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Samapico

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Everything posted by Samapico

  1. I like your choice of words, root... "beaten" ...
  2. Would have been faster for you to try it than to ask the question and wait for a reply. *click link* *type in box*
  3. Samapico

    I'm out

    gimme ur money
  4. Come on, it's Wingdings, the basis of all conspiracy theories, you NEED it.
  5. that, or minefields in ht's, or random tacnuke bombing, or huge antimatter mine fields... or playing with 640x480 and killing anything
  6. If you use like 40 you should be fine even if all the sysops go ufo+super and kill everyone at once in the zone That's only a few thousand objects Also I don't remember this being answered... are gonna make these pop up over your ship, or over the one you killed? In case of allied kills, over your ally's ship or over the guy he killed? If it's over the dead guy, there is a chance you don't see it because it's offscreen... (also make sure to handle the limits of the screenobject x/y position... it's like -4000 to 4000 or something)
  7. omg [font="Wingdings"]IT WORKS[/font] ez
  8. Can be useful to type fixed-width stuff without the ugly code tag coloring
  9. booya omg Q33 NY
  10. Did you ever use the switch language hotkey? Also, a lot of applications don't 'refresh' their language unless you restart them
  11. The repository is located at https://dcme.svn.sourceforge.net/svnroot/dcme Use a SVN program (like TortoiseSVN) to get the latest source from it. The source is in Visual Basic 6.0, so you'll need Microsoft Visual Basic 6.0 to compile it. Write access requires a password. If you wish to contribute to DCME, please contact me or Drake7707 by private message. More details about the project here.
  12. So.... ^ That does not apply, right? Unless you want to waste time sending lvz packets to รด.o
  13. does cobalt gives reward to the person who launches it?
  14. My version is cracked, doesn't work on multiplayer :'(
  15. We already do that, actually. For ID, Jump, and Transwarp, we have 20 map objects (each) that we rotate through. It's really not that difficult to program. Good point... if you already have the code to do it... yeah it's not that difficult to program, but you still have to do it Actually... now that I think about it a little bit, it's pretty easy indeed... just have a counter loop (++i); i%=20, and use that set... I had in mind you had to put timestamps on each available set for the last use and check if the animation ended... pft screw that.
  16. How about no?
  17. The (potential) problem with "+xxx$ +y exp" fading popup animations is that you can use a maximum of one of these animations at a time for each player. You can move object ID's around, but if another kill pops up, you'll have to either: - wait until the first animation ended before moving and starting the next one - objoff the ongoing animation, move and start the next one - create multiple sets of objectID's that do the same thing, say 2 or 3 sets, and program some kind of queue that uses whatever set is available for that player You could separate the sets for player kills and allied kills, probably have different colors anyway... So you're looking at... say you do the easy one set for each: Player kills: 3 digits $, 2 digits exp, 1 'frame' object (with + ___ $ __ exp, for example) that's 51 screenobjects For allied kills you don't need the exp part, so add another 31 screenobjects It's not really a problem, objectID-wise, to add a couple of sets, it's just much more of a hassle to program. Hmm, if you want to make them show up wherever the person died, change 'screenobject' by 'mapobject' in my post But you'd have a problem if you do that... when you kill someone outside of your screen, you won't see anything. IMO make them show up over your ship, or over your ally's ship for allied kills. So mapobjects for allied kills, screenobjs for your own kills
  18. wings3d wasn't me and that's great news, good to see progress
  19. Moving to proper forum In a private forum, on the same issue:
  20. ?kill logs EVERY F****** kill though... even if it happens on the other side of the arena, it's pretty annoying Anyway, I prefer HUD money over the messages, if I have to make a choice... It needs some +254$ thing popping up though
  21. But the kill message is useful as well I kinda liked the solution of updating only on specific events, and not in real time... Events that make the hud $ update: -kill (you kill someone, not allied kills) -?money -?buy, ?sell -flag game end -powerball goal And for allied kills, you only update after 4 or 5 of them in a row OR get rid of the allied kill message, but not the kill message... but even then, it's always fun to see that some dude made a triple kill, for example... and it can be useful to confirm that someone killed a cloaker if you're not sure. OR make them optional with some ?toggle command, and only people who really want them would turn it on
  22. I just hate it when some sucky 90's html pages find it fun to play some poor MIDI background music or some shit like that... and sometimes you might have music playing on a radio in another tab for example. I was just curious
  23. Oh man... Those were the days...
  24. You use a double-click button by any chance?
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