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Szlat wrote:
so I decided it was worth having the skill even with its flaws.
Fair enough. It also lets the engineers focus on the lower level guys.
Szlat wrote:
It was not intentional. I will investigate what is causing it. I wonder if poison damage from a poison weapon gives healable damage?
I think the problem lies in the DruidPoisonInv class: Code:
PawnOwner.Health -= PoisonDamage;
I don't think HealableDamageGameRules gets to see it as damage.
Maybe a fix would be to use the pawn.TakeDamage function
Or something along that line.
Szlat wrote:
All the nodes on the webs need to be communicated to clients, as the server needs to update their direction and state. So it could be network traffic hitting you rather than just cpu?
I can't remember where I read this, but it had something to do with each node tracks each other...I haven't really done a controlled test...I haven't really played with it much this year to be honest, but I remember cpu load would sit at about 50% with a bunch of titans and warlords (about 25 each), but with just 10 poison queens it would cap at 100% and create bad lag.
Also I played around with the red gnats...if they grow to be bigger than the room or hallway can handle, the server goes nuts too.
Keep in mind my server is a hobby server. 800mhz via epia with <512mb of pc133 memory...nothing powerful.
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Could a pad be made that grants special abilities?
ex: An engineer could spawn one of those bases that health spawn at, but instead of health it does things while a player is standing on it.
The base could have an overlay just like the weapons get, and the ability could be randomly selected just like the magic weapon maker.
To prevent abuse maybe the bases can have a limited use and require a recharge time. Some examples:
Regen Base: Regenerates players health at .01*maxhealth/sec. The base has a health inventory that only recharges 1hp/sec (or longer) and can hold a max of 50 hp.
Sturdy Base: Prevents player from being knocked off. Limited to 2 mins. Player needs to wait 20 seconds for it to fully charge again.
Protection Base: Same as protection weps, and limited like the sturdy base.
Coffee Base: Regenerates adrenaline like the Regen base but at a slower rate.
Null Base: Nullifies the pawn that steps on it for (modifier*spawnerslevel) seconds. Pawn has to step off of base before it reactivates, and only one pawn can be on it at a time. This would be fun for DM too.
Infinite, Piercing, Rage, Poison, Energy: Adds the ability to the players weapon while they are on the base. If needed, the base could have a limited shot inventory similar to the regen base. It would also need to check that the current weapon is not already a magic weapon. If it is, then it won't do anything. (We don't need any infinite piercing weps out there.)
I know this would take time to add, and could introduce some new bugs. Maybe this could be something for after the engineer class is released to the public.
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wall and curved wall but only one block tall would be nice - the second (or third) blocks keep the turret from shooting anything near. It would be nice to have the option since typically we end up telefragging the second row of blocks.
It would be nice, but if we have too many options it will take forever to go through them all.
The only reason to use the one block tall stuff is for movement barriers, I feel that building barriers like this is best done one block at a time...this way you can space them out more. if you are short on time, use the small blocks.
Szlat, why do the large blocks disappear when you crouch near them but the small ones don't?
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While I'm looking at screenshots:
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I think maybe this should be a block arrangement engineers should be able to do.
Would Count_d'Bricks be an example of irony?
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I finally replaced my old computer with a new.
I currently only have Ubuntu 8.04 (64bit linux) for my OS. I am not ready to transfer my license for XP to my new yet (hopefully M$ will let me.) I will most likely get Vista when I go back to school in the fall.
I got UT2004 running on linux. Everything is working except I can not seem to get the text to speech working.
Has anyone else had success setting up TTS and UT2004 in linux...and if so are you using the 32bit version? I am suspecting it maybe an issue with the 64bit openal.so libraries.
If I can't get it to work I might just live with it until vista...so if you are trying to get my attention and I don't respond, I am most likely not ignoring you....just oblivious.
I am curious to try UT2004 in a virtualized XP enviroment and see how it performs.
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Is the double dip cone special really $159
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Every now and then when I boost the shields of some of the higher level players my awareness bar shows that they are full, but I can still boost their shields (noticed by the sound boosting makes)
Does the engineer awareness bar take into account the players actual max shield, or does it max out at 150?
If the later, couldn't this be an issue when the new dc mod is released to the general public and the more extreme servers allow for a much higher levels of the sheilds up ability?
Currently this doesn't really affect the game play on the dc server though.
On a similar note, while playing around with the older dc mod on my server (experimenting with higher ability levels and sub-classing). I noticed that on some waves medics would not get experience from poison attacks from poison queens and bugs. The poison attacks did a significant amount of damage to a player, but the player would not get any healable damage added to their inventory. Was this intentional?
I also do not recommend making a wave of just poison queens...apparently their webs really tax the cpu.
- Greg11
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Szlat wrote:
To cut down on network traffic, for some projectiles the server just tells the client that this missile is starting here in this direction at this speed - then has no more communication with the client about it. The client PC draws it until it hits something, then explodes it.
However, what is really happening on the server may bear no relation to what the client is drawing.
These client side projectiles (having the NetTemporary bit set) are the problem. When the defense sentinel destroys them on the server, the client cannot get informed, so they still show there.
...
I understand what you are saying, but I though warlord missiles can change direction (they seem to curve slightly)
I also could be wrong since I haven't played today.
I think it is fine though the way it is with the logic:
1) The warhead circuitry in the missile is destroyed by the ESD, and the resulting damage is from the mass of the warhead. (i think you posted a similar explanation somewhere)
2) Titan Boulders can have their mass modified by defense sent's shock by vaporizing the core. The player is hit by the shell of the boulder. (You can pretty much say anything here since the boulders seem to defy laws of physics anyway)
I like the uncertainty factor with it too...It keeps players on their toes.
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The paladin wasn't part of the original ut2004, but added in the editors choice bonus pack. Could this have something to do with it?
I have seen fps drop when a pawn exceeds the dimensions of a room. maybe there is a problem with the paladin's tires sitting below the floor.
has anyone verified it wasn't the server that was overloaded...an overloaded server could cause low framerates when you look in a direction that requires alot of information.
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You may want to purge your cache folder.
Also, I have heard of some people that use a program that caches the cache folder permanently so they never need to download files...these programs seem to cause lots of problems on servers where mods get updated frequently (like this one). I would suggest removing it if you have one.
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Szlat wrote:
bug of defense sentinel repeatedly targeting exploding redeemer
Man that was a cool bug.
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Dr.Wayno wrote:
I had the same thing happen Road. I was healing my turret with a non-egnineer in it that did not have eject, when we were swarmed by warlords and I lost the turret. This is when the server reset.
were you healing the turret when you lost it? I wonder if that is the key to recreating the bug since so many times there is always an engineer linking a turret.
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Szlat wrote:
I haven't heard that one reported before.
Was this on DC? If so, can you post an approx time so hopefully one of the admins can post the crash description from the UT2004.log file.
It was on DC.
It was on map: DM-Flat-Final
and it occurred at about 2:45am (UTC -5 hours) according to my logs.
It happened with a minigun turret, but I think I recall it happening with ball turrets too
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This morning the server crashed just as my minigun turret exploded with another player in it. The other player was a weapons master.
The server has crashed many times in the past when turrets explode.
I don't know if it has crashed when the turret is being used by its owner or an engineer.
I suspect there might be an issue with other classes using turrets and dying.
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