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Dr Brain

HS Staff
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Everything posted by Dr Brain

  1. Way to insult someone else's work in their own thread.
  2. Yes, that's what we're talking about.
  3. Reducing green spam is enough reason for me to fully support the money+exp HUD, whatever form it may take.
  4. Looks good. The hot pink wheel and handle bars are a bit much, though. That is, unless you're going for anti-theft. A big pink basket+bow on the front would complete it.
  5. Wrong. Any fully connected graph's edges will scale with O(n^2). Meaning any game where you can see all of the players will exhibit this trait. Obviously? How is it obvious? Eye of the beholder. Some would say you fall into those categories. Opinion, mine differs. Wrong, No one takes over a large zone with the intention of killing a game. Grammar is confusing too. Established zones don't need to change (and shouldn't, for the most part). Your entire post is a contradiction. You want them to go back to the way things were, and you want them to change. Wrong. Zone community is paramount to keeping new comers. Wrong, see above two. Wrong. "AS3" has never existed.
  6. I disagree with every part of what you just said, except the part where you said you're close to cutting ties with TW. Your assumptions, conclusions, grammar, are all (IMO) wrong.
  7. Bandwidth is O(n^2) on a small map, so they'd be using roughly 5 times as much bandwidth with a single 150 player pub as with 5x 30 player pubs.
  8. I've used HP for years, and never had a problem. I would never buy another Sony, however.
  9. There are some really great deals going for HP laptops. Take a look at http://www.couponmountain.com/HP-coupons-deals.html. I got a really great 14" laptop (with extra battery) for $700. The larger screens actually cost less.
  10. I've got 4x 2GB (800MHz) ram. There's nothing like it. It really wasn't that expensive. Have to run a 64-bit operating system to take advantage of it, but that's why God invented Linux.
  11. What Cerium said is at odds with what JoWie said. I believe that JoWie is correct. Bouncing bombs do different damage, even if they're not going to bounce.
  12. Yes, I believe that is correct. I've never confirmed it, though.
  13. For the record, I'm color blind. I've really wanted a ASSS ?preferences command to handle saving settings for every player. Things like the HUD placement and toggling portions on and off could easily become part of that. For a money+exp display, there's no reason it has to update multiple times per second. It could update once every few seconds and do its job fine. Another option is to not display the lowest few digits, and update whenever higher digits change.
  14. Don't use red and green. 4% of the male (aka subspace) population is red green color blind. If you feel that nothing will do as well as red and green, make sure the intensities are very different. Something like bright green and dark red, for example. Oh, and don't forget about the flag timer. It has to go in there somewhere. But keep up the good work everyone. These things look great.
  15. "ASSS isn't that stupid", but apparently you are. IP based checks are the second easiest things to get around. There are thousands of proxy sites littering the web. It will never be zone sponsored. Feel free to loan out your own money at whatever rate you like, though. Good luck getting it back, though.
  16. The exp balancer relies on the fact that your "usefulness to the team" is roughly correlated to your exp, and linear (linear in the sense of super position, not in the sense of a line). It also assumes that the exp is an unbiased estimator of your usefulness. While it's not unbiased, and it's not linear, the negative impact of these deviations decreases with arena size. So in an arena of 20, you would only notice a small difference in the "ideal" balancer, and the exp balancer. In an arena of 100, there would be no difference at all. Since balancing arena sizes of less than 20 isn't a primary concern (we mostly care that big games are balanced), I'm not going to devote hours and hours of dev time to creating the "ideal" balancer, since no one would notice anyway.
  17. Damage per shot is 770, regardless of bomb or level.
  18. If you want to use the existing protocol for weapons (and not have to rewrite the server handling of them), you only have 2 bits to play with, hence 4 levels. I will need to make a Discretion weapon packet at some point I assume. Any reason not to use the existing 16-bit weapon field as the "discretion weapon id"? That would require only a few minor modifications to the server. Then you can make 65k types of weapons. A server owner can even make it backwards compatible, by having weapon 0x2454 be a Prox L3 prox bomb with 10 L2 shrap (no shrap bounce).
  19. 4 = terrier, not levi.
  20. It doesn't automatically even after a whole team quits.
  21. I'm thinking you don't have many zones on your list, because Trench Wars alone has 160 people in it as I type this (at off hours).
  22. I find it hard to imagine that you'll get trouble for reviving a *very* dead zone. Just make sure your host knows the situation, since it sounds like they weren't aware of the details last time you tried. Of course, this is general advice (I'm not a lawyer). I'm not familiar with Counterstrike or its former staffers. P.S. This seems like the wrong forum for this thread.
  23. The way in which flag rewards are calculated has been changed so that teams will make the same amount with or without ragequitting. Now ragequitters will just prevent themselves from getting the consolation money.
  24. Systems where the money accumulates over time, whether due to kills or due to elapsed time, will not be implemented in the zone because our aim is for relatively quick flag games, rather than drawn out annoying games.
  25. LVL files are compressed using zlib before being transferred. Effectively, everything is already compressed. It's just the transfer system doesn't utilize the maximum bandwidth of the connection.
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