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Everything posted by Siaon
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The only problem is that there is no real convention on how ASSS command parameters should look, and because I do think there needs to be a certain consistency, ah well, we'll see what I come up with, ?rawquery is next
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True, but haven't worked with patchfiles before, anyway I've also send it to Grel, so if the general consensus is that this in indeed an improvement over the old ?qip then it will be in the public dist anyway.
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Replace in aliasdb.c local helptext_t qip_help = "Targets: none or player\n" "Args: -i<ip address or pattern> -l<limit>\n" "Queries the alias database for players connecting from that ip.\n" "Queries can be an exact address, ?qip -i216.34.65.%, or ?qip -i216.34.65.0/24.\n"; local void Cqip(const char *params, Player *p, const Target *target) {   char ip [256];   unsigned int limit;   if (target->type != T_ARENA && target->type != T_PLAYER)     return;   if (!strstr(params,"-i") && target->type != T_PLAYER)     return;   p->flags.during_query = 1;   if (strstr(params,"-l"))   {     limit = atoi(strstr(params,"-l")+2);     if ( limit < 1 )       limit = 1;     if ( limit > 500 )       limit = 500;   } else   {     limit = 50;   }   if (target->type == T_PLAYER)   {     db->Query(dbcb_nameipmac, p, 1,       "select name, inet_ntoa(ip), macid, to_days(now()) - to_days(lastseen) as daysago "       "from " TABLE_NAME " "       "where ip = inet_aton(?) "       "order by name "       "limit # ",       target->u.p->ipaddr, limit);   }   else   {     if (strchr(strstr(params,"-i")+2, ' '))     {       ip [strchr(strstr(params,"-i")+2, ' ')-params-2] = 0;       strncpy ( ip, strstr(params,"-i")+2, strchr(strstr(params,"-i")+2, ' ')-params-2);     }     else     {       strcpy ( ip, strstr(params,"-i")+2);     }     if (strchr(params, '/'))     {       char baseip[16];       const char *next;       unsigned int bits;       next = delimcpy(baseip, ip, sizeof(baseip), '/');       if (!next) return;       bits = atoi(next);       db->Query(dbcb_nameipmac, p, 1,         "select name, inet_ntoa(ip), macid, to_days(now()) - to_days(lastseen) as daysago "         "from " TABLE_NAME " "         "where (ip & ((~0) << (32-#))) = (inet_aton(?) & ((~0) << (32-#))) "         "order by name "         "limit # ",         bits, baseip, bits, limit);     }     else if (strchr(ip, '%'))     {       /* this is going to be a really really slow query... */       db->Query(dbcb_nameipmac, p, 1,         "select name, inet_ntoa(ip), macid, to_days(now()) - to_days(lastseen) as daysago "         "from " TABLE_NAME " "         "where inet_ntoa(ip) like ? "         "order by name "         "limit #",         ip, limit);     }     else /* try exact ip match */     {       db->Query(dbcb_nameipmac, p, 1,         "select name, inet_ntoa(ip), macid, to_days(now()) - to_days(lastseen) as daysago "         "from " TABLE_NAME " "         "where ip = inet_aton(?) "         "order by name "         "limit # ",         ip, limit);     }   } }
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Confirmed bug, this however does show in the logs and if we catch anyone doing this you will be banned. Anyway, I think this can be solved by adding a cooldown on commands, I'll see what I can do.
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Half a second is quite a while for me to think about something
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Obviously it's a horse
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Took me quite some time to figure out just what on earth your avatar is.
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We're doing the best we can in fixing any problems that still remain(Some of you might have already noticed that the lagcoma isn't completely gone yet, but it now appears at about 16+ players)
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We had 18 players in the zone when Quig and I were having a massive flaggame event.
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I play it, yes. Pre-build decks usually aren't very strong, anyway I'd say: post your decklist and I'll give it a look.
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Additionally, there's been a change to the catapults - you no longer are halted in the air, but you keep your original vector.
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No, the catapults are not meant as a way for you to get away, they are a transport system between sectors. 10 seconds at least; you can always attach you know.
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Hyperspace is a very viable zone on it's own, it does not need a merge; you may have caught a conversation about mappers trying out their maps in a subarena in a different zone.
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Yes, I've posted a similar post in the staff forums with a suggested solution, which happened to be a cooldown of at least 10 seconds.
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Do not place multiple mines inside a catapult, in fact: do not place mines in them at all, otherwise you people will just byp!@#$%^&* this by having every teammember lay one mine inside a catapult with the same effect.
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Some people have recently discovered that running to a catapult and then staying in it, swapping indefenatly, makes it impossible to kill them. I have therefore declared it illegal. Example: Bomook gets all the flags and runs to a catapult, he has ?1 to ?8 macroed under his F-keys and now presses a random one every time he sees something blue and unferret-like. This is BAD and now ILLEGAL, don't do it anymore! Example: Siaon gets all the flags, runs to a catapult, goes to a sector and runs into it, after being chased round the base for a couple of times he again dives in a catapult and evades the evil criminals! This is okay!
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When players are ?warned, the message should be stored with a timestamp so it can be retrieved by mods at a later time, this would be a great tool for us mods in helping/dealing with players.
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And Doc, just what will -10 to +10 do? Are these %'s that go above and beyond your normal speed? It's hard to put down numbers when I have no clue what they'll do!
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My point excactly: prototypes vanish after the real thing works, neither will the public see a prototype - I'd more use this when a new item will be added, like a prototype extrastellar drive or something, because there is no real thing yet. It would only have a couple of the bonusses the real thing will eventually bestow - it'd be like a testing option for mods and VIPs to check new hardware and see if it's overpowered or not, eventually the not-prototype version will become available to everyone. And yes: a black hole generator is more or less like a weapon (too) and the gravity drive I say we cut the black hole generator and insert the Ion drive between the retro engines and the Nucleair Drive.
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You crack me up sometimes! Didn't we brainstorm up quite the list on the old forums? There's so many options anyway. You've got: Thrusters(Operates by, well, it's a rocket - low steering capabilities, high fuel use, constant acceleration) Ion Engine(Operates by sending out ions in one direction, like cheap rockets, same benefits, same bad traits) Nucleair Engine(Still like rockets, but more steering capabilities) Fission Engine(Idem) Gravity Engine(Would operate by generating gravity wells thereby 'pulling' the ship, thus being the first drive that would actually give you some real steering capabilities) Antimatter Engine(Power unlimited baby! If you ever get power-hungry and want everything on your ship, this is what you need to pack) I can probably generate an even longer list ^^ Note to Bomook: Prototypes are usually discarded after the real thing is out, they are prototypes ^^ Also, a gravity drive would be wayyy better then an incendiary drive to me. I really hate the prototype thingy you did, also I think my order of technology is better: starting with normal drives, proceeding to ionic then nucleair then fission and then antimatter, lemme insert gravity somewhere too, though I have no idea how a gravity drive would work in space. Edit: New list: 1. Retro Engines 2. Nucleair Drive 3. Impulse Drive 4. Fusion Drive 5. Gravity Drive 6. Anti-Matter Drive 7. Subspace Drive 8. Hyper Drive 9. Black Hole Generator How about this last one, Mooky?
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If you have any troubles downloading the hyperspace files, you can do the following: 1) Type ?go hyperdl or 1) Go here. 2) Unzip this in your zones directory under your Continuum directory.
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Mooky, don't you have an instant messenger service installed? We can easily swamp this forum with previous and new ideas.