Jump to content
SSForum.net is back!

Samapico

Administrator
  • Posts

    7972
  • Joined

  • Last visited

Everything posted by Samapico

  1. The server should prevent shipchange when antiwarped, however. It makes evading AW far too easy, and restocking takes 1 second.
  2. Once the message is started, mapped text keys won't do anything. My warp key is above tab (#), or ~ for you english keyboards I think, and if I have something typed, I simply can't warp, it just writes ###### or |||| if I try to lay portal... and then I die.
  3. Anti-rage-quit suggestion: I suggest that during the winning all-flags-are-owned sequence (i.e. music playing), it checks for the maximum number of opponents during that sequence, and uses it to calculate the reward. Or use the average during that sequence. Balancing teams suggestion: As I said, just a logarithmic smoothing over the exp, sum it all up, compare. Someone with 25k exp is pretty much equivalent to someone with 20k exp, while someone with 6000 exp is much superior than someone with 1000. Not talking about skills, but about the potential strength of ships/items and such. Exp gain is somewhat logarithmic anyway, since the more exp you have, the less exp you make for each kill. So it would make sense.
  4. Exp is the same. One could argue that you need kills for exp, but you don't get much money without kills either. Also, time played is pretty proportional to skills...
  5. Well I witnessed some serious cases of outnumbered freqs... like a 2:1 ratio. But this could also have been ragequit-induced. Which seems to be another problem... ragequitters... I remember Arnk (I think) said he had made a fix for this; is this fix still in there with all the changes there were?
  6. The idea of 'blocks' or tile-lvz combos I described above are exactly what you call 'stamps'... It's actually a better name Since maps would most likely use a lot of them... plus my walltiles idea would also use similar stamps (You could auto-tile stuff with LVZ's, woo!)... Might be a good idea to zlib them and put them in eLVL tags. I wonder how compact it could be... Actually, we could simply have a 'Save optimized LVL' button to save the map without all the stuff players don't need at the other end of the server. Even though the unoptimized LVL would still work, but maybe be a bit larger. We already have a 'Save items...' form where you choose what you save, shouldn't be too hard to make an optimized setup. Yeah.
  7. Some kind of logarithmic function could work
  8. 1-2 minutes was a good page load time back in the dial-up days... be glad.
  9. Walltiles, yes they will be upgraded eventually to give much more possibilities. You could in theory specify any kind of corner diagonal you might want. Imagine a single tile is surrounded by 8 other tiles. The combination of the 8 surrounding tiles give this tile its pattern... i.e. if there's a tile to its left and to its right, well the tile should be a straight horizontal. Thick walls can be done the same way... if a tile has neighbors like this: [X][X][X] [X][O][X] [ ][ ][ ] Then it's the bottom part of a thick horizontal wall. Some combinations have no particular interest in most cases, but if you need a particular kind of corner/diagonal, it will be possible. For example, these 2 combinations would most likely require the same tile: [ ][X][X] [ ][O][ ] [X][ ][X] [X][X][X] [ ][O][ ] [X][ ][X] Also, an important part of what I had in mind... These combinations don't only result in 1 output tile, but in a complete block, much like the LVZ+tile combo blocks I mentioned earlier. So if you want 3-tiles-thick walls, you could actually tile with only a single width line, and each tile you specify would be replaced by a 3-tiles-thick wall. Note that all this will be storable directly in the LVL file, requiring eLVL tags only for the block definitions. This also means that unlike the current walltiles system, which are actually just normal tiles drawn automatically, these will be recognized by the editor as walltiles, and you'll be able to see them as such. So if you tile a full base with the single-line-becomes-3-tiles-thick thing, it's still easy to edit since you can simply change the single-width lines. Hmmm, for the perspective, the only way this is possible is by making bg## images to replace the planets and stuff... but you can't decide where they end up because they'll be placed randomly.
  10. You should test it with a big post with like 100 of them, see how it does
  11. Very nice lol. Except the subtitles kind of messed up when they changed...
  12. You can import png already for the LVZ's, I think (I may be wrong; if I am, it should be an easy fix). However, Continuum only supports black transparency... so PNG's with a defined transparency will have no effect on Continuum. Though maybe they'll appear transparent in the editor, but that's not something I really can control. Good idea about having undo/redo buttons on the switch/replace dialog... As for selecting from the map view, I thought about this, but it's not really easy to do so I never really did it. For the lvz+tile auto thing, the idea isn't bad, but DCME would need to eventually save the file as a .lvl anyway, and since the tileset itself is limited, LVZ's would be used anyway. So instead I was just planning to add another tileset tab where you can configure tile+walltile+lvz combos of various sizes, and you can use these combos to draw on the map. If you need flyover or flyunder tiles, you don't really need to do that, since you can just lay lvz objects at the correct layer. But if you need for example a solid tile that has various LVZ graphics around/on it, you could draw with it. The way I see it, these would be configured just like in a mini-map editor. If you are familiar with AutoCAD, the 'blocks' would be a good comparison.
  13. Please leave it offline tonight, I need to study... I don't want to find myself stuck in a flaggame again.
  14. How about partial stealth/cloak... Maybe if you're low on power, or if the stealth or cloak value of your ship (+greens and all) make it so, you could be partially stealthed or cloaked... i.e. your ship would flicker on opponents' radars/screen, giving only approximate information. Maybe a stealth of 50% would keep you covered if you're pretty far, but if you're close enough to the enemy, he will see you more or less clearly anyway.
  15. The only thing I got was a test mass PM from Mass PM bot... though the only way to know who it was from was in the email notification I got. My inbox never told me.
  16. Wait WHAT? A judge named JUSTICE? Justice MacDuff could be a superhero name No. In the UK a judge is given a formal title of "Mr Justice" followed by the surname. So for example Barack Obama if he became a UK judge would be formally called Mr Justice Obama
  17. Not sure if I want to trust a website that has the game 'Descent' spelled wrong (with lots of votes too)
  18. hahaha, show off ALso, Corey, that is some amazing keydefs Only change in my keydefs, from the default, is 20 macros (leftshift+F1 - F12 ; rightshift+F1-F8), and warp is on # (above tab), and portal is Shift+# Oh, and stealth is Num0, cloak is Num1, for quick shoot-cloak.
  19. Interesting... so the only reason to limit the message length in continuum is the UDP packet size limit? I thought it was just a pseudo-anti-spam measure
  20. works for me
  21. What was wrong?
  22. I did not. Sorry
  23. SS2 and Thirdspace are at the moment more like... Subspace-inspired new games. Discretion is probably closer to Continuum, and probably a more likely candidate to replace it, whereas the two others would probably be 'different' games. Though SS2 in theory should handle VIE-ish maps and settings and stuff.
  24. not sure how you figure this is a "very popular site", it's ranked 729,860 on Alexa, only slightly above ssforum: http://www.alexa.com/siteinfo/freegamesblog.org http://webuser.uni-weimar.de/~gleisber/Grafik/Foren/owned/owned09.jpg
×
×
  • Create New...