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Everything posted by L.C.
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Have any of you ever imagined what a high-quality 320kbps and full length victoryl/%102 would sound and be like?
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Good luck man! You are real good at hunting down people. As a side note, a couple days ago I was wondering if it would be possible to pay Juan for the original models, their textures, and any other textures and Subspace material he had.
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http://apple.slashdot.org/story/09/11/21/147253/Apple-Voiding-Smokers-Warranties
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http://www.hlrse.net/Qwerty/Continuum 2009-11-21 16-04-34-14.pngsniper40 http://www.hlrse.net/Qwerty/Continuum 2009-11-21 16-06-08-79.png http://www.hlrse.net/Qwerty/Continuum 2009-11-21 16-07-16-56.png http://www.hlrse.net/Qwerty/Continuum 2009-11-21 16-07-23-28.png http://www.hlrse.net/Qwerty/Continuum 2009-11-21 16-08-05-06.png http://www.hlrse.net/Qwerty/Continuum 2009-11-21 16-08-11-59.png sniper87 http://www.hlrse.net/Qwerty/Continuum 2009-11-21 16-11-53-57.png sniper87a
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Alright, so I would like to create a batch file that inserts... 30 00 01 41 70 70 4E 61 6D 65 00 43 6F 6E 74 69 6E 75 75 6D 00 01 45 78 65 00 22 44 3A 5C 47 61 6D 65 73 5C 43 6F 6E 74 69 6E 75 75 6D 5C 43 6F 6E 74 69 6E 75 75 6D 2E 65 78 65 22 00 01 53 74 61 72 74 44 69 72 00 22 44 3A 5C 47 61 6D 65 73 5C 43 6F 6E 74 69 6E 75 75 6D 5C 22 00 01 69 63 6F 6E 00 00 01 55 73 65 72 43 61 74 65 67 6F 72 79 00 00 08 00 ...after the first 12 pairs of shortcuts.vdf (beginning of file). 00 73 68 6F 72 74 63 75 74 73 00 00 The material that I want to insert is the following in text: 0..AppName.Continuum..Exe."D:\Games\Continuum\Continuum.exe"..StartDir."D:\Games\Continuum\"..icon...UserCategory.... However I want the values of Exe and StarDir to be automatically determined before being inserted into shortcuts.vdf. What I want to do in my custom Continuum040Setup.exe is that after being installed, a batch file would be executed that would insert some preconfigurations for Continuum via registry, and automatically locate the path of Steam and navigate to \config\ and modify shortcuts.vdf. What this would do is (1) preconfigure Continuum and (2) automatically add a Continuum shortcut to your Steam Games listing. I need help figuring out step number one, which is getting a batch file to insert x into file y after bytes z. Step two would be writing the code in the batch to determine Steam's install location (and if it does not exist, then end). Step three would be dynamically adjusting the bytes-to-insert for the appropriate location to Continuum.
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Copy and paste this into your Continuum's Directory Server list field: ds1.hlrse.net ssdir.playsubspace.com sscentral.sscuservers.net dirserver.ssnecentral.net All four guaranteed to work, otherwise there is something wrong on your end.
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Well I suppose if ASSS were polished and packaged in such a way where they could literally just copy and paste everything except server.ini (minor work needed on their end), I think it might not necessarily be too hard to convince them to switch over. Subgame2 should be an alternative to ASSS for Discretion (an ancient support). I can't wait for the day when Discretion matches Continuum and exceeds it.
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http://steamcommunity.com/groups/continuumsubspace I urge you all to create a Steam account if you do not already have one, and join the group! To create an account, download and install Steam from http://cdn.steampowered.com/download/SteamInstall.msi. Once Steam is installed and you get to the login screen, you can proceed to register for a free Steam account (which works with SteamCommunity.com). PS. I know there is already a small SubSpace group out there, but I disagree with its group icon (only some players would understand where it comes from), and the group description sounds very negative toward the game.
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Zone is back online.
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Aha, good tips and advice though. Do you have any other bandwidth-optimizing tips in mind? As far as that crazy idea goes, I think that guy wasn't intending his gameplay/gamemode for dialup players. EDIT: Question! In Subgame2's settings, there are a lot of "Reliable" settings, such as "MessageReliable" and one for greening. If "Reliable" is enabled, does it make sure that 'whatever it is' gets delivered?
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Patch #3 Changelog (11/21/2009): Fixed leftout flagger colors in colors.png Updated snpr8794gfx (8.lvz) with common colors.png Deprecated snpr87gfx (6.lvz) and associated resources Increased ticker delay for sniper87, sniper87a, and sniper9495 to 45 seconds (previously 10 seconds) Removed junkxx graphics Todo: Check on later Subspace clients (v0.95+) for total-conversion jsvs_zonefiles_patch3_11212009.rar
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With Patch #2 complete and released, the Sniper total-conversion in Jackpot SVS is finally done! Come and see at BlueT Jackpot SVS in the following arenas: sniper40 sniper87 sniper87a sniper9495 Or you can bring up the arena menu (ESC+A) and navigate to the arena of your desires. Will provide screenshots upon request.
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Yes it does if you are a perfectionist and are trying to squeeze everything down the the smallest possible filesize. Here is a comparison: For any GIF that has dimensions 1x1 through 10x1 (just changing width) and is pure black, filesize will be 35 or 36 bytes. For any PNG processed through PNG Monster that has dimensions 1x1 through 10x1 and is pure black, filesize will range from 66 bytes to 88 bytes. Big difference. Compression does matter, and the compression algorithms used for PNGs versus GIFs are very different. I have found that overall, PNGs offer the best compression when dealing with Continuum graphics. In extremely few cases does GIF win over PNG for regular images, but when it comes down to smaller images with a palette of one to a few colors, GIF easily wins over PNG. JPG is perfect for photographs because its compression algorithms are more suited to the the kinds of shapes and variations that normally occur in photographs. PNG is not overall good for photographs because of the kind of color variations that generally occur. GIF is not good for photographs either (unless they are really small) because of its small palette limitations and compression (although if you are willing to accept color loss due to its palette and face compression artifacts, huge photographs could be of smaller filesizes than PNGs). JPG is okay for digital images, though significantly better than using GIFs. PNG is excellent for digital screenshots and some digital art, providing artifact-free images but scales in filesize as image complexity and resolution increase. It is also typically the king when taking desktop screenshots and pictures of GUIs and interfaces (as they are relatively "simple"). GIF is only good for animations and monotransparency in few occasions when it comes to website design images (usually PNG reigns, especially due to PNGs ability to have transparency for any color); small images may work better than PNG/JPG in rare scenarios (assuming you do not want the ugly palette limit stripping your image of colors). Shall I go on? EDIT: My normal routine when saving any image is to save them as a GIF, JPG, and PNG. Then I run PNG through PNG Monster and then compare the filesizes on all three formats, and then I compare the visual differences.
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Patch #2 Changelog (11/20/2009): Introducing the complete total-conversation LVZ of Sniper for the Sniper subarenas Created new MERVBot instances for all four sniper arenas to regulate ships Updated sniper87.lvl and sniper94.lvl for original 4x4 asteroid locations Cloned and modified spawn.cfg for each Sniper subarena to appropriate values Updated the zone description in server.ini Updated the directory servers in server.ini Updated sysop.txt and vip.txt Todo: Check on later Subspace clients (v0.95+) for total-conversion To try these maps out in-game, visit BlueT Jackpot SVS and ?go to the following arenas: sniper40 sniper87 sniper87a sniper9495 Attachment: jsvs_zonefiles_patch2_11202009.rar (8.10 MB)
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I think the reason why 1x1 PNGs work while 1x1 GIFs do not is related to the compression. * If I run the 1x1 PNGs through PNG Monster, the PNGs will then behave like the 1x1 GIFs. * If I do not run 1x1 PNGs through PNG Monster, the PNGs will behave correctly and it will work (but they are like 2 KB more than if I passed it through PNG Monster) * 1x1 GIFs have better compression than PNGs (even if passed through PNG Monster) * GIFs still have better compression than PNGs if I use a dimension like 10x1 instead of 1x1 Anyway, besides this, I have encountered one problem with Block's LVZ. It only worked in Windowed mode or if vsync is disabled. I have tried everything to get it working, but have no success (even with GIFs). For Continuum graphics that have two or more rows of animations, a single row is enough if you want to black it out using GIFs. Therefore a height of 1px would work, but I think you have to compensate either a minimum number of x axis frames or the number of x axis frames in the image you are replacing. (A 1x2 px will not work for an image with 10 frames per row.)
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Maximum number of characters for LVZ LevelFiles=?
L.C. replied to L.C.'s topic in General Discussion
http://www.toktok.sscentral.com/files/lvz-limits.zip -
I have, you might just have to take my word on it (or not). I was just pulling standard/common languages out of my head. I was using MERVBot's modularity from the perspective of "backend (level 1)". Download plugin, extract plugin, load plugin, enjoy (overall steps taken). Yes, you are correct. Again, I was only using MERVBot as an example to illustrate or describe a specific element's way of usage. What about giving the flexibility of manipulating the entire directory structure via a single configuration file? Well, as you say, you have limited development time (which I think goes back to "out of personal motivation out of personal interest," perhaps). I understand, not a problem at all. Understandable. Again, thank you guys for your contributions to this discussion. Very much appreciated. On a side note, does anyone have any clue why I can't get ASSS to connect to Isometry? I have billing_ssc enabled (and the other disabled), and it worked only ONCE in a series of restarts, but has not worked since it was restarted. I have tried the other billing_, but that does not work either. I am pretty sure I configured the main configuration file correctly too (I cannot see any errors there). And is there any news or information regarding Win32 ASSS vs Linux ASSS? How about 1.5.0?
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As I have said before, I do use ASSS and have some time ago completely setup an ASSS development zone for Jackpot SVS. It was easy to configure but that doesn't mean I become a fanboy on the spot. Although it was easy to configure, I think the process of configuring and setting up could be much simpler and done a better way. EDIT: Or perhaps the main configuration file could be cleaned up and polished. Spacing is inconsistent and [Category]'s should follow the same order as in server.ini from Subgame2. The user group files took some additional brief thinking to figure out (and I think the whole group definitions thing could be done better -- refer to subgame3.txt). Would also be nice if I could just copy and paste from Subgame2. I would still prefer the traditional *cmd for zone related commands. The ? and * characters are excellent characters to use to separate and categorize different sectors. Link? Already working on learning Python. And as you say, it is simply to the best interest in all of establishing a balance between Subgame and ASSS. My personal interest is in the satisfaction and benefit of all consumers, both developer and player. I have a slight change of opinion on this now: I do not think a server software from complete ground-up scratch is necessary, and I think ASSS is fine to start with. I think it does however (as mentioned before) need some heavy duty serious polishing on the frontend and "backend (level 1)". One of the things I immediately like about it is the user groups thing -- I like this feature. However, I think this is one spot that needs some makeover. (Ideas already detailed in subgame3.txt.) As mentioned before, I think the default ASSS package should resemble Subgame2. And then from there a person has the ability to completely manipulate and mold the directory structure (configured from a single file) to their likings. Another issue is biased support to Linux ASSS and leaving out Win32 support. I may be wrong in saying this though, and I would have no doubt that it would be difficult to maintain both versions. Would someone be able to give some insight on Win32 AS3 vs Linux AS3? I don't think any server admin should have to go as far as installing a virtual machine on their Windows server (if they do not have reach to a Linux server). Thank you for contributing to this discussion Dr Brain, Hakaku, Samapico, and Turbo! EDIT (11/20 3:33 PM): Can I just copy and paste my *.cfg files into one place and simply be done with it? So ?getsettings already exists? I have a clue of how to do this, but please explain (curiousity). Copy and paste straight into Maps folder? One part about this that does not make sense is how the LVZ and LVL go together, but arena settings do not. To keep the logic consistent, shouldn't LVZ be in its own folder? Anyway, I would really like for the ability to manipulate the entire directory structure of ASSS to liking from a single configuration file.
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Nope. I have used as and have even recently setup an ASSS development zone for Jackpot SVS. I set it up all by myself. All arenas and settings are ported over, but I am not 100% confident that I have done it correctly. There is 1 frontend, and 2 backends. I will go from the front backward: The frontend is the Continuum window when you are in a zone. You have a chat, you can play in a ship, you have the radar and inventory, the player box, and you can use ? and * commands. To illustrate in parallel, it is "the website," such as http://www.hlrse.net/. You can go there and see and browse the website. Followed by the frontend is the backend (level 1). To illustrate in parallel, it is practically the same thing as cPanel for webservers (http://www.hlrse.net/cpanel - username - password) or the Admin Dashboard for Wordpress. It is a dashboard of on and off switches and buttons. It is browsing the root directory of a Subgame2 installation and modifying the INI, TXT, LVL, and CFG files; it is browsing through ASSS directory structure and modifying CONF, LVL, TXT files. Followed by the backend (level 1) is the backend (level 2). To illustrate in parallel, it is the very scripts that make "backend (level 1)" possible. Behind what you see at http://www.hlrse.net/cpanel is merely just a collection of shell/python/etc scripts. It is the actual programming and code. In the dashboard of on and off switches and buttons, behind that is the actual circuitry, chips, gears and oil. And by this alone I do show the parallel between ASSS and Subgame2 (except that only VIE/PriitK has access to "backend (level 2)" for Subgame2). However, when I operate ASSS by its frontend in commands and its backend (level 1), I feel that "backend (level 2)" is mixed and battered throughout the entire thing, and as if the "foreign and strange" Linux is being impressed upon me. I have used Linux and I do depend on it daily. I do often use SSH and the likes. (So now you can't say I haven't or don't use it or have no experience or anything with it.) Nowhere did I say it would be easy. Keywords: effort But I did say it is possible to do it. Haven't I already? In subgame3.txt I attempt to elaborate on some structural and design elements in how a few things could be done without removing them (as a feature or flexibility). Due to my limited knowledge with how programming in the Linux world works, I can only go so far as to devise and think of design and structural ideas. I did point out metamod.org (Metamod for Half-Life) for the purpose of giving a living example of "how it is possible" for cross-compatibility. It is material that can be studied to see "how they managed to do it right" as far as cross-compatibility. The Half-Life SDK and Metamod source code (as well as to Metamod mods like Admin Mod, AMX, AMXX, etc) are excellent study materials and examples, and I bet there are others unrelated to Half-Life out there too. If there is something you would like me to elaborate on, specifics would help. Quoted for truth. It would be nice where the defaults of ASSS were as such where I could simply plop in all my CFG, LVL, and TXT files, and make only a few modifications to some core INI/CONF for Billing, Directory, Misc, and Arena (directly plopping in server.ini might not work well ). Exactly how long have both ASSS and Subgame been around? And exactly how or what kind of population where they exposed to since their births? Please elaborate why. Kind of like minegoboom.com/servers? Dr Brain, do you agree with this? (Just trying to understand some details, that's all.) Yes. Idea: ?getsettings - ESC+C menu shows specified category, otherwise shows everything
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I do not hope to accomplish anything, only perhaps that some people would come clean and honest (EDIT: or a better psychological and general understanding of things, critical thinking). You have to understand that consumers want things in an on-demand/now fashion, and they want to be able to use a product with minimal learning and maximum comfort involved. If you do not make a product that satisfies this, consumers will purchase a product of the same thing that does a better job at this. VIE targeted your average player/consumer (for whoever wants to create their own map or gameplay style) and did their best to satisfy the criteria necessary to sell and market their product to them. ASSS mainly targets people who want to extend upon the capabilities of Subgame2, and it so happens that the majority of people who end up using ASSS, demographically, are high-end developers and programmers (and without a doubt, I bet most are more "compatible" or comfortable in working with Linux). The targeted audience of this product are people who are at a higher level of development. But that doesn't mean a product has to be that way and have that attitude. If you want something that sells, you have to target the major demographics. If you want maximum coverage, you target as much of the demographics possible. In this scenario, we have the two different intended and targeted audiences of Subgame2 and ASSS. It is possible to make a server software that is cross-compatible and easy to maintain (for the programmer and developer of the server software). And it is also possible to make a server software that targets both ends of the spectrum (average consumers and your high-level developers). Your average consumer should never have to see any code or "high-level" "strange and foreign environment" stuff. They should see a Subgame2 up front. The high-end developers would see that too, but they would have the ability (because of the design and structure of the software) to completely manipulate it to their likings and be able to program modules (in which they could also release like MERVBot plugins for consumers to use ... just like MERVBot). Now what I am saying here is that despite everything I just said above, the reality is that the Subspace population is so low that it wouldn't be worth implementing or applying my thoughts. In turn (as a result of today's low population) you have even less people of that population who would want to go as far as creating their own maps and customizing gameplay and running their own zone. Back in 1998-2000, there were thousands of concurrent players, meaning you had an enormously huge population base -- which also meant you had a significantly larger sub-population of people who liked the game so much that they wanted to create their own content.. but without being forced into a Linux-styled environment or program that uses a Linux background/doctrine (but this is not to say that there weren't any programmers or people capable of high-level development within this sub-population). If your audience is not big enough in population, then you have nothing to sell because it would not be cost effective to produce it. This is why rural areas of the United States have such poor or no Internet access. There are generally not enough people in rural areas to make it cost effective, plus the fact that they have no interest for it either -- thus coming down to a "sub-population" of people who want the Internet ... which = not enough people to make bringing in decent Internet to rural areas worthwhile and cost effective. EDIT: Would it be too much to ask, Dr Brain, if I could ask what parts specifically you disagree with and why? If it is a part of my logic that you disagree with, I would like to know more about the what and why (and an explanation of your logic in this too). By no means am I trying to be "personal" or anything -- I just want to evaluate, rationalize, and critically think.
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Important Note (edited in on 11/24 -9 EST): Please understand that the attitude where I am coming from in starting this dicussion is not one of merely an immature and childish argument where the objective is simply to "win" -- similarly when two children are fighting over a random piece of chalk (amidst a basket full of chalk) simply to "have that piece of chalk". I am coming from a critical thinker's perspective. Critical thinking is an independent, life-long, honest, truth-seeking process. Throughout the entirety of this thread I have not felt stressed or in break of sweat; I have respect for others opinions and do consider and think about them in a logical manner. Do understand that not all people are like you and that some people have different mindsets, mental characteristics and traits, and have a unique frame of reference (that plays a role major role in where, how, and why their opinions come from) -- just like you. So please, do not misinterpret this thread. It is meant to be a mature and intelligent discussion for the purpose of evaluation, gathering information, and concluding with a more and better informed and logical opinion. If you have the desires to rant politically, then you have the freedom to create your own thread for your own purposes and intents. Ultimate conclusion of thread (of my perspective) as of Post #38/39: Summary: Designing and structuring a new or existing server software for Subspace that targets high-end developers & programers, amateurs & low-end developers (includes players), while having easy-to-maintain cross-compatibility. Good marketing image on both the backend and frontend, while having good functionality and flexibility and both ends as well. ASSS' audience is high-end developers & programmers. Subgame2' audience is amateurs, low-end developers, and players/consumers. Not worth designing and structuring a new server software that targets both audiences due to the presently dying and very low population (not enough people from total population who would actually use it to benefit). Important Note: If a high-end developer/programmer is doing something out of personal motivation out of personal interest, I have no problem being disagreed or agreed with. But if someone is seriously doing it for the community, they should consider my points and ponder on some thoughts. If someone is "seriously" doing it for the community but does not see that it would be worth the amout of effort to target both audiences of ASSS and Subgame2, and correctly designing a cross-compatibility structure that would make maintenaince for Linux and Win32 easy or minimal effort/work, then I consider this to be "out of personal motivation out of personal interest" -- and I am fine with this as long as it is admitted. Do I hate ASSS? No. Do I hate Subgame2? No. Do I like both? Yes, but both have obvious pros and cons. If you read everything below -- I see both as being on two different ends of the spectrum as far as intended target audience goes. I think the client idea is great, but I am worried that it will turn out to be just like ASSS: biased to high-end developers and programmers, and leaving the amateurs and players in the dust. It would take more effort to not be biased to either group and support both equally, but this all just goes back to the "personal motivation out of personal interest" thing. In order to support both development groups (or both ends of the development spectrum), they need to start from the beginning and do things right from the beginning. The reason I am being so extreme here is because this is the reality in wanting to support both ends of the spectrum -- the core design and structure of a piece of software (game client, server software, bot software) is critical to who its intended audience is. And if the intended audience is not equal support of both ends of the spectrum, then you, I, and everyone except the targeted audience of that software is screwed. In Subgame2, high-end developers and programmers are screwed because they cannot modify the directory structure of file types (maps, settings, configurations), user groups, program modules, and that it isn't open source. Amateurs, players, and low-end developers are not screwed. In ASSS, amateurs, players, and low-end developers are screwed because ASSS has an ugly and developer-friendly (not user-friendly) marketing image. High-end developers and programmers are not screwed. In subgame3.txt vision, nobody is screwed. We are all a happy family. If I am understanding your other paragraphs about SG2 and AS3 correctly, I partly do not agree because when VIE was around and they released server and mapping tools -- their target audience was players who wanted to create stuff and run their own zone. This is what makes Subgame2 and mapping relatively easy and user-friendly. ASSS was not made with this in mind at all; in fact it is very possible and likely that the main reason Gremlinar made ASSS was to test his programming abilities and knowledge -- "k proved I can do it. g'bye" The specific features and functions that ASSS developers hold onto so much are important in my eyes as well, but I also see that Subgame2's excellent marketing characteristics is also important (which ASSS does not have, etc). You have used MERVBot before, right? How easy is it? All you have to do is go to a plugins database, download your plugin, extract the DLL to the root directory, and simply load it! Subgame2 should have this kind of modularity as well as other flexibilities such as being able to define ones own directory structure for each kind of find and user groups (which ASSS has). If you haven't read my incomplete subgame3.txt, I encourage you to do so. I must emphasis the "incomplete" part because the file may be lacking in certain uncovered areas and that it is a sort of rough draft. The next question that one might ask is that my subgame3.txt vision appears to be based on Windows (Win32). This is one of those details that is not complete, as I had just mentioned. In order for me to complete this detail, I would have to understand more about how Linux works when it comes to libraries, dependencies, and *.so and *.dynLib files. I might also have to look into and understand some parts of the Half-Life SDK and the source code to a Half-Life server modification/extension called Metamod. Cross-compatibility between Linux and Win32 is important, but I know for a fact that it is possible to design my subgame3.txt vision in such a way that it is painless or minimal effort to maintain both. I am so confident in saying this because Half-Life and Metamod are both written in such way (especially Metamod). In Metamod, you can load server mods like Admin Mod and AMX (both are Metamod mods that give flexibility and power into the hands of server administrators). Mods will come in one of two formats depending on what platform you are running your server on: DLL for Win32, and SO for Linux. The same applies to mods/plugins for Admin Mod and AMX. According to someone, he does not know enough about both platforms to be able to even start thinking of design and structural ideas regarding cross-compatibility, and from his point of view at least would require a tremendous amount of effort to do it all correctly (let me reiterate: it can be done). For a piece of software that is not biased to {[high-end developers and programmers] versus [amateurs and players]} and {[Linux] versus [Windows]}, I have no doubt that it would require quite some knowledge, experience, and perhaps effort to build a subgame3.txt vision (or new server software that treats high-end developers & programmers and amateurs & players equally, and treats Linux and Windows somewhat equally). PS. Not trying to discourage anyone. EDIT (11/20 9:36 AM): Some people here are here because of hobby, socializing, play, community and game progression, or perhaps to test or challenge themselves. Some may have a mixture of those reasons, with some reasons being more of a reason than others. Some reasons may be of greater purpose or importance than others. That is, one may be here for mainly hobby but also for community and game progression -- but because hobby may be a greater or more important reason of being here, they would be inclined to not follow through tasks that require too great of effort (no matter how "right" a task may be). If ones purpose or importance were greatly for community and game progression than anything else, great efforts required to accomplish certain tasks to benefit the community and game would not be a problem. And thus, if one finds a certain task (no matter how "right" it may be) requiring too much effort to benefit such small percentage of the whole population, the reality is that they do not care enough to waste that much of their time on this game (which is a perfectly logical and realistic reason to not do something, as long as it is admitted and not masked by some pseudo-reason).
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Turbo, I seriously cannot agree with "AS3" being the future. You can't make something the future if it isn't designed correctly from the inside. If you want to convert ALL Subgame2 users over to AS3, tough luck, that won't happen. You can't redesign a structure from the outside in -- better to just start from scratch than waste time. /creates own thread
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Nope. Ghost is something you can toggle on and off, just like cloak and stealth. Now you obviously can't see what you look like without a mirror or a second client (but then you also need a server). Unless someone could manage to get a server working for Sniper v0.40/87/94, there is no way I can see what ghosting looks like from the outside.
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^^^ EDIT: Whew! 97 characters works (making the maximum at least 127 or 128). Pros of filtering common files across three versions of Sniper: * Most optimal and minimal disk space use * Shared "dependencies" means less overall download time * Relatively easy to maintain Cons (from a developers point of view): * Lots of LVZ files * If you are naming your LVZ files as #.lvz (where # is from 0 to infinity), can be difficult to keep track of if you aren't smart in organizing your development environment correctly in the first place but eliminates potential character limit problems * If you are naming your LVZ files as something readable (ie. sniper40gfx.lvz), you are unnecessarily using up valuable characters because of a "low character limit as a result of having many LVZ files" (aka easy potential for hitting character limit) Cons (player's point of view): * None! I'm so close to being finished with the total-conversion LVZ Sniper port for arenas sniper40, sniper87, and sniper9495 guys! Just a few more things to do. Hopefully I will have Patch #2 out sometime tomorrow.