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spidernl

HS Staff
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Everything posted by spidernl

  1. Would need to slightly tweak hs_flagprivs for that as it uses the "max freq" setting you'd need to change for that. Corey once tried to change that and ran into that issue as freqs 90 - 1000 or something were ?flag frequencies. Might as well go and write a "proper" private frequency module if you're going to be changing modules, in my opinion.
  2. By all means, code it.
  3. Eh, not anymore. Shrapnel level depends on the "shraplevel" stat - Arnk changed that shortly before he left/became inactive in HS.
  4. Inactive shrap damage is 10 by default. The actual inactive shrap damage done by a specific level of shrapnel follows this "formula": Damage = (10 + inactshrapdamage of your ship) * (level - 1). So for a ship with no inactive shrap damage modifiers, the damage done by inactive shrapnel is: Level 1: 0 Level 2: 10 Level 3: 20 Level 4: 30 If a ship had, say, +3 inactshrapdamage, these values would be: Level 1: 0 Level 2: 13 Level 3: 26 Level 4: 39 Edit: Note that inactive shrapnel is often the reason a bomb that hits you at high speeds does more damage. By exploding close to your ship's core, most if not all of the inactive shrapnel hits you right away. As for explodepixels, those have been explained well enough by now. The standard (as in, "no items") value is 99. So level 1 = 99, level 2 = 198, level 3 = 297, level 4 = 396.
  5. Real life AD is overpowered.
  6. Closing this thread! Just kidding. However, Cheese is - probably more than most people - aware of the fact that posting staff abuse QQ on forums is utterly useless. inb4Cheese> but nuffin happans if say in-zone. Edit: Interesting note: Cheese! never actually denied having hopped. That makes that degrant very reasonable. And yes, others should be treated the same - however, prior "rule breaking" causes staff to keep an eye on you -> spot you -> degrant you.
  7. I agree with Sama. Huge spoilers = where it's at. Edit: Wait what, 3.0L is not a performance engine? Do you mean that kind of displacement in general, or this specific engine?
  8. SUPER OFF TOPIC HATE ATTACK: Probably the same reason you made a bank bot you can't withdraw from. I tried to withdraw 30k like 2 weeks ago.
  9. Seems to take up an awful lot of screen-space though. Make it smaller by default (just down-left) and resizeable, please. "Chat history from the escape menu"? Just let us scroll up in the chat window.
  10. Base 8 is the future home of the boxes. As for you opposing the sacrifice of a sector (which we're not doing) - how many bases do you think are actively used between map updates? I still disagree with a 'basing arena for pros'. Better off figuring out how to let 'vets' have their fun in pub without ruining casual players' flaggame chances. Splitting up the population over multiple arenas won't make HS more fun for anyone.
  11. I can always try to attend. Just put me in the bracket somewhere, it'll work out.
  12. According to yourself, nice rumor.
  13. Actually, I disabled it ages ago because I'd implemented a shuffling method in hs_flagprivs. I wanted to change that later on to implement a new balancer/evener. Tried to give hs_flagprivs an interface so other modules which for some strange reason crashed HS even though the only new thing was a "RegInterface" and two very basic methods.
  14. Where is SpiderNL in the bracket
  15. Not really all that difficult to implement, just a fair bit of work changing HSCore.
  16. Still getting the "Unable to connect" error. I've tried running it as admin and anything else silly that might make it work, but nothing seems to help. I doubt it's packet loss, it's not like I have ploss to Subspace. Plus, after 15 or so tries I should've gotten lucky and managed to get through just once.
  17. He can't. Even as the world's best programmer he couldn't as he is limited by the chatnet protocol.
  18. I'm getting "unable to connect to server" & "enter new IP y/n". Don't know how my name ended up in chat. As for ASSS and Discretion, ASSS allows you to extend serverside functionality using modules. The only real limiting factor is the client and its protocol. Discretion I believe (also) allows for client-side modules. In my opinion, the best way to make those work is by synchronizing them as you do the map. A player enters, downloads a bunch of modules and the client automatically "inserts" them.
  19. Meh. Smaller boxes were generally far too bounce favored. Bounce is already quite advantageous if you can manage to corner players or fight them near a wall.
  20. Still can't connect. I'm entering the IP correctly, gave the game all the firewall freedom it needs, etc.
  21. Can't manage to connect to the server (you probably shut it down by now?) but I must say that the client "feels" quite well while flying. I like it, good job there. By the way, not really related to this alpha test: are you planning any kind of client/server module system, similar to ASSS or BaK-'s Discretion? Having the option to extend both the client and the server would be neat and would certainly allow this client to "live longer".
  22. Lanc already gets generous leech money. The best place to be is well within the (large) radius. Keep in mind amounts under $20 don't show up.
  23. That would be one huge player list. And chat window.
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