* with the biller, why don't you guys backup the data every week or so? Also, while you're at it, how about updating the biller software itself? Wait... Oh, that's right, somewhere along the line you guys got too apathetic to care that the basis of the community that comprises the population for this game is resting on the shoulders of one man who is about as active as a sloth. Wonderful. Spend six months discussing that.
  23. So... for those of us who still don't get it... I take it you won a large sum of money on a bet?
  24. Ceiu

    Ideas

    Good point. I didn't think that far ahead. With way ship equipment works at the moment, I suppose your solution makes as much sense as any other. Slightly off-topic: Have you given any thought to implementing a system like the one described here? If so, you could simply give each utility more/less weight/energy to reflect it's usefulness.
  25. Ceiu

    Ideas

    Actually, something like this would helpful to tanks in bases. There's several times where reps are spammed like no other and tend to make it difficult to get through the smaller areas of a base. This would prove useful in those cases. I imagine it would also help some of the heavier ships pounce the quicker ships in center as well. Possible on the global scale, perhaps. Not possible per user. Remember, most of the time your client decides how it reacts to certain events. It's possible to make all repels inverted for you. It's not possible for your reps to have this effect on others. If I recall a discussion I had with a certain doctor before he left on a certain trip, utilities may be getting an overhaul in the near future; so I think we may see a bit more variety in that respect. However, I would prefer more individual items rather than utility packs. It's rather easy to stock up on lots of items with the current setup.
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