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phil180

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Everything posted by phil180

  1. I know TBG seems to have disappeared, but was Battlefront's support able to help at all (if you tried them)?
  2. That's an utter shame. I still tinker with it occasionally: indeed, I was playing it for a short time last night. It's amusing to blow up the bots, at least. It's the sort of game that would be nice to open source, but that's really up to the owners. Are the dev team still visible on any projects? Does the elicence stuff still work okay? Has anyone tried it recently?
  3. So can Dropteam still be reinstalled? Do the elicence servers still work? (I'm not planning to try deinstalling just to find out, but I expect a machine to die at some point.)
  4. I've recently started playing TacOps4 on Wine again. I found that even with the latest versions, 1.1.9 still seems to be better. With some later versions, the window seems to walk around the screen (although that could just be a bad interaction with fvwm1). Importantly, I found that the synchronous debug channel is needed, otherwise the combat effects markers (e.g., those little S and H symbols) don't show. This does seem to make it slower, but I'd rather have a better idea of what's going on. From the Wine docs, that debug channel replaces the old synchronous option in x11drv. HTH, Phil.
  5. Hi! OpenGL 2.1, and the drivers appear to be up-to-date. I've since checked a second machine (with different hardware, although both have (different) ATI video cards): I can repeat the problem on that machine, too. Cheers, Phil.
  6. There's nothing obvious: it ends [...] GUIMANAGER: STATUS MSG: Phil has been voted in as commander of your team GUIMANAGER: STATUS MSG: Vote succeeded MAIN: 33.33 MAIN: 30.30 MAIN: 34.48 MAIN: 37.04 SOUNDMANAGER: Loading >../data/sound\InterfaceBeep1.wav< SOUNDMANAGER: Status: No ALUT error found SOUNDMANAGER: Sound frequency = 44100 SOUNDMANAGER: Sound channels = 2 MAIN: 34.48 REQUESTDROPMSG: Drop request from acct id 3 PHYSICALOBJECTFACTORY: Loading ../data/dropship.physicalobjectgroup PHYSICALOBJECT: Loading model >dropship0.cob< COB: Found dds override texture >../data/Woodlanddropship0.dds COB: Loading texture >../data/Woodlanddropship0.dds< COB: Found dds override texture >../data/Team1Woodlanddropship0.dds COB: Loading texture >../data/Team1Woodlanddropship0.dds< PHYSICALOBJECT: Loading model >dropshipBurned0.cob< REQUESTDROPMSG: Dropship ID = 4688 REQUESTDROPMSG: New object ID = 4645 SOUNDMANAGER: Loading >../data/sound\SonicBoom.wav< SOUNDMANAGER: Status: No ALUT error found SOUNDMANAGER: Sound frequency = 44100 SOUNDMANAGER: Sound channels = 1 CHANGEDROPSTATUS: Change Drop Status to: 0 MAIN: 33.33 so whatever's happening to it never gets as far as the log file. I tried reducing it down to 10 players, but it still exhibits the same problem. Oh well! Phil.
  7. Some experimentation earlier this evening suggests the problem described here is reproducible on my PC (running Windows XP): - Using the 1.3.5 version of DropTeam, 'base' mod (i.e., not using a mod). - Choose Raid scenario, objective game type. I have 6 bots on my side, 7 on the other. - During the deployment phase: 1. Promote myself to commander. 2. Once promoted, select team -> hold all drops (in the map view). - Deployment phase ends... - Drop myself. - Choose one of the bots (via the map view, team menu). - Select drop, choose a vehicle, select drop once. The drop selection dialogue goes away, leaving the bot's menu open, so I click 'allow drop'... and it crashes into the Windows crash dialogue ("DropTeamMain.exe has encountered a problem and needs to close"). Am I doing something obviously dumb? Is it a known problem? Can anyone else reproduce it? Thanks, Phil.
  8. The smaller scenarios (those starting Team ...) are probably the best to start with after the basic training scenario. Unless, of course, some of the more experienced players come along here to suggest something different! You might find a bit more activity on the TacOps forum at GameSquad (http://www.gamesquad.com/forums/forumdisplay.php?f=76) and there's also the mailing list (http://nxport.com/mailman/listinfo/tacops). Phil.
  9. (bump) Any chance of having a list of these commands, please? Thanks, Phil.
  10. phil180

    1.3.5

    Did one of the recent updates fix the issues reported on Bugtraq? http://www.securityfocus.com/archive/1/481616 As poesel71 says, it would be nice to know what's changed.... Phil.
  11. I've uploaded it: Phil's mkmod script Let me know if it's any use.
  12. I'll try to put it online when I get home from work this evening.
  13. How did you create CZ? by cut'n'paste? If it helps, I did some experiments with XSLT (using Cygwin's xsltproc) to modify the units in a mod, and that seems to work fairly nicely. At least, it means I can script some changes. That's probably incoherent. Not enough coffee yet today. Cheers!
  14. Are there any other useful commands or features available through the chat messages? (I know there's another six listed in the administration part of the manual.) Thanks, Phil.
  15. phil180

    Zero-atmo-maps

    (Sorry for resurrecting an old thread.) Is there any chance that some sounds can be added for zero atmosphere, possibly as an option? Much as suggested as above, e.g., the internal sounds, hits on own vehicle, own weapon fire and engine noise. Or should I add it to http://dropteam.johalla.de/moin.cgi/Wish_List ? Ta, Phil.
  16. At least it's not just me, then! Although on the plus side, it reduced my distractions so I actually did more work today.... Cheers, Phil.
  17. Has anyone managed to authenticate recently? (around 1930hrs GMT+1) I.e., is it something I'm doing wrong (quite likely today), or is the auth server down....? Thanks, Phil.
  18. Email sent -- thanks for your help! Phil.
  19. Hi, I must have misunderstood the licensing.... I thought that one licence key would allow DT to be installed twice, and for both to be used simultaneously. I've managed to install it twice. But if I try to start a standalone game with the server box ticked (on the first machine), then I can't get the second machine to join to it. The second machine can't create a second username because the system says it's already subscribed, and the first machine (running the server) crashes if I use the same username on both machines. Help?! Thanks, Phil.
  20. That looks really nice. Any chance of having contours as an option on the tac display? Cheers, Phil.
  21. I've spent a merry hour (lunchbreak ) meddling with the physicalobjectgroup files in a mod directory. Thors with the Hurricane's mortar are fun. Can you say what each of the components do, please? </font> CommandElectronicsSuite -- only in the Mercury. It appears to mean `this is a command vehicle, you can call in fire missions'?</font>CounterBatteryComputer -- presumably shows up the range/position indicators indicating someone else firing.</font>Computer -- er... no idea.</font> Is one particular component responsible for the detection triangles? Can they be turned off for an entire scenerio? Thanks, Phil.
  22. Do the bots drop any infantry units? Edit: I can answer my own question now. Yes, the bots drop infantry when they appear to have run out of vehicles that they can drive (if the scenerio lasts that long). Phil. [ August 06, 2006, 08:11 AM: Message edited by: phil180 ]
  23. It seems reasonable for the ion to get weaker through dispersion in air. Would an ion cannon barrel get too hot to be effective after continuous use?
  24. Yes -- then different behaviours could be played off. Or an interface that exposes something more abstract, e.g., messages saying `there's an enemy (whatever) over there'. (Sorry, my original question wasn't particularly clear. Not sure if this reply is any clearer....)
  25. Is there (will there be) an interface to allow different bots?
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