Search found 78 matches

by Mucho Maas
Wed Feb 11, 2009 4:01 pm
Forum: GU League Discussion
Topic: Score system/time limit
Replies: 4
Views: 1876

Re: Score system/time limit

And it is not there to start a match with a 4-0 score either!
Joking:)
I am not sure if quol's server supports /timelimit. But I agree it would be helpful to end discontinued matches.
by Mucho Maas
Tue Feb 10, 2009 6:24 pm
Forum: GU League Discussion
Topic: Fun!
Replies: 17
Views: 4139

Re: Fun!

The main reason why the fun league became inactive was not that people stopped playing fun matches, but that I simply forgot the password to maintain it (don't ask :doh: ). AlliedArmour and Grand slam proposed about a year ago to reactivate the Fun league. I didn't manage to login then. But I manage...
by Mucho Maas
Thu Feb 05, 2009 2:10 am
Forum: GU League Discussion
Topic: Big annoyance
Replies: 25
Views: 6668

Re: Big annoyance

The problem is that some of us cannot be there everyday. There are probably a few teams created and deleted again where for example I am not even aware they existed at all. I really appreciate that you pointed us to this problem without naming people. It shows the general level of the GU League play...
by Mucho Maas
Fri Jan 30, 2009 7:43 pm
Forum: GU League Discussion
Topic: League Site's 'Team' Page
Replies: 5
Views: 2285

Re: League Site's 'Team' Page

Sounds like it's being done wrong then. Don't run a query that counts how many matches each team had. Store how many matches they had right in the team table, and then increment that when a new match is added. Yeah, but [dmp] aint here and menotume is to busy tking :) Are we using an older webleagu...
by Mucho Maas
Fri Jan 30, 2009 11:38 am
Forum: GU League Discussion
Topic: League Site's 'Team' Page
Replies: 5
Views: 2285

Re: League Site's 'Team' Page

This is due the involved SQL query. With the increasing amount of matches in the database, that query takes a considerable amount of time to retrieve those values. For a single team to calculate this value as is done on the team page is trivial. Calculating them in a single query for listing the tea...
by Mucho Maas
Wed Jan 28, 2009 3:56 pm
Forum: GU League Discussion
Topic: Add server when reporting
Replies: 7
Views: 2738

Re: Add server when reporting

Thanks for that update Dexter, probably will use your info for a new sticky about replay servers.

The main reason why dub59997 is not anymore listed as an official match server is because it does not feature a replay server. Maybe one of the other server hosters can help him in setting one up.
by Mucho Maas
Wed Jan 28, 2009 10:37 am
Forum: GU League Discussion
Topic: Add server when reporting
Replies: 7
Views: 2738

Re: Add server when reporting

For now, some servers offer a replay list on their website. That could be a a possibility to find that match. The listing also reports the players involved. Nice could be if that listing on the server website would also display the score as that should be trackable :) Elas, not all of the match serv...
by Mucho Maas
Mon Jan 26, 2009 7:04 pm
Forum: GU League Discussion
Topic: Lagstats in replays
Replies: 39
Views: 8316

Re: Lagstats in replays

It is inconclusive because what you see is not what exactly what happened, as it includes any lag which you may have during the viewing The lag the client has while viewing the replay should not matter, as explained above. plus any that they had *.5 That is why dexter is proposing to have the lag v...
by Mucho Maas
Mon Jan 26, 2009 5:46 pm
Forum: GU League Discussion
Topic: Lagstats in replays
Replies: 39
Views: 8316

Re: Lagstats in replays

This may differ from user to user using the replay. Of what I see, 80% of the benefit of the replay as we have it today is for players to verify after a match that what they think was a 100% shot through in the replay actually looks like a miss after all. Another 10% is to verify if the tank itself ...
by Mucho Maas
Mon Jan 26, 2009 11:07 am
Forum: GU League Discussion
Topic: Lagstats in replays
Replies: 39
Views: 8316

Re: Lagstats in replays

This can subtly change the state between a live game and a recorded game, especially if jitter is high. I think that is why dexter proposes to have lag and jitter values in the replay available, so one can make a better assumption to what the original recipient saw (not so much what he actually saw...
by Mucho Maas
Mon Jan 26, 2009 3:15 am
Forum: GU League Discussion
Topic: Lagstats in replays
Replies: 39
Views: 8316

Re: Lagstats in replays

when viewing a replay, your (yes you, the viewer) current lag with the server affects what you see I am not quite understanding that point. I thought the replay contains all the events as seen by the server, with every event having a time signature corresponding to how the server received the packe...
by Mucho Maas
Sun Jan 18, 2009 12:40 pm
Forum: Leagues: General Discussion
Topic: Settings
Replies: 11
Views: 3976

Re: Settings

Not all players in the GU league, but quite a few are using mice with higher dpi. I think somewhere around 2000-3000 is standard. Some might have more. Higher DPI may help to gain more control. A few of the very good players also use quite slow mice though. How they do it they will have to explain. ...
by Mucho Maas
Wed Jan 07, 2009 11:56 am
Forum: GU League Discussion
Topic: RikerCup January 2009
Replies: 35
Views: 9018

Re: RikerCup January 2009

The set-up and rules don't change with every Football World Cup either. Well...they actually often do :) Anyway.....was thinking about a way of how to reflect the GU League spirit in an event like the RikerCup. A public poll will be as stated very difficult to set up, and it will be difficult to en...
by Mucho Maas
Tue Jan 06, 2009 6:35 pm
Forum: GU League Discussion
Topic: RikerCup January 2009
Replies: 35
Views: 9018

Re: RikerCup January 2009

I think every 6 month is great. Initially i was thinking that once a year will keep the event special. But a year is long, 6 month is long. Waiting 5 month to start thinking about it...think it should be done sooner. Teamcaptains need to be picked, they need to get them selfs organized and find date...
by Mucho Maas
Sun Jan 04, 2009 7:27 pm
Forum: GU League Discussion
Topic: RikerCup January 2009
Replies: 35
Views: 9018

Re: RikerCup January 2009

The title of the RikerCup is 10 best europeans vs the 10 best from the american continent. That was, is and should stay the subtext of this cup. What constitutes the 10 best is what was not well defined. The team captains chosen by the GU League Admins were chosen because we would trust them to inte...
by Mucho Maas
Sun Jan 04, 2009 5:27 am
Forum: GU League Discussion
Topic: Riker Cup '09 Pictures
Replies: 9
Views: 2996

Re: Riker Cup '09 Pictures

Thanks man...will be a joy to view them all!
by Mucho Maas
Sun Jan 04, 2009 5:26 am
Forum: GU League Discussion
Topic: RikerCup January 2009
Replies: 35
Views: 9018

RikerCup January 2009

I wanted to thank all involved for a great organized RikerCup. Special thanks go to the leaders of both teams, namely Saturos and Zelgadis on the european side, and The Doink and beanpole on the side of the americanas. I think they did a great great job. Great thanks also to dexter who designed and ...
by Mucho Maas
Sat Nov 08, 2008 12:23 pm
Forum: Enhancements
Topic: bullet spin
Replies: 15
Views: 3493

Maybe not "tank battle realism", but that is something bzflag hardly is, and that's why it's a great game:) It is very much of an arcade game, where with only a simple way of game control you can allow the tank to do a lot, the game control feels very natural and intuitive, I think that is...
by Mucho Maas
Mon Nov 03, 2008 11:06 am
Forum: Enhancements
Topic: bullet spin
Replies: 15
Views: 3493

bit complicated. way too complicated [..] with all these variables and stuf Maybe I didn't do a good job in explaining. The variables is only server settings, it's where the server owner specifies these values once. It is like the setting for maximum speed, max reload etc etc. So the player who is ...
by Mucho Maas
Sun Nov 02, 2008 3:26 am
Forum: Enhancements
Topic: intercepting flying team flags
Replies: 9
Views: 2185

There already is a shot-path implementation for shots. It would require for flags to be modeled using a flag-path implementation, implying that a flying flag actually is a special kind of shot. This could in an even further away future lead to an implementation where flags can be fired by the tank h...
by Mucho Maas
Sat Nov 01, 2008 4:50 pm
Forum: Enhancements
Topic: bullet spin
Replies: 15
Views: 3493

It may be very confusing at start, but after you master the techniques, it could really add another dimension in which masters of the game can stand out from the crowd.
by Mucho Maas
Sat Nov 01, 2008 11:39 am
Forum: Enhancements
Topic: bullet spin
Replies: 15
Views: 3493

Wouldn't really require a toggle. You drive straight for shooting with no spin. Also a toggle would make it impossible to read spin, at least you can guess the spin from the shooters tank movement (if your good).
A toggle would make that a lot more random.
by Mucho Maas
Sat Nov 01, 2008 1:42 am
Forum: Enhancements
Topic: intercepting flying team flags
Replies: 9
Views: 2185

intercepting flying team flags

How about the possibility to be able to intercept team flags - either dropped and catched - flags that have been send by dropping them off over pyramids and other surfaces. The flag has to enter the hitzone (sphere) of the tank to be able to catch them. This probably requires a flag-path implementat...
by Mucho Maas
Sat Nov 01, 2008 1:35 am
Forum: Enhancements
Topic: bullet spin
Replies: 15
Views: 3493

bullet spin

I know its a tank simulation and not a billiard simulation, but how about the possibility to add spin to bullets. The spin is controlled by the turning rate of the tank while shooting. The spin effects how bullets ricochet off of walls The spin effect does not have an impact on shot segments, meanin...
by Mucho Maas
Tue Sep 16, 2008 7:13 pm
Forum: Enhancements
Topic: Anti-Cheat proposal
Replies: 56
Views: 13370

It would only be after that research is done that we'd decide how much of the server info would be used and to do what. No one has ever said that we'd just blindly move "collisions" over to the server and let the game suffer. Blindly is a big word. I also wasn't intending to take as a fin...