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		<title><![CDATA[Messages posted by "v0rTeX"]]></title>
		<link>https://www.disastrousconsequences.com/dcforum/posts/listByUser/8.page</link>
		<description><![CDATA[Messages posted by "v0rTeX"]]></description>
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			<item>
				<title>Re:Medals and Awards</title>
				<description><![CDATA[ I think the reason Druid pointed out the Assault awards is to show that you can in fact put tiny little medal icons next to people's names using a separate awards system that is built into the existing code for AS gametype.

I'm going to guess at this one here but chances are to make that work you would have to modify the current F1 screen to accept a new layout like Assault that supports medals next to the names.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/preList/2482/21659.page#21659</guid>
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				<pubDate><![CDATA[Sun, 1 Oct 2006 07:08:45]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
			</item>
			<item>
				<title>Re:Help, my computer is freezing!</title>
				<description><![CDATA[ The next time it freezes, leave the power on and open the case.
Feel the heatsink for the CPU, the heatsink for the Northbridge chipset on the motherboard, the heatsink on your video card (if this is covered by the fan housing, then just feel the backside of the heatsink that should be on the top of the card) , and feel the casing of the power supply. 

The video card should feel warmer than the other items but it should not be so hot that you jerk your hand back as a reaction. The CPU heatsink or northbridge heatsink are probably the next hottest item but again, you should be able to leave your hand in contact without jerking it away. Any of these items being too hot will likely be the cause. 

Also, check the hard drive for a hot temperature. I can't say how hot to the touch this might be ordinarily but it is less likely to be the problem anyway.

If none of these items are overheating then it will most likely be a problem with the software or the OS. You might want to go into the Management section of the control panel (assuming windows here) and check the error logs for anything with a red exclamation point at the same time the freeze up occurred.

You could post your hardware list like the others suggested but if your drivers are up to date then knowing what exactly you have is less helpful than knowing what telltale signs your computer might be exhibiting.

]]></description>
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				<pubDate><![CDATA[Tue, 29 Aug 2006 21:07:54]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
			</item>
			<item>
				<title>Re:RPG Data stored in a DB</title>
				<description><![CDATA[ Given what your goal with a database is, I probably wouldn't want to run a single server with both gametypes vote-able, but having one of each server share a database would then be possible without using separate directories.

Then again I don't have my own server anymore, so I won't be doing this anyway...]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/preList/2373/20566.page#20566</guid>
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				<pubDate><![CDATA[Mon, 28 Aug 2006 20:32:49]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
			</item>
			<item>
				<title>Re:RPG Data stored in a DB</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote>
Cant you accomplish what you're looking to do with the ScoreFix mutator?&nbsp;
		</blockquote>

Nope.

What I'm talking about is if I run Invasion, and someone makes it to level 100, then it's not fair when we switch over to Onslaught and the level 100 player has a HUGE advantage over the other team who may have no players above level 50 on it.

There have been other admins who have wanted profiles that act as if it's a whole new RPG.ini file being used and players have levels they have only gained in that gametype, and a different experience table, and a different stat points per level possibly.

It's not fair to let someone hop on the server late at night, play Invasion, gain 40 levels, and then bring those 40 levels to the table when Onslaught is played again. Anyone who has ever played RPG with Onslaught and used a fast level up system like most servers use for Invasion can tell you how bad it is to have someone 40 levels higher than you on the other team. There would be no stopping them.]]></description>
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				<pubDate><![CDATA[Sun, 27 Aug 2006 17:04:46]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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			<item>
				<title>Re:Please help, it wont take much of ur time</title>
				<description><![CDATA[ <p></p>

		<cite>BotFodder wrote:</cite><br>
		<blockquote>No biggie ...

FYI: If I understand things correctly, the ConfigMonsterList lines are only used for specifying monsters you'll be fighting.  If you want to set it up so these monsters are summoned only, take those lines out and use only the MonsterConfigs lines.

However, I've been known to be wrong about this and don't run a server.&nbsp;
		</blockquote>

The 'ConfigMonsterList' lines found under the main section of the RPG.ini file are used to specify which monsters you can summon with the normal summoning charm. This will not affect the Monster Master summons.]]></description>
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				<pubDate><![CDATA[Mon, 21 Aug 2006 08:20:01]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
			</item>
			<item>
				<title>Re:RPG Data stored in a DB</title>
				<description><![CDATA[ That would be very helpful for admins who want to run two servers to handle the load without forcing people to always play one or the other.

I don't know if this is a related project, but if possible, the addition of "RPG Profiles" would be outstanding as well. There have been times I wish I could run RPG Invasion and RPG Onslaught on the same server, but that's not acceptable with only one RPG.ini file to work with.]]></description>
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				<pubDate><![CDATA[Mon, 21 Aug 2006 08:16:27]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
			</item>
			<item>
				<title>Re:Druid Monster Mover 1.02 Crash</title>
				<description><![CDATA[ <p></p>

		<cite>Kiros72 wrote:</cite><br>
		<blockquote>...Plus, for some reason (either a bug in FHI or a bug between FHI and SMP), sometimes the monsters spawn in places not possible to travel (ex: under the map, behind a wall, in the little fake skybox thingy, etc) ...&nbsp;
		</blockquote>

I can't help you with the crashing or the use of FHI, but this bug where monsters spawn out of map is known to happen quite frequently when you use satore and specify monsters that are large in scale. Anything bigger than a titan stands a very good chance of spawning under the floor mesh if the floor is not at the bottom of the world box.

You can replicate this very easily by setting up a quick invasion on DM-Antalus with a few monsters that are about 6 or 8 times the normal size.
Depending on the overall size of the monster, they will either spawn under the hills and be invisible, or you might only see the top half of the monster. satore tried to fix this at one point but it never got a 100% fix.]]></description>
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				<pubDate><![CDATA[Mon, 21 Aug 2006 08:09:16]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
			</item>
			<item>
				<title>Re:Negative stat points after updating from 1.55 to 2.00</title>
				<description><![CDATA[ If moving the variables from inside the function to the beginning of the class would fix it, would you bother to move the lines in a future release?

At this point I probably wouldn't change the costs of our server but if it were that easy to fix it might be nice for some admins. ]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/preList/2343/20068.page#20068</guid>
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				<pubDate><![CDATA[Thu, 17 Aug 2006 07:36:20]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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			<item>
				<title>Re:Assualt Rifle change to MP5?</title>
				<description><![CDATA[ <p></p>

		<cite>Thalanox wrote:</cite><br>
		<blockquote>... but what if they had SSRs instead, and they were more inaccurate then normal? That would be a more level playing field... sort of.&nbsp;
		</blockquote>

As far as I know there isn't any way to specify their accuracy without lowering the AI skill level (if that even affects accuracy) which would in turn make the accuracy of every monster on the server worse.

They could be recoded but over accuracy issues it seems tedious. If they are allowed to have around 10 different guns, then there's alot less chance you'll see one. The trick is to call one out when it is spotted and have the players converge on it to get rid of it quick.

]]></description>
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				<pubDate><![CDATA[Thu, 17 Aug 2006 07:32:56]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
			</item>
			<item>
				<title>Re:Negative stat points after updating from 1.55 to 2.00</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote>In a number of cases there is, but I don't officially support them. &nbsp;
		</blockquote>

I've never had any luck changing the cost or max level of Loaded, even though the variables that should allow me to change it are defined in the default RPG.ini file that comes with the mutator. In fact I just tried it a minute ago with the new v2.00 and it still wont let me change it.

Could it be because the variables for cost, add per level, and max level are not defined in the beginning of the code for Loaded? The arrays/variables for the classes of weapons to hand out at each of the first 3 levels are defined at the top of the code and they seem to work fine.]]></description>
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				<pubDate><![CDATA[Wed, 16 Aug 2006 15:27:39]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
			</item>
			<item>
				<title>Re:Assualt Rifle change to MP5?</title>
				<description><![CDATA[ You can find our server in the list of Invasion servers
or join using this IP

204.153.247.25:7777]]></description>
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				<pubDate><![CDATA[Wed, 16 Aug 2006 15:25:42]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
			</item>
			<item>
				<title>Re:Assualt Rifle change to MP5?</title>
				<description><![CDATA[ Hard to say what the average is, since most of the time everyone is dead before that wave anyway.

I would guess that if a team of 6 players are on the server when that wave starts, that probably 25% of the time 2 people live, 25% of the time one person saves the day, and the other 50% of the time the SSR nalis will get the ones who don't die from the other nalis.

But the more players there are the better the chance that someone will shoot them before they get too many shots fired.]]></description>
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				<pubDate><![CDATA[Wed, 16 Aug 2006 15:20:50]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
			</item>
			<item>
				<title>Re:Assualt Rifle change to MP5?</title>
				<description><![CDATA[ Hehe, I don't know how many of you have played instagib invasion servers in the past but let me tell you, they get boring real quick.

RPG is almost entirely pointless on an Instagib server. Weapon Speed, Health, Damage Reduction and a few select abilities like Airmaster or Quickfoot are the only things that are meaningful to buy. A year ago when I last checked there was only 1 Instagib Invasion server on the list.

Also, at FragFest the Nali Fighters are given randomly 9 or 10 different weapons. One of them being the SSR. The wave that has nothing but nali fighters on it is the hardest wave to survive consistently. Even if you think you can run globe to survive, nalis are not affected by the magic weapons, things like Leech and Surge cease to function, and you find yourself unprotected very quickly. And they do miss, but how many times can you dodge the red beam before they hit with one?

It's great fun. Honest.

 :lol: ]]></description>
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				<pubDate><![CDATA[Wed, 16 Aug 2006 15:03:41]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
			</item>
			<item>
				<title>Re:Enforcers!</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote>Why does everyone have it in for the assault rifles?&nbsp;
		</blockquote>

I say the assault rifle is perfect, it motivates you to go get a new gun and do it quickly, it can still do damage, and if the player is skilled at avoiding bullets and rockets they can still survive long enough to not need to use it anymore.
I can't be the only Invasion player who has some decent deathmatching skills can I?

 :wink: ]]></description>
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				<pubDate><![CDATA[Tue, 15 Aug 2006 06:08:20]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
			</item>
			<item>
				<title>Re:Issue with Poison?</title>
				<description><![CDATA[ <p></p>

		<cite>320 wrote:</cite><br>
		<blockquote>I was asking because you stated in your post that the poison didn't know who it's "owner" was, so I figured, how does it know how to assign exp then?

At any rate, I haven't tested with another poison wep, but does anyone have any ideas on this?  &nbsp;
		</blockquote>

I'm sorry I mis-spoke a bit. The poison does know who the owner is so it can give exp for the damage. But Vampirism operates on a set of rules which somehow does not keep track of damage done by an inventory object granted to a target pawn.

<p></p>

		<cite>BotFodder wrote:</cite><br>
		<blockquote>I was doing some testing on my code changes last night and noticed the same thing - poison 2, no damage.

Haven't gotten a poison 1 or 3 yet to test it with.  I'm at work right now and I don't think I have access to code (but I just realized as of my upgrade of my test server, which is here at work, I might be able to decompile the mod and take a look at it - more later).

It's possible that Dru was nice enough to reduce the "self damage" potential of poison weapons.  I must say, though ... it doesn't sound like him. ;)&nbsp;
		</blockquote>

I could be wrong but I think it's because friendly fire is turned off. I shot my self with poison weapons many times over the last 3 days on our server and it does indeed tap my life at an alarming rate. (+4 and +8 will make you take notice when you find yourself with less than 100 health suddenly)

And just to quell your fears, yes it works the same on a +2. I was doing some dedicated server testing of my own at home and I caused a bit of self damage with a +2 poison weapon.]]></description>
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				<pubDate><![CDATA[Tue, 15 Aug 2006 06:01:49]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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