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Everything posted by Samapico
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I did something to help large zones convert their arenas from subgame to asss: http://www.subspace.co/files/file/21-subgame-to-asss-migration-assistant/ It's pretty basic, but it works fine. It creates the proper directory structure for all your *.lvl's and creates *.conf's that include the *.cfg of the arena. Things like flagging, balling and koth might not get converted properly because some of the settings are different, but feel free to contribute and add stuff to this converter, the source is included (C#). If a zone simply moves to ASSS, they can still use bots. Most bots should still work, I think... some *commands obviously don't exist on asss, so it might not work as-is. The sgcompat module allows *commands instead of ?commands. It would be simple for an ASSS server to only count Countinuum clients and not report bots as population (maybe it does already?). But the real gain on ASSS is to create modules that do the same thing as your bots directly on the server. Meaning they get less latency, and can access and manipulate information that is sent to the players. Bots can only do what a player can do by sending *commands.
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Bots being counted is a whole other matter, and we can't do anything about it (on subgame, anyways)... It's always been like that. As long as a zone doesn't use hundreds of dummy bots just to boost its pop
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I'm pretty sure I noticed the double kill thing too... but I was never sure if it was just my eyes that were tricking me... I guess I'm not alone
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The stars and background planets look nice...
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i lost all my progress and dont know why and sad now
Samapico replied to a topic in Technical Support
Yeah... we all lost our ships and xp and money. It's a new beginning for everyone! -
Great updates... looks very polished and professional now Maybe put a limit on the input string when you chat... some might like to type wall of texts in there... I like the speech bubble I like the scrollable chat area I like the fullscreen-ness of the thing, and the full-screen button that maximizes even more Some (constructive (I hope)) criticism: Needs numeric digits for the energy I didn't see the scoreboard / roster you refer to... and I.... wait I just found it lol. Is there any other way to make it pop out than to move the mouse on the left edge? It can be pretty tricky on a multimonitor setup, or a non-maximized window. In first-person shooters the Tab key is often used for that, but I guess the spacebar could be used in our case to pop that F2-like window. Buttons to sort by name/team could be nice too. Show kills/deaths too. Some people might want to have it on permanently as well, spacebar could toggle it instead of having to hold it to show the window. With its transparency it's not that obstrusive so it could be nice... maybe just have it not going over the chat in that case. Maybe putting the mouse all the way down could enlarge the chat area to take up most of the screen? Like 'esc' in continuum Keep up the good work
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Whether the deadline is realistic or not, and if the thread is justified or not, the point is to get discussions on this matter going, and fast. It seems to be working, judging by the reactions in here...
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*bump* Now that I worked with it for a couple months, I'll re-iterate that Qt is just plain awesome It's as cross-platform as you can get, and it's just really easy to work with, especially for UI's. It's also not dead.
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Insane 18+ megapixel resolutions in Continuum
Samapico replied to L.C.'s topic in General Discussion
Let's see that with you in a ship in an actual arena with other people -
This is pretty sweet... Like
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Cool, you're still alive!
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Yeah... especially since it's impossible to NOT have mine repelling
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How is this a new idea? I repel people in my mines all the time... Sometimes with a port-repel combo to take them by surprise
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4. Meh, if you can score the ball just about anywhere, it's impossible to have a real fight for goals. Whoever picks the ball just runs somewhere and scores. 17. Being on the receiving end of a major laggout issue for several months, I can say it is VERY frustrating not being able to jump back on your own freq after a laggout. If you're lucky you can get back, but most of the time you end up on the other team, even though you've worked hard to help your team get to a winning position. I'd say anyone on a flag freq that leaves or gets specced for laggout should be assigned to the team he was on for about 2 minutes. The player could still have 'weight' on the team to avoid unbalancing too much if people take his place and he comes back. If he comes back within 2 minutes and types ?flag, he's put back on whatever team he was. This also means hoppers would have to spec for at least 2 minutes before being able to switch freq. 19. ??? 20. Read news.txt Though I think what spider is implementing is focused for automated turrets. Something that allows 1 or 2 player turrets on a levi or spid would be awesome.
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Wtf does the web browser have to do with FPS in-game??? Obviously try it without anything else running, but I doubt that would change anything. Try different combination of graphic options. Windowed/Fullscreen can make a huge difference sometimes. But what usually fixes FPS issues is a combination of options in 'Advanced options' (view -> advanced options from the main menu) Software emulation can make a huge difference... it will either make it much better or worse, depending on the hardware. Avoid page flipping and Disable clipping should be checked too. Also, especially if you're using Full Screen, make sure you're using your monitor's native resolution.
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no-ip.com is good enough for a pseudo-static url doesn't work for SSC though, I guess
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Does that include SSL too? I'm guessing it's probably the same server
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Add it from the zones list
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17th Dev is still up and running... it's not running on SSC though. ... And it has 0 people in it, obviously. But we could schedule ourselves some old time gaming one day. Would be fun.
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We should lock up Cheese and Psythe in a closet and force them to makeout.
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Inactive shrapnel is shrapnel that doesn't even appear... if you get hit by a bomb with 31 shrap directly on the left side of your ship, the ~15 shrapnel that blow up towards the right will spawn directly into your ship, which means they will not even be displayed. These are 'inactive' shrapnel. The rest of the shrapnel that blows up towards the left will be normal shrapnel and deal a different amount of damage. Technically, I think shrapnel are inactive in the first 0.1 seconds of their life or something like that. What this means is that an armor that protects against inactive shrapnel gives you better protection for direct hits, whereas an armor that protects against shrapnel gives you better protection against prox bombs with shrapnel like tacnuke. The standard explodepixels value is for a level 1 bomb. Level 2 bombs have the same impact damage at their center, but 2x the blast radius. Level 3 have 3x the blast radius, and level 4 bombs have, you guessed it, 4x blast radius.
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Add a huge spoiler http://pages.cs.wisc.edu/~bailen/blog/archives/FestivaHatchbackSpoiler.jpg
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I got scared a bit when I got a "this domain is for sale" kind of page when I clicked by bookmark... will it be renewed, or should I stop being lazy and just update my bookmarks?