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SOS

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Everything posted by SOS

  1. SOS

    Peace

    What JDS said
  2. Yeah, that bottom base is way too small and tight.
  3. Brave man! I salute you.
  4. SOS

    ?buy ....

    Well, we now have two new buy items, including burn And it works on SIX players!
  5. I have no intention of uploading a new public map anytime soon, even if it is a good one. I hope X has no plans to do this either. This map is also too big and empty to be useful at this time. If you would like to do maps for deva, you are welcome, but the most important thing we need is bases.
  6. SOS

    ?buy ....

    Hint hint .buy items already gives you full energy
  7. !@#$%^&* yeah! SOS in TeH Jav!
  8. Nobody has ?messaged me so far...
  9. Making topics is not that important. Bugging me with it is
  10. First, no, it would not work (unless I misunderstood how you wanted it to be) but that is not really important. By "stealing flags" you mean freqhopping (I define it as including changing teams in an in-base safe, among other things)? Well, that is illegal. Yes, doing illegal things ruins the game. They're not supposed to be done
  11. This actually would not work settings-wise. But the point is sound. For the major part of the day, this limitation is a pain in the !@#$%^&*. Unacceptable. I am pretty sure I am going to change it. But the question is: what is the best option? I prefer full private freqs. So what if a squad dominates the flag game on a private freq?! That's exactly what squads are supposed to do!
  12. See comments in red.
  13. Wow, someone noticed Meh, it's not like anyone was doing any development anyway.
  14. The following menu items do not have keyboard accelerators: File -> Save without eLVL File -> Open Autosave Edit -> Edit Tile-Text Edit -> eLVL attributes Edit -> Manage LVZ Options -> Show Regions Options -> Show LVZ Selection -> * -> Left Selected Tile Selection -> * -> Right Selected Tile Selection -> Delete selection Window -> Toolbars Window -> Toolbars -> * The "Jump to..." window could be bigger and easier to handle that way. The buttons on it are somewhat cramped (too small), as well. Alt+Key to open a menu also activates the tool with the same letter. Samapico: These shouldn't be too hard General ramblings: Opening a level caused DCME to give me an error one time (and not any other times): Spoiler! --Click here to view-- 26.07.2007 12:35:16 --- Drake Continuum Map Editor (v3.1.10) starting... +++ OtherInstance 0 +++ openedMapByArgs False Un!@#$%^&*led 1 @ NewMap, path = '' usingDefaultTileset True Un!@#$%^&*led 1 @ NewMap, DefaultWalltiles = Un!@#$%^&*led 1 @ NewMap, DefaultTileset = Un!@#$%^&*led 1 @ InitTileset, tilesetpath= Default usingDefaultTileset True +++ Last update: 26-07-2007 - Update period: 2 DCME ready Devashiu6.lvl @ OpenMap, Opening Map... H:\Games\Continuum\zones\SSCI Devastation\Devashiu6.lvl Devashiu6.lvl @ OpenMap, Tileset found Devashiu6.lvl @ OpenMap, Bitmap info header: --- Color Depth: 24 --- Size: 304x160 --- BiSizeImage: 145922 --- Compression: 0 Devashiu6.lvl @ OpenMap, Bitmap info header: --- bfType: 19778 --- bfSize: 145976 --- bfReserved1: 0 (0) Devashiu6.lvl @ Openmap, BMPData is read from lvl file Devashiu6.lvl @ OpenMap, no eLVL data found Devashiu6.lvl @ Openmap, usingDefaultTileset False Devashiu6.lvl @ SearchWallTiles, Searching for: H:\Games\Continuum\zones\SSCI Devastation\Devashiu6.lvl (walltilepath: H:\Games\Continuum\zones\SSCI Devastation\Devashiu6.wtl) Devashiu6.lvl @ InitTileset, tilesetpath= H:\Games\Continuum\zones\SSCI Devastation\Devashiu6.lvl usingDefaultTileset False Devashiu6.lvl @ OpenMap, tile data starting at 145977 Devashiu6.lvl @ OpenMap, 28073 tiles loaded. Now at 258273 *** Error 52 (Bad file name or number) in frmGeneral.OpenMap Unloading frmMain(0) 0 0 +++ Closing map Un!@#$%^&*led 1 (ID: 0) Unloading frmMain(1) 0 0 +++ Closing map Devashiu6.lvl (ID: 1) DCME ended successfully Samapico: This one's kind of weird... Did it load the map successfully? The log indicates all the data's been loaded fine, but it crashes 'after' that... Might have been triggered by the automatic autosave that is done after opening a map, since the map wasn't saved... I'll test some stuff with directories that should exist that aren't there and stuff like that... Yeah, it was loaded fine. The "Un!@#$%^&*led" default map should disappear if you open a map and have not changed the default map. Samapico: True... I could use a File -> Revert item to reload the file, in case I messed up my map real bad. Samapico: For now, DCME creates an autosave right after the map is opened. I guess it could be possible to keep a temporary copy separate from the autosaves that can be loaded with File -> Revert... good idea. No need for a copy, just reopen the file with that button. Is the Undo list really only 20 items long? I often want to undo more than DCME offers. Make this much bigger. 50. Samapico: I actually wanted to make that customizable. But yeah, since we made all the selection actions add to Undo list, 20 steps gets filled up pretty quick Don't make it customisable. Make it so big nobody would ever think about having to change it. "Custom Shapes" implies that I can stick my own custom shapes in there. It does not seem so. Better would be "Other shapes". Samapico: True that; But you gave me an idea there Don't know if it's doable ô.o In "Test map" mode (real nice, by the way ), the mouse cursor's "tile box" is still shown. It should not be. Especially since the mouse tiles do not match up with the moving play-world tiles. Samapico: Yeah I noticed that; blame my lazyness I notice you are not drawing tiles with transparency. Was it too slow? If it works fine, it would be good to have. Samapico: I don't really understand this one... are the very-dark lines part of your tiles? Did you add them yourself? Cause they clearly shouldn't be there ô.o. Or is it a lvz behind the tiles? Or a region? And yes, using transparency increases the drawing time 2x to 3x... Might be eventually possible to make this more efficient though. Drake probably knows more than me about that What I am saying is that the red lines disappear where there is black (=empty) space in the tiles. The emptyness of the tiles overwrites the grid, which would not happen with transparent drawing. Drake7707: i can speed up transparency with 2x but only on windowsxp (using TransBlt from windows api, rather than the implementation we have now, only on xp however because there's a memory leak in the api in previous windows, so we'll have to check which windows version the user is using and use the appropriate transparentblt. (However, it's still (much?) slower than bitblt, but it might be worth a shot) It used to download updates into the WORKING directory, not the program directory. Is this fixed? I have latest version, so I cannot check. Samapico: I remember reading this, but I never understood... It clearly should download in App.Path. Did it always happen? It always happened, yes. Maybe there are other file management steps after the App.Path one? Do you copy anything after extraction? All in all, I think DCME is starting to take shape. Not too many bugs and the features are quite nice. Very good, for a player made editor
  15. SOS

    current bases

    I happen to like doors. But you can ask. If enough people ask, things can change.
  16. Moar moar moar!
  17. There's a tech support forum. A firewall is most likely. Sometimes ISPs use their own firewalls without telling people, too.
  18. Some of this was discussed in the "chat log" topic, as well, but I figured it is important enough to separate into its own topic. Currently, flags don't move around very much and are just used as a sort of "tool" to finish the game and cash in. This is bad in many ways, as outlined in the abovementioned topic. The other issue is that it is very easy for players such as myself to grab and run. It is very difficult to catch a runner - even tm mostly fails to catch me My initial thought was that flag carriers should be slowed down. However, this will have side-effects. So, the topic of this topic is to think of ways that flags can become a constant part of the game, without changing the overall gameplay too much. I'd like you to also comment on the slowdown-of-flaggers (or other handicap) method - what do you think are the side-effects and how important are they. Are there other ways to prevent flaggers from running away easily? Can the bot help somehow?
  19. So, like, is there anyone that will actually do these changes? I'm not very motivated to contribute when I see that the AS2 zone is the same as it was months ago.
  20. Talk to X if you want the bot. I've got nothing to do with it
  21. Ooooh. Interesting memories. Back when I was a kid, we only had around 6 TV channels here. 2 were local junk, 3 were Russian junk and 1 was RTL (German). As a kid, all we did was watch RTL - at totally random times, since we somehow didn't get the hang of the "If it shows at 10 o'clock on one day, it probably will show at 10 o'clock the next time" idea. That channel rocked. Occasionally a (completely illegal) video rental place popped up. These were goldmines - you could get all sorts of stuff there. My most valuable thing was some Russian-dubbed version of... Duck Tales? Whatever it was - had aeroplanes, lots of ducks and Disney characters I have never seen since. Somehow, it ended up on my own tape, not the rental tape (magic??? I have no idea). Guess what... the !@#$%^&* tape broke. I tried all sorts of weird stuff to glue it back together but as a dumb kid, my engineer skills were still crappy... and so that tape ceased existing one day after being stored broken in some deep pile of tapes for years and years...
  22. Devastation has a host already! See Deva-Bot-0 in main arena? Guess what! It's a bot!
  23. What are you throwing that eye at me for? I already made a credit bot! Talk to XDOOM or Hallowed to get it in the zone.
  24. Hal said it's ready?
  25. Is Devastation going to get any developers soon? There are no mappers. There are no coders. The only thing happening is tm_master, who keeps getting people to come. But Devastation is very stale on the development end... Any changes coming?
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