GaloDoom Posted March 22, 2003 Very good. I suggest you a BETTER LAUNCHER, it is very usefull to start a game! Also, the screnn have some "glitches", that i solved in 1024 mode! How about a OpenGL version of skulltag?? 3D models ?? Thanks 0 Share this post Link to post
Carnevil Posted March 22, 2003 GaloDoom said:Very good. I suggest you a BETTER LAUNCHER, it is very usefull to start a game! Also, the screnn have some "glitches", that i solved in 1024 mode! How about a OpenGL version of skulltag?? 3D models ?? Thanks IDE Just run it with -noptc and you should be fine There will be an opengl version 0 Share this post Link to post
999cop Posted March 22, 2003 I am hoping that the flag won't be on top of the player next time. 0 Share this post Link to post
dieKatze88 Posted March 22, 2003 Needs some work, but seems to behave more than it was last night 0 Share this post Link to post
Arno Posted March 22, 2003 It rocks! I played a full cycle through all the CTF maps. It took me a while before I got used to the fast gamespeed. Most of those maps felt a bit cramped. But I experienced some intense fights nevertheless. It's great fun. I racked up a lot of those "You fail it!"-awards in the beginning. When I got more used to the gameplay and physics I managed to frag a bit better. It gives great pleasure to shoot someone and then see the "You fail it!" icon above his corpse. 0 Share this post Link to post
Manc Posted March 23, 2003 OMG i LOVE D2DM6!111 You know who made that? BORIS!111 Yay! ^___^ Seriously, it's a good map. Very nice flow. I don't think it's the OPTIMAL choice for using the bfg10k (which, btw, is not weak), it's an excellent map, and it comes up twice in my server's map rotation. 0 Share this post Link to post
Carnevil Posted April 16, 2003 bond said:colored playernames - how can i do that? Hey bond. My ICQ seems to be broken... and honestly, I don't care to fix it. It's gotten to be a very shitty, useless program :( Anyway, on the user end, when you type something, you go \c<A-K>, and that changes the color of everything you type after that. So, say I wanted to make my name display in blue. I'd go \cHCarnevil If I wanted red, I'd go \cGCarnevil ...etc. So that's how the user adds color to his name, text, etc. Now on the engine side, when it parses that text, when it encounters \c, it removes the '\c', and replaces it with the '\x8a' char. Whenver the rendering code encounters the '\x8a' char, it knows to switch colors, with that color corresponding to the next letter in the string (A-K). So anyway, since we add all these extra strange characters to the player names whenever we colorize them, and they're not recognized by IDE, I imagine you're going to want to write some kind of function that parses the player names, and if it encounters the '\x8a' char, and then removes that char, and the next one. Make sense? 0 Share this post Link to post
bond Posted April 16, 2003 Hey bond. My ICQ seems to be broken... and honestly, I don't care to fix it. It's gotten to be a very shitty, useless program :( heh) email was broken, now icq.. prob. this forum is last place to communicate :) I imagine you're going to want to write some kind of function that parses the player names, and if it encounters the '\x8a' char, and then removes that char, and the next one. ok, i'll try one more question about color: if name has color symbols, in console chat messages have the same white (or grey) color as other messages and it is hard to find/identify them 0 Share this post Link to post
Carnevil Posted April 16, 2003 bond said:heh) email was broken, now icq.. prob. this forum is last place to communicate :)hehe, actually my e-mail is back up and running. bradc@doomworld.com bond said:ok, i'll try one more question about color: if name has color symbols, in console chat messages have the same white (or grey) color as other messages and it is hard to find/identify them Yeah, I noticed that too. More than likely it will be fixed next version. 0 Share this post Link to post
bond Posted April 16, 2003 ah, forgot to ask: colors A-K - what they are? is there any description or table with rgb values or something? 0 Share this post Link to post
Carnevil Posted April 16, 2003 bond said:ah, forgot to ask: colors A-K - what they are? is there any description or table with rgb values or something? There's sort of a table. This is what was listed in the code: A: TEXTCOLOR_BRICK B: TEXTCOLOR_TAN C: TEXTCOLOR_GREY D: TEXTCOLOR_GREEN E: TEXTCOLOR_BROWN F: TEXTCOLOR_GOLD G: TEXTCOLOR_RED H: TEXTCOLOR_BLUE I: TEXTCOLOR_ORANGE 0 Share this post Link to post
Carnevil Posted April 16, 2003 Zakath said:Kind of like Quake 3....... :) The support for this was laready there for when scripts print messages. I just allowed it to happen when players chat and set their names. 0 Share this post Link to post
bond Posted April 16, 2003 what exactly is color interval: A-K or A-I? it seems that J and K do nothing.. and how can i return to default color? for example first two letters are red and the rest - in def. color? 0 Share this post Link to post
Zakath Posted April 17, 2003 Carnevil said:The support for this was laready there for when scripts print messages. I just allowed it to happen when players chat and set their names. So is this going to be a big secret or will you put it in the readme file? After all, da only way a rael niggah will find out dat feature is there, is from putting that good ol sniffah to use and taking some tests to see if those fancy, cosmic, rainbow colorz work just like in Quake III. :) 0 Share this post Link to post
Carnevil Posted April 17, 2003 Zakath said:So is this going to be a big secret or will you put it in the readme file? After all, da only way a rael niggah will find out dat feature is there, is from putting that good ol sniffah to use and taking some tests to see if those fancy, cosmic, rainbow colorz work just like in Quake III. :) pfft, no one reads readme files 0 Share this post Link to post
Carnevil Posted April 17, 2003 bond said:what exactly is color interval: A-K or A-I? it seems that J and K do nothing.. and how can i return to default color? for example first two letters are red and the rest - in def. color? Looking in the code, it appears to be A-I. And hmm, to go back to default, I believe it's -. It also states for bold, it's +. 0 Share this post Link to post
bond Posted April 17, 2003 can you list _all_ control codes that can appear in player names? \c[A-I,-,+]...? 0 Share this post Link to post
Carnevil Posted April 17, 2003 bond said:can you list _all_ control codes that can appear in player names? \c[A-I,-,+]...? AFAIK, that's all of them. 0 Share this post Link to post
Zakath Posted April 17, 2003 Carnevil said:pfft, no one reads readme files No wonder some of the folks here are so damn fool-up and out-of-line...... ;[~! 0 Share this post Link to post
bond Posted April 25, 2003 i updated IDE, it recognizes color playernames now (not just strip;-) 0 Share this post Link to post
bond Posted June 19, 2003 Not quite understand - is there linux version of skulltag server? 0 Share this post Link to post
bond Posted July 18, 2003 emm.. previous question, and one more: how often master server refresh its list of servers? it seems too rarely - when L@P servers disconnect, they still are in master list (in contrast to csdoom/zdaemon), and slow down refresh of all servers in IDE. may be reduce this time? 0 Share this post Link to post
boris Posted July 18, 2003 There's no linux server for ST. JJ worked on one some time ago, don't know if it's abandoned though. 0 Share this post Link to post
bond Posted July 18, 2003 boris said:There's no linux server for ST seriously? heh, just wonder that all L@P servers are windows.. very stable OS, definitely ;-) 0 Share this post Link to post
Carnevil Posted July 19, 2003 bond said:seriously? heh, just wonder that all L@P servers are windows.. very stable OS, definitely ;-) Win2k owns :) 0 Share this post Link to post