1.40.655 Fixes.

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41 Sun Mar 27, 2011 6:18 pm

C--, I'm not going to watch that demo. Describe it to me in over 9000 words please.
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Plasmatic
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42 Sun Mar 27, 2011 7:58 pm

Quimica wrote:ban crow too for not providing info loveing worthless piece of doggy doo he is

Haha, sorry about that, but it did get fixed. :boogie:
DaJ4ck3L
Crow{OZ}
 
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43 Sun Mar 27, 2011 8:21 pm

Plasmatic wrote:Crow,the objective fix is included


Ahh no I meant this. I know it's a "Flag" hud, but it would be nice to get score updates from the objective with it.

Lemons method might work for this in zadmin mod (not tested), but not in the other servers.

Image
DaJ4ck3L
Crow{OZ}
 
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44 Mon Mar 28, 2011 1:21 am

I don't have a 1.11 client installed on this machine, so I can't test this to see if it happens in 1.11 as well as 1.40.

It seems that if you go into a vehicle that an enemy bought, your IFF's will change, so enemies are green, friendlies are red.
(=SK=)Zorak
2nd Lieutenant
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45 Mon Mar 28, 2011 8:14 am

Just fixed .dsc syntax errors and re uploaded :stab:

opencall/missions/Sulfurious.dsc
opencall/missions/Spartacus'sGauntlet.dsc
opencall/missions/OneSmallStep.dsc
opencall/missions/OlympusMons.dsc
opencall/missions/MidnightMayhem.dsc
opencall/missions/DarkAurora.dsc
opencall/missions/CanyonCrusade.dsc
lt/missions/MistyLinksLT.dsc

Misty links is :rofl:
$MDESC::Type = "LT Maps";
$MDESC::Text = "<s3><f1>Mission Type: <f0> Capture the Flag" @
"\n<f1>Planet: <f0> Da Bronx" @
"\n<f1>Weather: <f0> Clear with Mist" @
"\n<f1>Time of Day: <f0> Morning" @
"\n<f1># of Teams: <f0> 2" @

"\n\n<f0>His uncle being fairly high up in the chain of command, he thought that by asking him not to be sent to some ice barren world that he might receive a favorable deployment … well here he was; warm weather, blue skies, grass blowing gently on the hills, AND on the front line with the enemy base only some 350 m away! So why were his legs feeling so cold and what was that searing pain right before the numbing began its grip. No time to address the wound now, got to keep moving toward the gazillionth fool dieing by the supply towers trying to bring home the bacon." @

"\n\n<f1>Description:<f0> This luscious planet known as Da Bronx has been fought for control for decades. With two towers and some supply depot buildings the Blood Eagle and Diamond Sword tribes battle out for control. With the tribes bases being only a couple hundred meters away the intensity is like no other." @

"\n\n<f1>Briefing:<f0> You don’t have time to suit up… inventory is probably down anyway or being blocked by some low life HO. Your smart, your efficient, you’ll get your supplies at the twin middle towers…. and lose mega health by HOF’s spam. But no worries you’re suited up and found some health and on your way to escort your buddy who just picked the pocket of that no talent fat arse. Take a deep breath cause it going to be a long battle for ten captures … oh sure yah, but not for you." @

"\n\n<f1>Concept & Design by:<f4> Team ReZurection " @
"\n<f4>Version 1.0" @
"\n<f1>Homepage:<f0> http://tribes.tribalwar.com/rez";
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Plasmatic
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46 Mon Mar 28, 2011 9:43 am

DaJ4ck3L wrote:
Plasmatic wrote:Crow,the objective fix is included


Ahh no I meant this. I know it's a "Flag" hud, but it would be nice to get score updates from the objective with it.

Lemons method might work for this in zadmin mod (not tested), but not in the other servers.

Image



What about maps with more than 2 objectives? It's a CTF hud. Feel free to make an objective hud. Also, you do realize adding active mode to your mod is possible right? It took me like 30 minutes to add it to my PB mod.
Quimica
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47 Mon Mar 28, 2011 10:21 am

I don't understand the point of active mode...

I know what it does... Client requests info, server responds. Wash, rinse, repeat.

Why not just have the server send info when it happens, and when the client connects... This way clients with the client side script can get the correct info as it happens, rather than asking for it like a child in the back seat of your car during a long trip.

Active Mode Child wrote:Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we, AAAAAAAAAAAAAAAAAHHHHHHH!!!![Mother drives car off cliff]
Perrinoia
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48 Mon Mar 28, 2011 11:16 am

Perrinoia wrote:I don't understand the point of active mode...

I know what it does... Client requests info, server responds. Wash, rinse, repeat.

Why not just have the server send info when it happens, and when the client connects... This way clients with the client side script can get the correct info as it happens.



You don't understand. Everything you think is wrong.

Here's how it works. Server asks client when it connects if it's active. Client responds yes if so. Client turns off client-side message parsing. Server sends updates to active clients with kill, flag, and score info. Everything you think it should do it already does. You got it perfectly backwards.


The "point" of active mode is to rid the client of ridiculous message parsing to track everything. You and C-- post just to post. It's love idiotic. Parse that.
Quimica
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49 Mon Mar 28, 2011 11:28 am

Then why do my non-active mode servers get spammed by unknown commands from active mode clients?

Why does one remote active mode function evaluate another, causing the client/server to ping back and forth regardless of score changes?

Why not just change the server's flag capture message to include objective info?

Example, "Lemon capped Blood Eagle's flag, Diamond Sword needs 5 more points to win!"

The only useful purpose I can think of is periodic last hope validation or something like that... To ensure players didn't turn on their cheats in the middle of the game... But that would never work anyway, while certain people are actively selling new bypasses.
Perrinoia
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50 Mon Mar 28, 2011 11:35 am

hehehe the client does ask the server first
Quimica
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51 Tue Mar 29, 2011 11:04 am

First, second, third, umteenmillionth...

At some point, shouldn't the client realize that the server is not an active mode server and stop asking, like, I dunno, when no response is received from the first attempt?
Perrinoia
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52 Tue Mar 29, 2011 12:12 pm

zadmin active mode clients only ask on connect

there are other remote client mods that do other things

I know some rpg configs spam the shit out of the server
Quimica
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53 Tue Mar 29, 2011 12:49 pm

Very true... The RPG ones are annoying when trying to read the console.

I might have been confusing the memory of zAdmin with RPG console spam...

But when I read the zAdmin script, I simply didn't understand the point of passing the token back and forth like that when the only information passed in the token is the team scores... Might as well just send the team scores when they change, rather than constantly asking over and over again if there has been a change.
Perrinoia
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54 Tue Mar 29, 2011 1:37 pm

What's an orgasm feel like? I'd like someone to tell me this.
NoFiXette
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55 Tue Mar 29, 2011 2:33 pm

It's like a sneeze but better.
Braveskin
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56 Tue Mar 29, 2011 5:48 pm

But just as sticky...
Perrinoia
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57 Tue Mar 29, 2011 6:19 pm

Perrinoia wrote:asking over and over again if there has been a change.


this doesn't happen in zadmin

not sure where you're getting that
Quimica
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58 Tue Mar 29, 2011 8:17 pm

I don't know either... I just searched for zadmin in my 1.40 install and found only one script file containing that word, yet it didn't contain the scripts I read in the past that I've been talking about.

I'm just gonna stop talking about it cause clearly my memory is faulty.
Perrinoia
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59 Wed Mar 30, 2011 8:33 am

Enough about active mode, Fix, it's like that moment you come up with an elegant solution to a complex problem. But longer, and with a girl.
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Plasmatic
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60 Thu Mar 31, 2011 12:13 am

The girl is merely icing on the cake... Or is she the cake getting iced? :browsmile:

The point is, if you've got 2 hands and a computer, girls are superfluous.
Perrinoia
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