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Hi gang - I know it's been a while; just lost my taste for UT ... but, I got a PM and since I was here I though I'd pimp my website ...
I did my 399'th dive the other day: http://scuba.ericdives.com/?d=399. Got some decent pics; forgot it was 399 because if I had remembered I would have arranged for a quick second dive to make 400!
My MySpace has been heavily depreciated; I moved my blog to a new section of my website. I'm also on Twitter now.
For everything else, there's Facebook. You should be able to find me at myhandle@gmail.com (no, not "myhandle" - do the appropriate replacement ).
Finally, if you want to take shots at me, I'm spending what time I can spare (not much these days) on the TNT BF2 servers.
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Hobo_Joe wrote:
I'm pretty sure this has been mentioned somewhere cuz I could swear I've seen it, but I have seen some LA artifacts laying around sometimes. I'm not sure if the player dumped them or if the pinata effect is back.
Is it all of them? Or is it perhaps ones that they might have run across that were tossed from monsters?
It's highly possible that if an LA runs over monster-spawned artifact that he will spew that one.
And if it wasn't an actual LA that died, that might also be the case.
Only a true LA who hasn't had contact with an other "copies" of his artifacts won't spew them unless he does it manually.
Been a while since I fixed it ... there may be something to do with *how* the LA died, too.
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While I was wrong about the Triple/Rod issue, I know for a fact that Junkies do not pinata any more - *I* fixed that.
The only time a WM will get artifacts is from monsters ... so if you want to limit that, you just have to set it up so that monsters don't spit out artifacts any more.
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If I recall correctly, the Triple and LR have already been adjusted so that they won't work together.
Look elsewhere for your imbalance issue.
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Chameleon wrote:
Yah, I'm not even going to bother with it. I'll look for your LBP map you made Botfodder. I upgraded my HDD on my PS3 so that I can download stuff. I had a 20GB and now I have a 320GB. Now I can DL stuff.
Hey let me ask you, as I've been thinking of doing this (and have a 500 GB hard drive laying around) -
Did you lose anything worth noting? I have player data from a bunch of games I don't necessarily want to part with just yet ... through it probably wouldn't be that big a deal, now that I think about it ...
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Sorry too cheap to buy a bluetooth keyboard for the PS3, or hook up a USB keyboard to it.
Besides, I already have a presence in SecondLife that I neglect.
Those of you with LBP should look for "Dungeon Depths" by botfodder2
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It probably has to do with how they operate. In the code, globe probably stops you from taking all "damage", whereas the healing weapons calculate the damage you "take" based on your relationship to the shooter. If you're on the same team, you take "negative damage". Not on the same team? "Positive damage".
Sorry. Just the way things were coded up.
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IIRC Druid has said that the weapons are already powerful enough - we don't need to add additional powers to the weapons used.
I tend to agree.
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Thè-Hättêr wrote:
mmm i dont know.. but its weierd since i dont play i came with an idea.... for a new class... what about a class that relies on "melee" attacks, and ll the range weapons deals little or no damage at all... and he can get like a swords ( like ut2k4 chaos) well i dont know.. maybe
Dru was thinking of that some time ago - he just had issues with finding a good weaponset (probably by including another mod), and then how the class would get better weapons and skills ...
Not sure how far he got with it.
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Wail wrote:
Why do Engineers have a shorter Link Beam in the first place?
At the very least it's because they have unlimited ammo (at least I think that's Szlat's original reason). It may have something to do with the power of the link beam too.
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gopostal wrote:
I ran across this post and frankly I sat on it for a couple of days before answering.
I'm sure I'm not the only one thinking:
"Why, oh why, could you have not let the thread die?"
Then I remembered. This is the Internet, which seems was built upon people "poking the bear". Or maybe "mutual rise getting".
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(DC)DEMONSLAYER wrote:
Well, another 6" of the bloody snow tonite.............
"Bloody" snow? Is the world ending where you're at?
I figured the regular white stuff was bad enough.
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InvasionGuy wrote:
Sorry for the rant but its just stupid for the coders not to help out the server admins that just want a stable and fun server.
What you don't understand is that Druid is, as far as anyone can tell, not satisfied with the stability of the current version in use on his server enough to release it as a supported version for use on other servers. If this explanation is insufficient for you, I have other suggestions not appropriate for this forum.
bah wrote:
I just re-added denial last night. so, everyone had to re-buy it.. same issues. I guess that rules that one out..
Listen or Dedicated Server? If it's Listen, it's not that I won't help you, but I can't. I've seen way too much weirdness on Listen instances.
It's been a long time since I've played this game much less touched the code, but here's the explanation:
Skills are read in to the engine in the order in which they reside in the player data file. This builds an array that the mod will step through from time to time, depending on certain events ...
Ghost and Denial are called (in the older versions) by a "PreventDeath" function from Mysterial's UT2004RPG mod - that function loops through all skills a player has, in the aforementioned order, and calls the "PreventDeath" function in each on.
Unless there's a *very* old bug in there that I don't remember existing, Ghost's PreventDeath should return 1, which is supposed to stop the UT2004RPG originated skill loop, since death is actually prevented.
Denial's PreventDeath should return 0, since it doesn't actually prevent death. What it does do is take the weapons based on skill level and store them. I'd be curious if your players are having this problem to differing degrees based on their Denial skill level; 1 and 2 would probably just steal one weapon from them, while 3 would steal all of them.
So, if Ghost occurs first, Denial's PD is never fired (assuming the return 1 is there and it's not return 0, which would kill you anyway), and the weapons never disappear. If Denial's PD occurs first, it fires, takes the weapons, and then Ghost stops you from dying.
Now, remember, I'm doing this all from long ago memory; all that code has been heavily changed since; and I haven't played, much less touched the code, in ages. There could be something else going on that's not occurring to me (especially if you're setting your system up as a listen server, because I've seen some really funky things when DruidsRPG is run on a listen server rather than dedicated), but if I recall correctly this was the issue we were having.
As for fixing the problem, I frankly have no interest in touching the current code, much less code that's several months old. And the issue is fixed in the current code. I'm providing you with as much assistance as my apathy is allowing - really, only because I come to this forum for other purposes, and if I can offer even a small token of guidance to reduce the chances of needing a straight jacket later, I've done something.
There might also be the possibility that even though everyone rebought the skill, it's not in an idea order in the player file. So I suggest again that you go through the player file and double check the order of Ghost and Denial, and switch them around for a few players, and see if it resolves the issue.
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Go through your user data and ensure that the entries for Ghost come before the entries for Denial.
If that doesn't fix your issue, then I can offer no other assistance as you are using a recompile.
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When a version becomes a release version is determined solely by Dru (and Shan I guess). He provides no insight into his decision process, or the timing of such.
Any other suggestions as to how to obtain the "beta" version of DruidsRPG short of becoming a DruidsRPG developer (talk to Dru about that), or contacting Druid directly and asking for him to give it to you, I would guess run the risk of a forum or game ban. At the very least, it's considered bad form/forum etiquette as the beta would not be supported outside of its use on Druid's server. Any complaints about bugs that cannot be duplicated on Druid's server will likely be ignored, since there's no telling if it's the code in DruidsRPG or some other mod running on that server (and the aforementioned fact that it's beta and not meant to be a full "release").
Other servers running a version of DruidsRPG later than the current release version are doing so against the advice of Druid himself, and are running DruidsRPG in an unsupported manner.
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