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Ceiu

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Everything posted by Ceiu

  1. As most of us know, the sounds for this game are too damned loud. So, I've gone ahead and run these through Sound Forge's volume filter and reduced them to 10% volume which makes ?sound=10 roughly equal to the current ?sound=1. Download, unpack into sound, enjoy. sound.zip Note: Some of the sounds were more quiet than others and are really quiet now... so you may want to do a selective update. Also, L3 guns have a nice hum in the sound file after the gun sound which I may fix eventually... But yeah.
  2. Ask and ye shall receive. http://www.blurtit.com/q9801070.html ^ Also contains a number of other god awful plants to avoid like the plague they are (and pictures of the doom they can inflict).
  3. Bloody hell. How many goddamn timers does this game have? Seriously. That's what I assumed with the z-ordering, but it's never mattered before so I don't recall ever checking.
  4. Stacked. No reason to waste screen space with stuff that's not there. I was planning on following the LCD segments, so in cases where the counter isn't used, it would be blank or display "--"; though, an infinity symbol would be kinda cool looking. Time likely won't happen since the bar itself will be representing that; and with only two digits, it'd look pretty hack. Of course, in the case of AD, it would make sense for it to cycle between 0 and 1, since that's effectively the number of uses you'll have. As far as the color... Green should be doable, assuming Continuum z-orders the images in the way I want it to (and Brain's awful eyesight doesn't fuck with the aesthetics again ). If it doesn't... we'll have to see exactly what I hacks I can use to make it do what I want it to do. If it plays nice, it shouldn't be terribly hard to have various states/colors for the bar to represent certain events or readiness. Btw, if someone wants to make better icons for ID, TW and Jump... feel free. They're 11px x 11px in size and can be anything you feel represents the functionality. The current images are simply one of the frames from the animations resized; but I don't feel they turned out as well as I was hoping they would.
  5. The plan is that if you don't have anything that generates the item/ability, it won't be displayed -- I'm just making having demo (for lack of a better word) show everything that could be obtained, even though it's unlikely (see: impossible) with the current settings. Realistically, most people will see six regen bars with the popular builds. Regarding the radar: The current radar is very much opaque in the center area most of the time -- which is noticeably larger than the entire radar in my demo -- and hasn't been a terrible problem as it is. Personally, I just don't like the design or placement of it. If it comes down to it, we can take Samapico's suggestion and make multiple layers out of the image to kind of fake some transparency (though, I'm not exactly looking forward to the work it will require). On a side note: I just lost the icon layer due to (another) photoshop crash. Can't someone at adobe figure out autosave? For $1,000 fucking dollars, you'd kind of expect such a thing. Good thing I've been posting my progress, or I'd be completely hosed. Sadly, I've lost the filter configuration and alpha channels, though. Dammit.
  6. Think I got this thing looking how I'd like it to: The icons are (from top to bottom): Repel, Burst, Thor, Brick, Quickboost, ID, TW, Portal, Rockets, Decoy, Antideath, Jump, Fields
  7. Just tested it: Jowie is correct. I always thought they lost the damage bonus if they didn't have anymore bounces as well... apparently not.
  8. Minor miscommunication, Tetris. I was referring to the flag radar (which is just kinda floating) rather than the existing radar. Not bad, though.
  9. The only reason it's red and green is because that's how it looks with the current 'alert status' for a given sector -- I just didn't shut off the filter before saving it. Regarding the intensities: If that was a major concern of yours (I mean, really), then I'd rather just find one of these colorblind jerks and have them tell me if they can identify a difference between the colors. Wow... Want to request any other features that I'm already planning? Not a bad idea, though it means doubling up the graphics and making them a pain to update. I'm a bit hesitant to add a money counter to this. Mostly because it's not important to know how much cash you have at any given time and the amount of extra traffic that would be required to make it work really makes it hard to justify given how useless it is (though it would be neat/pretty, won't argue that one). Regarding the animation thing -- I was actually planning on replacing the current kill messages with something like that. ?togglehud yes; extra color schemes, no. I'm actually planning on breaking the bar up into 11 lvz objects: 1 for the completed bar and 10* copies of the "inactive bar" to cover the completed bar. This allows me to send a single collection of lvz object modification packets to modify the display time of each inactive bar segment to basically let the client do the entire animation and timing, rather than constantly sending lvz toggle packets. As a nice bonus, this means that the actual design of the bar can be anything, since it's the inactive portion that's actually being animated. * This could actually be any number, I just went with 10 since it's a nice round number and will work well enough for what we're doing.
  10. You done derailing this yet?
  11. Matter of opinion. The fact we have three placements with such a small number of player suggestions kinda tells you that not everyone wants it where it is now. Of course, it could be that it's just too damn big right now, but still...
  12. I don't agree. If someone can come up with a better place for it (and make it look better), then why not put it there?
  13. I really liked the placement suggestion Tetris had, save for a few minor details. This is what I've got so far: I still need to do something with the radar... So get to work.
  14. You should only need to draw the 0% state and the 100% state. This should be rendered as a bar or something else that I can put into segments rather than actual values that require separate images to display. Cat Core is an example of what would use this. There are a few other existing things that could make use of the counter, as well as some things on the bench that require it. The progress bars should be identical, so what they're used for shouldn't matter. The only thing that should change from each recharge section is the icon (though, you can skip that -- icons are easy to make).
  15. Well, it seems my ability to design things has gone to hell, so I need some help. Most of the directions are in the image. If there are any questions, feel free to post them here.
  16. There's no point to making a table for bombs, but whatever... here ya go. Bomb/Mine damage for Warbird, Spider, and Terrier: ==Bombs== Name Shrap Delay Energy DPS EPS Eff Harpy Missile 0 105 230 733.33 219.05 70.1 Cluster Bomb 4 200 315 463.00 157.50 66.0 Falcon Missile 3 135 275 657.04 203.70 69.0 Impact Bomb 0 100 200 770.00 200.00 74.0 HE Missile 0 106 215 726.42 202.83 72.1 Salvo 0 65 245 1184.62 376.92 68.2 Photon Torpedo 0 180 280 427.78 155.56 63.6 Smart Bomb 0 195 300 394.87 153.85 61.0 Heat Reaver 2 90 230 942.22 255.56 72.9 TacNuke 5 400 616 241.25 154.00 36.2 Tau Blaster 1 165 199 490.30 120.61 75.4 Yamato Bomb 0 205 315 375.61 153.66 59.1 Zephyr 3 250 325 354.80 130.00 63.4 Entropy Missile 5 110 260 877.27 236.36 73.1 Nova Bomb 0 245 315 314.29 128.57 59.1 ==Mines== Name Shrap Delay Energy DPS EPS Eff Harpy Missile 0 143 262 538.46 183.22 66.0 Impact Bomb 0 137 231 562.04 168.61 70.0 HE Missile 0 145 246 531.03 169.66 68.1 Salvo 0 92 278 836.96 302.17 63.9 Photon Torpedo 0 237 315 324.89 132.91 59.1 String of Pearls 0 12 120 6416.67 1000.00 84.4 Smart Bomb 0 256 336 300.78 131.25 56.4 Yamato Bomb 0 275 351 280.00 127.64 54.4 Nova Bomb 0 318 351 242.14 110.38 54.4 Cluster Bomb 4 262 351 353.44 133.97 62.1 Falcon Missile 3 181 309 490.06 170.72 65.2 Space Mines 2 150 170 565.33 113.33 80.0 Heat Reaver 2 125 262 678.40 209.60 69.1 TacNuke 5 512 667 188.48 130.27 30.9 Antimatter Mines 4 170 490 544.71 288.24 47.1 Tau Blaster 1 218 229 371.10 105.05 71.7 Zephyr 3 325 362 272.92 111.38 59.2 Entropy Missile 5 150 294 643.33 196.00 69.5 Bomb/Mine damage for Javelin, Leviathan and Lancaster: ==Bombs== Name Shrap Delay Energy DPS EPS Eff Harpy Missile 0 105 230 733.33 219.05 70.1 Cluster Bomb 4 200 315 489.00 157.50 67.8 Falcon Missile 3 135 275 685.93 203.70 70.3 Impact Bomb 0 100 200 770.00 200.00 74.0 HE Missile 0 106 215 726.42 202.83 72.1 Salvo 0 65 245 1184.62 376.92 68.2 Photon Torpedo 0 180 280 427.78 155.56 63.6 Smart Bomb 0 195 300 394.87 153.85 61.0 Heat Reaver 2 90 230 971.11 255.56 73.7 TacNuke 5 400 616 257.50 154.00 40.2 Tau Blaster 1 165 199 498.18 120.61 75.8 Yamato Bomb 0 205 315 375.61 153.66 59.1 Zephyr 3 250 325 370.40 130.00 64.9 Entropy Missile 5 110 260 936.36 236.36 74.8 Nova Bomb 0 245 315 314.29 128.57 59.1 ==Mines== Harpy Missile 0 143 262 538.46 183.22 66.0 Impact Bomb 0 137 231 562.04 168.61 70.0 HE Missile 0 145 246 531.03 169.66 68.1 Salvo 0 92 278 836.96 302.17 63.9 Photon Torpedo 0 237 315 324.89 132.91 59.1 String of Pearls 0 12 120 6416.67 1000.00 84.4 Smart Bomb 0 256 336 300.78 131.25 56.4 Yamato Bomb 0 275 351 280.00 127.64 54.4 Nova Bomb 0 318 351 242.14 110.38 54.4 Cluster Bomb 4 262 351 373.28 133.97 64.1 Falcon Missile 3 181 309 511.60 170.72 66.6 Space Mines 2 150 170 582.67 113.33 80.5 Heat Reaver 2 125 262 699.20 209.60 70.0 TacNuke 5 512 667 201.17 130.27 35.2 Antimatter Mines 4 170 490 575.29 288.24 49.9 Tau Blaster 1 218 229 377.06 105.05 72.1 Zephyr 3 325 362 284.92 111.38 60.9 Entropy Missile 5 150 294 686.67 196.00 71.5 Bomb damage always follows this formula: ((base - armor) * (tdist/blast)) + [(shrap * 13)] base = 770 tdist = distance from the center of any target's ship blast = blast radius ((99 - armor reductions) * bomb level) shrap = inactive shrap count (jav, levi and lanc use shrapnel value * 4, all other ships use shrapnel value * 3) -- only applies to direct hits. armor = bomb damage reduction provided by armor. The real problem with bomb damage listings like this is it fails to account for a number of other elements: - Bouncing bombs do more damage if they hit while they still have at least one bounce remaining (currently +2.0% to the base) - EMP bombs do less base damage (38.0% of the base), but prevent recharging which should be considered when calculating damage potential. - L1 bombs are not likely to damage more than one player, where L4 bombs could very easily deal damage to an entire team in a base. - Close bombing significantly reduces the damage dealt to the target (I think it's like damage = damage - user damage). - The exact number of shrapnel that hit a player on a direct hit depends on how direct the bomb was. This means that while bombs like Salvo appear to have the highest DPS, it's not likely going to do damage to anyone other than the person who takes the hit; where a bomb like Nova could be dealing significant damage to an entire team. Couple that with the bounce modifier or the recharge prevention on an EMP and suddenly the numbers are looking quite different.
  17. And gun efficiency: Name Level Delay Energy DPS CPS Eff Pulse Laser 2 22 22 872.73 200.00 77.1% Positron Gun 3 22 19 1163.64 259.09 77.7% Mass Driver 1 11 29 1163.64 263.64 77.3% Gauss Cannon 2 25 26 768.00 208.00 72.9% Pea Shooter 1 19 26 673.68 136.84 79.7% Beam Array 1 25 25 512.00 100.00 80.5% Disruptor 3 23 22 1113.04 286.96 74.2% Shrap Booster 3 45 39 568.89 260.00 54.3% Plasma Cannon 3 32 26 800.00 243.75 69.5% Shredder 1 9 40 1422.22 444.44 68.8% Sharppinger 2 16 18 1200.00 225.00 81.3% Phaser 2 17 26 1129.41 305.88 72.9% Arcfire Array 3 36 24 711.11 200.00 71.9% Trap Laser 2 27 17 711.11 125.93 82.3% Gamma Ray 2 23 21 834.78 182.61 78.1% GigajouleRailgun 4 24 27 1333.33 450.00 66.3%
  18. Here's the source -- if you care so much, you fix it. =P HSMoney.java
  19. Don't be silly. Knowing you need x kills to your target isn't going to make it go faster or require less kills. Besides, the negatives of parasite aren't even that severe -- you hardly notice it's there.
  20. Name Kills Remaining Ship (0-indexed) 3vil 791 0 A A T S E 462 2 A A T S E 902 6 A A T S E 956 3 Aannttii 771 0 Adi. 837 5 Adi. 621 2 AdOnibYte 14 7 Atreus 890 2 bankotsu 693 0 beels 870 1 beels 310 6 bellflowers 690 1 bellflowers 557 6 bellflowers 366 7 bellflowers 962 5 calm 913 4 CDB-Man 917 1 CDB-Man 436 0 CDB-Man 979 3 CDB-Man 993 2 Cerium 721 0 ChaosGunDied 964 7 Cheese! 1000 0 Cheese! 952 2 Cheese! 1000 3 Choprock 709 7 Choprock 451 4 Chronic_Killer 652 2 Conan1. 943 1 dmw007 667 0 Don't-Shoot 673 5 Enjoi? 516 4 Erosion 935 3 EvilDeed 903 7 Existant 485 2 Feanaro 220 2 Feanaro 140 0 Feanaro 615 1 Feanaro 815 4 fireBLiND 885 2 Foxtrot 100 915 5 Foxtrot 100 314 0 fuzzy wuzzy. 526 7 Germany 982 7 GravedOne 988 0 HellFyreii 718 2 HellFyreii 659 6 HellFyreii 853 7 Hi die bye 411 3 Hi die bye 807 6 Hi die bye 561 0 Holy beanS 906 0 HoT dOg 38 4 Iginite 869 6 Johnny AKA Awesomef 900 7 klammy 999 4 klammy 937 2 klammy 444 3 klammy 969 7 klammy 222 5 Linear-Key 253 3 Linear-Key 767 6 Lire 256 6 Lonestoned1 622 0 Lonestoned1 917 6 Lugia978 486 7 Lunatic High 434 0 Lunatic High 983 5 Malik Aru 681 3 Malik Aru 432 2 Masaru 188 1 Mat Cauthon 296 0 Misou Angel 532 1 MorBiD-AnGeL-> 134 1 mr shoe 600 4 mr.ez.noob 26 3 mr.ez.noob 418 1 mr.ez.noob 182 5 NaBaKaTsu 801 6 Namp 791 3 Namp 988 6 Namp 245 0 Necessity 142 6 Necessity 367 3 New Balance 920 2 Newports 817 7 Newports 932 0 Newports 994 2 Nezbit Shepard 984 6 Nezbit Shepard 877 3 Nhon 415 0 Nhon 816 2 Oberstleutnant 447 6 omni 731 1 OnuzimMX 906 0 Podilarius 833 1 project dragon 55 7 Project5 138 3 quchi 294 4 name Ascending data ship quchi 564 7 Red Aces 972 2 Red Aces 625 5 Rico007 1000 4 Rico007 852 3 Rico007 634 0 Rico007 954 6 Rico007 909 1 rogue 3 630 2 RPGprayer 962 0 Samapico 774 1 Samapico 828 5 Scud 145 2 Shenanigans 935 6 SilverBul!et 424 6 SilverBul!et 916 2 SilverBul!et 328 3 SilverBul!et 987 7 sNipErZ 197 1 sNipErZ 623 3 sri 393 0 Swift Warrior 221 2 Swift Warrior 990 1 TerraForceII 395 0 Tonjo 336 2 True Morphine 560 2 TW!$T3D 173 5 TW!$T3D 524 0 Uber Shooter 973 7 Uber Shooter 821 3 Uber Shooter 781 1 vitaminz 278 3 vitaminz 338 1 WaR KiD 561 5 WaR KiD 357 2 WaR KiD 764 4 who is this 570 3 WingZero 129 7 XGenocideX 130 4 XGenocideX 981 1 Zamin 403 3 Zamin 596 6 ZenithGear 857 7 Zonnza 857 1 Zonnza 677 0
  21. This only parses the messages you receive when you get money, not the messages from ?kill (which I don't have in chat anyway). Kind hard to report stats for something that isn't there.
  22. Last time I challenged you to a name duel, you changed from the ship I challenged you in to your power-gamer build. Knowing that you need to use such a ship to even compete with my sub-par builds is good enough for me. Also, name duels are pointless for two reasons: (1) ?lostpassword and (2) you won't give up your name anyway. They already are decimals; they just happen to come out evenly (or Java is doing some casting without my permission, but whatever).
  23. I'm not sure the zone will be very fun if we have less than 31 players.
  24. What?
  25. Indeed, but it was effectively a 3-2 win -- not exactly worth jacking off to like you're doing. Thanks for playing.
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