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Everything posted by Samapico
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http://files.sharenator.com/92_what_the_fuck_is_this_shit_RE_PwnzElite_has_declared_war_on_Grammar_Nazis_s306x227_173187_Brony_Gifs-s306x227-220794-580.jpg
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Hmmm, I dunno... You should set up some survey questions that determine our profile
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Antiwarp makes re-shiping take 5 seconds instead of 3... It's better, but if the thorers synchronize themselves, they can still send 10 thors in the blink of an eye. Yes... people tend to try to run from thors, into the pack (near the anchor lanc), and it only makes the thor hurt EVERYONE. People need to learn that they can block thors in most cases. You can usually sit near a wall that makes your teammates unthorable. Better yet, if you are cloaked, they will still fire 3 thors at you, but all 3 thors will explode on their own team.Thors hurt less if you embrace them and get closer to them. If you let them come to you, your entire team will suffer.
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Anyone can take screenshots and share them however they want? P.S. After reading the topic title I thought this was about unprotected sex.
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Or making thors only available at scrap & salvage... The ammo depots are just to easy to reach quickly with the safety warp thing. And there's one at each corner, so you don't even have to care where you warp, you just fly in that box, get warped, get in the ammo depot, attach back in base. Takes like 5 seconds. But then again, I guess scrap & salvage could take 5 seconds too with transwarp key, or tokens... meh.
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I agree with this... however, people need to learn to block thors too. It's not always possible, but very often, it's quite easy to get a bomb-resistant ship and just block thor lines, and it makes the thorers blow themselves up
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You're all right Esc-f3 toggles between: Show enemy names only, show all names, don't show any names
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I bet you just bribed people to register on your forum to refer you You lucky dog.
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Well, maybe if the XP difference is large between the dead guy and the killer, giving him 1 xp wouldn't be too bad... Like, if you have less than 1000 xp, and someone with > 10000 xp kills you, you get 1 xp... Some kind of formula like that could help new players gain the first couple xp to get to the first few sets of items. Maybe something like: Your xp | Killer's xp | XP given when killed [0,500[ [10000,15000[ 1 [0,500[ [15000,20000[ 2 [0,500[ >20000 3 [500,1000[ [10000,15000[ 0 [500,1000[ [15000,20000[ 1 [500,1000[ >20000 2 [1000,1500[ [10000,15000[ 0 [1000,1500[ [15000,20000[ 0 [1000,1500[ >20000 1 Or something like that... Keep in mind that players with such low xp will probably get 8 to 10 xp for just about any kills, so they still have much more incentive to get kills than die intentionnaly.
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256 types, not 256 colors... A team message, for example, will prepend "PlayerName >" to the actual message. While you could have another message type that prints out yellow without prepending the player name. A freq message ("...) prints out the player's name in green, and the message in blue. But yeah... with 256 types, you can do a bunch of stuff... (I am assuming a few things here, correct me if I'm wrong) Edit: Also, biller messages are probably a type? Leaves 255 to play with I guess
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Death threats and kicks in the nuts also produce emotions in people, yet are not art. Your argument is flawed.
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Pretty sure only purple and red messages can be sent (other than pub-blue, team-yellow and already-too-much-of-it-green) Something else that could be nice, is when you're in a ?buy category menu, it could print in purple the item(s) you have equipped on your current ship
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You can move enter/leave messages to the center of the screen instead, same goes for kill messages. All this can be toggled with the ?enter, ?leave, and ?kill commands. IMO, some messages like the ?give/?shareexp messages should be in purple or something. These can be easy to miss in the middle of a game, or at the end where all those stats come up.
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TW is basically 1 flag room... so yeah, it has multiple entrances. But the idea here is to quantify the progress of a team advancing through a base with a number of flags. Both teams are still fighting to get to the flag room, and the defenders will still try to stop the enemy from entering the base to keep all flags. Except, as the attacking team advances through the base, they will start collecting a part of the dings. There will still be ad/cloak sneaky ships that will leak through, but instead of stealing flags, they'll just capture them. I think most HS gameplay will remain the same, we don't need to completely re-imagine the base concepts... Though I'm guessing the bases might be focused to concentrate fights around those flags.
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Not only is the programmer "dead", but he went down with all the source code, so even all the mighty Visual C++ knowledge in the world wouldn't allow us to change the in-game texts... but yeah, a skin is easy enough
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Blame /?shareexp
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A command to make a xp-for-money transaction to avoid scams and such... /?tradeexp 1000 150000 Possible responses: -You have offered 1000 exp (500 received) to player B in exchange of 150000$. Type ?canceltrade to retract your offer. -You do not have enough experience points to complete this transaction, or player B has more experience than you. (Note that if we say how many xp is missing, we'll be basically showing player B's exp, which we don't want) (Maybe leave a 5 seconds delay, in case he made a mistake and want to ?canceltrade quickly) Player B receives: Player A offers you 500 exp for 150000$. Type ?accepttrade 8375 to complete the transaction. (Where 8375 is a random number, to make sure that if the player isn't accepting another trade offer that comes in from someone else right before accepting) If player B types ?accepttrade 8375, possible outcomes: -You do not have enough money to complete the transaction. -The equivalent of A> :B:?shareexp 1000 and B> :A:?give 150000 is done instantly If player B does nothing, offer times out after a while ( 5 minutes ? ), informing both players that the offer has timed out. No need for more complicated features like counter-offers or whatever, because the two players would be discussing the terms of their trade anyway, like they already do. How does that sound?
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Packetloss preventing me from playing zones.
Samapico replied to ronaldmcdonaldTW's topic in Technical Support
Hit escape, then F in Continuum to show the FPS counter, it will show up as a red number at the top. Also, if you're playing over a wireless network, you will get some packet loss, especially if there are other devices on the network. -
Tempest Needs to be Nerfed - SilverBul!et Edition
Samapico replied to silverbullet's topic in Hyperspace
I think a big part of the problem appeared when you made it so turret kills give the owner exp and a kill that feeds parasite / nano. Before that, turrets were there to help you, but you knew you couldn't rely 100% on them, or if you did, well it was to help your team, not help yourself rack up hundreds of easy kills. Also, if tempest takes up 4 turret count, maybe it should weigh down on the lanc like it was 4 turrets -
You might not think the same thing when you want to make it cross-platform
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I've been using Qt a lot lately, and if you want a solid library to start off with that is multiplatform and takes care of a lot of dirty work, I recommend it. Most people see it as a GUI library, but it actually does much more than that. http://doc.qt.digia.....7/modules.html It even has a OpenGL module, which might be useful to you. And just take a look at all the classes available in QtCore, it can really speed up development. Also, QtGui will take care of making the proper windows and controls for Win32 / MacOSX / Linux / whatever. I was actually also thinking of starting a project like that, just to see where it would get me. I was thinking of using OGRE with Bullet Physics as rendering and physics engine. They both can be used in 3D, but they also work fine in 2D. However, it might prove hard to "exactly" replicate the current physics that way, but it would certainly be possible to get approximately the same effects, and it would be easier to add functionalities after. It might be a bit overkill too, but it would take care of all the annoying quad-tree stuff and drawing optimisations. I really hate coding something when I know someone else has already done it Edit: nvm didn't notice you already had a couple modules running and a demo, it's probably too late for this Also, these are C++, not C
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LAG Bot in EG Causing players to be not able to play.
Samapico replied to X711's topic in Technical Support
Use ?lag to know your actual lag. And you'll get all 0's like you posted for the first minute or so after entering the zone. As Cheese said, it's the server that checks the ping and the packetloss, and the bot uses the *lag server command to get the lag information of any player, and relays it to you. You should talk with the staff in EG if you think there is a problem, they probably won't read this here