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Everything posted by Dr Brain
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Technical reasons. It's on my list of things to do. And rather high up, considering.
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Nite? I'm pretty sure there is no spelling of night/knight as nite.
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Boot off a Linux Live CD that has parted on it. then use parted to resize your main par!@#$%^&*ion, and create a new FAT32 par!@#$%^&*ion in the new free space. A Windows boot disk will allow you to format it, and then restart to see your new drive letter.
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Almost is. I don't wanna rip of B5 with the graphics, so I just posted those as an example to get people's ideas flowing.
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You should be sorry... I know if I were them, I would flay you alive for that
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When catapults change into jump gates, we will need some new graphics (well, we need new ones now too ). They will have several states of activity. Idle: Not doing anything. Powered down if you will. Outgoing charge-up: Someone has activated the jump gate by flying over it. It beings charging up for the next state. Outgoing: Will warp anyone who flies over it to the receiving gate in hyperspace (or realspace, as the case may be). This mode will shutdown after 10 seconds of no one warping through. Outgoing charge-down: doesn't have to be anything fancy. Just a transition animation from outgoing back to idle. Incoming charge-up: someone activated the partner gate's charge up sequence. Incoming: People can warp from the partner gate to this one. Incoming charge-down: Really need an explanation? Anyway, if anyone has any ideas for it, I am happy to hear them. Sketches to help me imagine are best
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Because of security limitations imposed by ASSS, it is currently impossible for me to give subarenas out to people that aren't sysops. If you would like to have a subarena, and already have a map and settings for it, I CAN give you one. I simply cannot give you access to change anything on it for the time being.
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The buy system will be undergoing a total overhaul in the coming months. All 8 ships will have purchasable hulls (with the removal of the shark newbie ship). Not all ships, however, will be able to buy all the components in the store. Instead, ships will have access to components that reflect their primary mission. For example, A weasel will have access to most of the "cool" items, whereas a warbird will have access to only a few "cool" items, but will be able to buy better speed and thruster upgrades than any of the other ships. Similarly, the Leviathan will have weapon system upgrades that will put fear on their enemies faces, but they wont have access to any but the most basic speed upgrades. Some items may require ammo to be purchaced for their use, while others may require only ship energy to function. Flashbangs launchers will require ammo for every use, and it must be replenished at a store that sells ammo. Some of the more advanced bomb and gun emplacements may also require ammo to function, because the rate of fire employed by them would drain the largest energy reserves in seconds (can you say gatling gun?).
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I may have already posted most of this in another thread, but here it is again. Catapults will be transformed from sector to sector systems into Hyperspace to Realspace systems. No longer called catapults, but rather jump gates, this system will allow people to jump from normal space into hyperspace at fixed locations on the map. Players can then travel through hyperspace and exit at a different sector's jump gate. This will be avalible to all players free of cost. As a ship addition, players can purchace jump engines. When activated they create a one way portal between hyperspace and realspace. This portal will stay open for a period of seconds allowing friends (and foes) passage to/from hyperspace. Because the jump point does not exit to a fixed location, mines and other obsticles aren't a problem. Another ship addition is the dementional shifter. This is a engine that takes a player from one sector to another instantly, without the bother of going through hyperspace. This is an exelent addition for scouts and other recon vessels. The dementional shifter only takes one player along for the ride, so it cannot be effectivly used to !@#$%^&*ult a base (however, it can be used to get a capship anchor to the enemy quickly). A further option for teams is the Transwarp hub. A team is required to pay a fee to use it. Access remains open to the team for the duration of the flag game. This method of FTL travel allows any ship to transport from a fixed transit point in every sector to the central hub, where they can then warp to the transit point in the destination sector. Because the exit location is fixed, mines can pose a hazard, but it does allow rapid deployment to any sector for the entire team, rather than just a cap ship. Further methods of transport may be added, but this is what you can expect to be incorperated.
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As Im sure everyone has noticed, there are still bugs in hyperspace. The obvious one is the Reliable Sync bug, or as it has come to be known, the "Lag Coma" bug. If anyone finds any bugs, please post them here with a detailed description of what happens. This includes any problems with the buy system or warper. EDIT: Screen shots are great!
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We will be merging with SSCX Omega Fire sometime in the next few months. This means that we will get: A new map! (Got to admit we need one) A few new mods (Wont hurt us either way) Some new sysops (Could be good or bad) Graphics (Don't know how these will be yet) What we (may) lose: Possibly the name Hyperspace, but this is under debate What will stay the same (or rather wont go away, it will improve): RPG/Money system Sector Warping system The name WILL stay on the zone list, as will Omega Fire's name. This is possible with ASSS features that allow multiple directory server entries. The only question is weather the main zone name will be Hyperspace or something new (the name Omega Fire will almost certainly not be the main name).
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Totally new settings are being created by Bomook for the new buy system. I expect that when we wipe scores and ships, you will see them in action. Here is a ship rundown (As I recall it, mook may correct me): Warbird: This fighter in speed is second only to the scout. It has the speed and thrust to dodge the bombs, but it needs to. A few hits and it's dead. Javelin: More powerful than the warbird, but slightly slower. Spider: This "bomber" is really more of a "gunner" if you know what I mean. Leviathan: Bombs, bombs and more bombs. Terrier: A decent all around ship. Good at most things, but doesn't excel at any one task. Weasel: Technology drives this ship. It is the most advanced ship in the fleet. It will have access to more cool gadgets than any other ship. Firepower is greater than a fighter but less than a bomber. Speed is less than a fighter, but can outrun bombers and capships. Lancaster: Cap ship. Only attachable ship. Slow and heavy. Packs a punch. Shark: The shark will no longer be a free newbie ship. While that did give newbies something to be able to use for free, generally an unupgraded warbird was a better money maker than a shark. In these new settings, it will be a scout ship. Its primary purpose is fast recon. It won't be able to hold its own in a one-on-one fight, but may be able to contribute to team mates in trouble.
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The map: Currently, the map we are using in the zone is the 6th incarnation of the Area series of maps. This is where the "area2" designation comes from at the stores. Bomook and Quigybobo have both been working on keeping this map up to par while we wait for our totally new and improved map that is slowly making it's way towards completion. We took off the hypertunnels because of a map size bug. BUT, they will be used in the future, so don't panic. We may do little (or big) changes to this map before the new map comes in. Things like shifting sector boundries, moving catapults, adding stores, changing powerball and flag spawn locations, updating bases, and other improvments of that nature. If you have suggestions for THIS map (I dont need ones for the new map just yet), please post them here!
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?chat=hyperspace in game.
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You can see the boogers up his nose Nice avatar akai. :steve:
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Yah, can a mod change the !@#$%^&*le on this or something?
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Nice idea. But seeing as only one person updates continuum, and he is way behind on bugs and other essentials, you will have to live with the perfectly good macro editor you already have in the Alt+Tab window.
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I'll get someone to work on it. An update of the current map is in the works too, to fix all the little bugs on it.