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Messages - Radical_Pi

#361
Welcome Center / Re: hi im new
February 18, 2009, 04:18:04 PM
lol not sure if this is another bomb account. He was hinting at this recently, although I suggested that he be jera
#362
SWBF1 Modding / Re: Ensuring no AI in map
February 18, 2009, 12:03:17 PM
Actually, that wouldn't work at all as SWBF assigns teams in the order of join, so the team setup needs to be re-done at each map. And order of join includse what order the players start the next map
#363
SWBF1 Modding / Re: Ensuring no AI in map
February 18, 2009, 11:06:52 AM
Unfortunately, the bots setting is global, and even with map adjustments you can't change it. If you could set it within the lua scripts it would require everyone to have it modified, but that can only affect SP anyways
#364
Which one is that? This topic is only for  standards
#365
Public Square / Re: DC announcement system?
February 16, 2009, 11:27:33 AM
There is a PHP script that querys the server for info, but it takes forever to load. I'm trying to see if I can integrate it into a PHPBB test site I have. My view of the layout:

On the index page, there is a box above the forum list that marks any active games. This will only look at info cached from a detailed view

Each game has a link to a page that shows a detailed view of all the data for the game that can be requested from the server. This is the page that will take a long time to load most likely, and hopefully it won't hit a PHP timeout. Basic information (server active, # of players, current map) will be stored to the SQL server for fast lookup on the homepage, however this data is ONLY updated when someone requests a detailed view.

My early versions will have the bare minimums for this. A quick view of Host, IP, and maps on the home page and then the detailed view on a link. Hosts can enter in a new game for the listing and also delete own. No info is cached

Later version might include:
limit who can view
Cached data on home page
time-delay games
marker of a down but not deleted game

Still a WIP, and I'm not sure if it will even work, as I can't test the listing on my own server
#366
Public Square / DC announcement system?
February 15, 2009, 08:28:53 PM
I wish there were some way to advertise DC games on here. I find myself out of luck when I can't see games advertised on GR, so I wish there were some way to announce the active games on here.

My (personal) ideas:
A forum with only one post which has active DC games on it, with all DC hosts able to edit it.
Some sort of announcement on the home page (would have to be a mod, I could probably whip something up fairly fast)
A shoutbox....
#367
SWBF1 Modding / Re: How do you add vehicles?
February 13, 2009, 01:20:41 PM
I'm not sure of the exact instructions but the most likely thing that you're doing wrong is adding the .odf of the vehicle itself instead of a com_item_vehicle_spawn.odf

I believe these are the instructions on how to do it:

1. HAVE THE VEHICLE INCLUDED IN THE REQ FILES (duh)
2. Create a com_item_vehicle_spawn object (located in Data****/Common/ODF with **** as the map name)
3. Position and orient the spawn object (It will be an arrow and the arrow should point the direction you want the vehicle facing)
4. Variables: Requires a list of it's own
  • ControlZone: CP the spawn point is associated with (used by the class selectors)
  • SpawnTime: Time after the destruction of the object spawned that it creates a new one
  • Class***ATK: What vehicle is to be spawned when the team *** has the CP (most likely can't be used when it is CISATK and there is a RepDEF set as well)(must be the name of the vehicle as it appears in the REQ files)
  • Class***DEF: What vehicle is to be spawned when team *** DOESN'T have the CP (probably same rules as the ATK counterpart)
  • Anything else: I'm not sure of the meaning
5. Make sure the vehicle is listed in the SetMemoryPoolSize commands in the LUA scripts ("EntityHover" for a hovering ship including the troop ships on Geonosis, "EntityFlyer" for things like X-Wings, AddWalkerType functions for vehicles with legs, look at the Mission LUA samples under Assets for the rest of the MemoryPool commands)

On the spawn point class variables, when the CP it is associated with falls under the control of the other team any vehicles that have not been activated (entered) will self-destruct and the ones for the new team will spawn if they are set
#368
PC side is in great shape. I can hop on at almost any time and find a 20 or higher game going (sometimes have to hit german servers though from time differences :P)
#369
SWBF 1 and 2 Tournaments / Re: ACW vs Legends
February 12, 2009, 09:24:57 PM
Well I think we determined the T.1 boots were from an information overload, so as long as you don't shoot me too much I think we should be fine :shady:
#370
A game is not dead until it's fans give up. The mods and maps are an indicator of these fans
#371
SWBF 1 and 2 Tournaments / Re: ACW vs Legends
February 11, 2009, 08:56:19 PM
Quote from: "Mac"
Quote from: "Master Verik"i could host......
BUT IF MAC host im gone :S

You're going to lag either way. I'm not even sure if Pi has a better connection then me.

I'm hosting some practices so I should be able to test it then, although I seem to have this ability to always lag non-ACW people XD
#372
Requests / Re: amazing map ideas
February 11, 2009, 01:05:08 PM
hooks will crash any online game. Stupid glitch in the program. The reason I had death when falling is my idea was to use a jet-pack with infinite fuel to cancel out the gravity on the game. If they stop the jetpack, it can lead to the bots fighting on the "ground"
#373
SWBF 1 and 2 Tournaments / Re: ACW vs Legends
February 11, 2009, 01:02:52 PM
I can host if needed
#374
Requests / Re: amazing map ideas
February 10, 2009, 05:25:59 PM
well the gravity thing could be done if we create a ship with a model of a space-suit. The ship could move very slowly, and possibly even not slow down. Not sure where to get the space suit model though.

Edit: I believe unit gravity can be removed as well, but I'm not sure about that, and we'd need to give jets to everyone

Re-Edit: I guess the gravity control was only implemented in SWBF2. However, I can create a jet that 100% negates gravity. I would probably remove the flames and still leave death on fall, but the jet pack would be infinite

also, we could instead make it so each team starts on an indented platform in the wall (the gate for anyone who read the book) and below is an auto-death zone if you fall. The only problem with this is the AI with most likely kill themselves. Not sure if it is possible to keep them flying, but hintnodes might be able to fix this.

For the stars, I can grab boxes from some other map (like the ones in maz) and turn the texture black so they are invisible, although we might want to make it a different color than the walls. brown would work imo.

This map would have to be 100% jet, and if you want an idea of the fighting go check out the dark trooper and wookie in IRS mod
#375
Welcome Center / Re: hey
February 10, 2009, 01:53:32 PM
hey tim. I'm sure BomB won't be happy to see you (he's blob or BP now)