Search found 130 matches

by tobylane
Fri Jan 22, 2010 4:26 pm
Forum: Players
Topic: Rouges?
Replies: 12
Views: 2099

Re: Rouges?

Everyone is repeating that I should leave the massively popular servers as they are and add to the 370 servers that we have total(!) and equal(!) choice that we see. That still leaves something which may only be accepted because people don't know it can be another way. I have suggested to some admin...
by tobylane
Mon Jan 18, 2010 4:47 pm
Forum: Players
Topic: Rouges?
Replies: 12
Views: 2099

Re: Rouges?

This is in players, I put it in general discussion because it's more about the servers than the people, but both still. It's nothing about what should be done, but people will do what's possible (best proved in a bad way by this game). I'm wondering what people think of it, as I clearly said at the ...
by tobylane
Fri Jan 15, 2010 9:58 pm
Forum: Players
Topic: Rouges?
Replies: 12
Views: 2099

Re: Rouges?

I guess you'll complain about my other idea proven by the rest of life, ie what you lot are too scared to see. It is the idea of not leaving things in a crap state, especially when you could make a new better thing aside it. Didn't you go to the moon because it was hard, not because you could? It's ...
by tobylane
Fri Jan 15, 2010 11:47 am
Forum: Players
Topic: Rouges?
Replies: 12
Views: 2099

Rouges?

i think rouges are too common, in players or options in servers. I don't think it's fair, and as most other games show, it's a common view. When they are in other games, rouges are Free For All, then team games have the normal teams. To me, rouges in team games is a mix of teams and FFA, which seems...
by tobylane
Sun Jan 10, 2010 8:42 pm
Forum: Help: Map Making
Topic: Horizontal Teleporters
Replies: 6
Views: 1271

Re: Horizontal Teleporters

One recent svn revision had a basic description, I think there's more somewhere on the forums or wiki or will be soon.
by tobylane
Thu Jan 07, 2010 9:08 pm
Forum: Screenshots & Artwork
Topic: Composite Screenshot
Replies: 6
Views: 1385

Re: Composite Screenshot

Seems they are called screenshot maps.

What did you use?
by tobylane
Sun Jan 03, 2010 12:37 pm
Forum: Game Releases and Versions
Topic: Pre-Alpha OSX 10.6 Build
Replies: 16
Views: 4584

Re: Pre-Alpha OSX 10.6 Build

Run in terminal so you can see the errors.
by tobylane
Tue Dec 22, 2009 12:59 pm
Forum: Map releases
Topic: Iceland CTF
Replies: 4
Views: 944

Re: Iceland CTF

Would suit being a no radar map.
by tobylane
Mon Dec 21, 2009 4:57 pm
Forum: Development
Topic: Special Mesh Faces
Replies: 16
Views: 5680

Re: Special Mesh Faces

What's the guided missile change?

Hope to see you and your work Louman, people say you died.
by tobylane
Sat Dec 12, 2009 4:33 pm
Forum: Help: Source Code / Compiling / Development
Topic: Application's test case
Replies: 3
Views: 1193

Re: Application's test case

I believe he means some sort of stress tester, something that has a go at every function possible.

I'm not aware of one, and the bots aren't smart enough to do everything in the complex/plugin-enhanced maps, so you'd have to make one. All the API calls are on the wiki.
by tobylane
Thu Dec 03, 2009 3:49 pm
Forum: Game Releases and Versions
Topic: Pre-Alpha OSX 10.6 Build
Replies: 16
Views: 4584

Re: Pre-Alpha OSX 10.6 Build

Ok.. Rough instructions for 2.99 on Snow from default SDL?

Also, I noticed Clang and LLVM in the Xcode update this week, is there anything related to this in code yet, planned to be, or not at all needed.
by tobylane
Sun Nov 29, 2009 5:56 pm
Forum: Game Releases and Versions
Topic: Pre-Alpha OSX 10.6 Build
Replies: 16
Views: 4584

Re: Pre-Alpha OSX 10.6 Build

I can't build from bz svn because I haven't got 64bit SDL. I had 1.3 before Snow and that compiled fine (I never use windowed, and I as well as nearly every mac user are 64bit).
by tobylane
Sun Nov 29, 2009 5:53 pm
Forum: Prefabs and Map Objects
Topic: passbox to pass team flags in a nojumping map.
Replies: 7
Views: 3260

Re: passbox to pass team flags in a nojumping map.

Whats the use of this? One of the pro or cons (I don't know which it is) of a no jump map is that you can't pass, why not just keep it that way, whatever it is.
by tobylane
Tue Nov 24, 2009 11:18 pm
Forum: Game Releases and Versions
Topic: Pre-Alpha OSX 10.6 Build
Replies: 16
Views: 4584

Re: Pre-Alpha OSX 10.6 Build

I have some issues with SDL too, did you find a 64bit version?

Ps, Snow is intel only.
by tobylane
Tue Nov 10, 2009 10:20 pm
Forum: Help: Setup / Hardware / Performance Issues
Topic: Gaming ISP in UK
Replies: 6
Views: 1973

Re: Gaming ISP in UK

Yes, it's their catogories that define shaping. Game > * > P2P generally. It's not p2p, while you do directly tell other people something it's still a server based game. Try to correct them.
by tobylane
Sun Nov 08, 2009 8:11 pm
Forum: Help: Setup / Hardware / Performance Issues
Topic: Is there a problem today - Sun 8th Nov?
Replies: 4
Views: 883

Re: Is there a problem today - Sun 8th Nov?

Might be your isp whining about non-web traffic. Do torrents work? I'm on BT and torrents/bz/web have been fine today.

Otherwise just wait, theres no real reason it should last more than a few hours (shaping is worst-case, till 1am or so).
by tobylane
Wed Nov 04, 2009 11:08 am
Forum: Works In Progress
Topic: 2 bombers:::concept test
Replies: 10
Views: 3114

Re: 2 bombers:::concept test

Gravity is way too strong. I managed to fall out of one of the drop down box thingies that aren't very fun or useful (maybe needs loads of people). There's not enough stuff on the ground to break up shots, even with vertical velocity (again, forcing people to use WG).
by tobylane
Wed Nov 04, 2009 10:54 am
Forum: Plug-in Development
Topic: Water Plugin?
Replies: 16
Views: 2866

Re: Water Plugin?

Synchronous WW with time delay, or asynchronous, whats easier/more likely?

edit: I mean should the multiple WW idea be done by letting multiple WW happen at once, and also adding a time delay so people can make them start at different times(sync), or make a job queue of WW(async).
by tobylane
Sun Oct 25, 2009 8:10 pm
Forum: General Map Making Discussions
Topic: The perfect map.
Replies: 18
Views: 3529

Re: The perfect map.

Most of the best maps aren't focused on fighting, like the mazes or Loumans. Art > War. Otherwise, flags seem to be more bother than they are worth. Jumping needs skill. Rico needs skill. Pyrs and corners need skill. You need a lot of deflectors but little shielding. And CTF is worth trying, less fo...
by tobylane
Mon Oct 19, 2009 9:18 pm
Forum: Plug-in Development
Topic: Honors 1.0: I need YOUR help!
Replies: 15
Views: 3107

Re: Honors 1.0: I need YOUR help!

Will there be an option for it to just be messages/seperate chart? While I am fairly alone in endless geno whinging, it seems like a little work for a big option. You've got amazing ideas, I can't think of any, even most of them are new to me. Get from your base to their base via 1/all corners of th...
by tobylane
Mon Oct 19, 2009 8:09 pm
Forum: Map releases
Topic: 3 Tanks.
Replies: 18
Views: 2636

Re: 3 Tanks.

Brilliant changes, but I think the flying time is too short, the teles above the turrets should be very near the others in the middle. Also, there are too many laser flags on the ground, at least thats the way two tanks is (none on ground).
by tobylane
Sat Oct 17, 2009 7:48 pm
Forum: Map releases
Topic: 3 Tanks.
Replies: 18
Views: 2636

Re: 3 Tanks.

Happens on green and blue bases. The middle thing is silly, it's very hard to climb without WG. The sides of your base tank aren't at all safe, but under is, both of which are the opposite of the better way round on two tanks. I don't like the texture. The pyramids are good, though the gameplay it i...
by tobylane
Tue Oct 06, 2009 8:44 pm
Forum: General Map Making Discussions
Topic: Football Map ideas
Replies: 13
Views: 2176

Re: Football Map ideas

That's american football, did you mean that or soccer?

American/rugby is harder to do, unless you merged thief and steamroller and some random principle for tackle success rate.

Football would probably have to wait for moveable physics.
by tobylane
Tue Oct 06, 2009 8:39 pm
Forum: Enhancements
Topic: Mortars...
Replies: 4
Views: 969

Re: Mortars...

Only if you locked it onto a bot below the ground, and somehow got the curve like a stone's throw.