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poesel

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Everything posted by poesel

  1. When you die while being attached to a Galaxy, the Galaxy won't let go and won't serve another vehicle.
  2. aplay works fine, so does totem. Alsa version is 1.0.10 or 0.99.76 (the first seems to be the ubuntu version number, the second from alsa itself).
  3. I'd vote for infantry on jets should show up on the tacmap when in LOS. For all other cases they should be invisible. Saw the video. Nice action. Although any human player had mowed you down with the coax at the latest after the first Thor. Hmm, I see pictures of infantry sitting on a Thor to protect him from other infantry... nice Oh, and that description from the forum overview is a bit outdated: DropTeam Discussion area for the upcoming multiplayer real-time tactical simulation of mechanized armored ground combat in the far future. 'upcoming'
  4. Hmm, I don't do anything else but DT on this computer. This a vanilla ubuntu 6.06 as can be. Only change is DT. Playing the wavs with some other player works fine without distortion.
  5. poesel

    Infantry Gripe

    What is really annoying are the other 4 guys. They should never ever overjump you. That happens to often and gets them shot. They should never be in LOS with an enemy unit that I have not LOS too. That way they would not stupidly walk over a ridge just too keep in formation. It would be nice to be able to switch between single fire (only the guy you control) and combined fire (everyone who has LOS - those who have not should try to get into) with the 'r' key. Hey and don't get me wrong: I'm complaining that much because I like the game!
  6. The AAD doesn't pick up low flying 120mm. And from the distance you need to get through the armour its usually low flying (excluding the current HE bombs of course). Infantry would then be a good weapon against that Thor (if they were more hidden).
  7. The sound is still distorted after the update to 1.1. I'm getting used to it but still.. What can I do to help you find the bug?
  8. The shrike can still fire the coax even when the ATGM is destroyed. The voice chat seems to be even more turned down than before. I can hardly hear someone and others don't hear me very well. The vehicle track animation is still broken. Now forward is ok but backwards is wrong. The tank turns around the moving track, not the non-moving one. While turning in place the track moves in the wrong direction. Do you have a list where you have the things you are going to fix for the next update? Could you put that online? Its sometimes hard to remember what has been reported and what not.
  9. Reducing the texture detail further wouldn't speed up much, would it?
  10. Yes - I just tested and I had >20fps even with 5 Thors burning. One thing I noticed that the frame rates drop when the Tacmap is open. ? Sorry for the late answer but my trip is over and I could use my normal computer to see the infantry. But in three weeks time I'm off again with the laptop and then I will be glad to have that option. And you are right - it is UGLY
  11. Ok, so I'm old. Tron: http://www.imdb.com/title/tt0084827/ Two pictures from the film: the tank plus 'landscape' The film is from 1982 and it was the first film where video games were made from. Mostly the bike race though. I don't know any tank game stemming directly from Tron although many games copied from it.
  12. This may sound a bit strange but would anyone like to make (or play) a Tron mod? Should be doable and probably a lot more easier than the WWII mod. The landscape consists of unicolored rectangular blocks (well mostly). For the units there is mainly the tank (which looks already much like the 120mm Apollo). I don't know if anything like the bikes could be handled by DT, let alone the recognizers. Would be an interesting game IMHO and I would invest some time in it but I can't do it alone. So is anyone interested?
  13. Umm, missiles do get faster over time. The normal rocket starts at speed zero and then, well, accelerates for a while. Even the rate of acceleration rises since more fuel is burnt the rocket gets lighter and lighter but the propulsion is the same force. This is offset by aerodynamical forces of course. This may be calculated by the leisure of the reader...
  14. I never would have used the HE but I just wanted to test yurchs remark. There you go: 4600m shot to Thor front - down he goes. This is fun but totally unbalancing the game. Its like having an additional Hurricane in one of the Apollos pockets... The coax is nice but that thing is totally devastating against the deployables. It not very accurate but since you have enough ammo, it works at great ranges (following yurch teaches you a lot ). Thats the additional Ion in the other pocket. Infantry gets mowed down by the coax too (thats what its supposed to do) but that renders the infantry useless. Before the infantry comes into effective range (and the target is not distracted) those guys are dead. The bots do spot them like any other unit. The infantry should be totally invisible until they fire or jump. That way they would be able to attack stationary defenses or create ambushes. Micromanaging these five guys to be 'hull down' is a bit tedious.
  15. Ok, love that infantry! Some points: - display number of members (left) in the squad (hmm some image from Aliens springs into mind ) - give these guys names - please let us crawl - I want to be sneaky and just poke over that ridge not wander there in full sight and _then_ hide. Crawl is very slow of course - if I kill some AA with the rifle the message says '...with 20mm' - shouldn't that be 10? - if I get shot at, the explosion will throw me around like a leaf in the wind. Explosion blast is good but the force needed to fling this guy this far will most probably kill him too
  16. TO&E = Tables of Organisation & Equipment? Guys, not everyone has been in an (english speaking) army.
  17. It goes back in the inventory (after a time though).
  18. Thanks a lot Clay! Your support is really outstanding!
  19. Oh, seems to be I've always aimed too high. Gotta remember the schematics better... Thanks yurch!
  20. Yeah, you will make lots of holes and he will be lucky if hes got a single working tire left, but kill? Forget it. I really love the 76mm but its a pacifists weapon: you incapacitate but don't kill. Really, I mean it. Example: take a common bot in a Thor. Stay behind a hill with your trusty 76mm. Chances are that the bot looks the other way. Peak around and shot him in the back of the h... ah, turret Penetration no problem. After a few shots you got his gunner and the turret is smoking. But kill - no. Even though theres the ammo depot in that turret - it doesn't explode. So you continue to shoot and sometime later the bot feels to cheesy (as in 'swiss cheese') and bails out. Ok, one Thor out of the game but no &%$"& explosion. Phew, that had to be said. IMHO the game balance for 76mm is very good. It carries far, has a good chance against most armour and the rate of fire is nice. But sometimes, only sometimes - I wish that somethig would explode... just a bit
  21. You can run DT in windowed mode, so you can work on your map and test at the same time. Also, DT seems to reload the files when you start a scenario (it certainly does for mods). So no need to restart the game. Unchecking texture caching saves a _lot_ of time for loading the mission. I estimated its under a minute for the change - test cycle once you are set up.
  22. I don't think that will ever be a common input for this game. The keyboard mouse input combo isn't so popular without a reason. I really wish that speed/deviation is not a function of "key pressed over time" but "number of times key is pressed". The latter is even more unsusceptible to network failures.
  23. poesel

    Tracks

    ok - I was a bit bored sitting alone on a 1. server while the demo server was full... grrrr As this was also puzzling I did some test driving. Three cases of turning right (I omit the other direction for brevity): 1) standing still: The left track ist standing, the right is moving backwards, but the tank turns around its centerpoint instead around the left track. I would prefer to have the left track move forward and turn as is. 2) moving forward: The left track ist standing, the right is moving backwards, but the tank turns around the right track. The animation is just the wrong way round. 3) moving backwards: Everything all right. Obviously a case of only backwards QA driving.
  24. Oh, changing the texture detail is easy (...doing ugly things to nice graphics...) Ok, now I have a "minimal" mod and parts of DropTeam now look like an early 90's game I found out that I must not reduce the number of colors in smoke. I can reduce its resolution though. Messing with tank textures is easy, too. Where would I gain most? I can get the model textures easily down to a third of their size but is that worth the while? Where is the difference between the "Team1WoodlandMBT.." and the "WoodlandMBT..."? Btw, I really love the game for the ability to mess around with things!
  25. You will be out of luck to add functions without the source code. You can change things in the various XML files, though (see documentation) or make maps or graphics.
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