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Toby Haynes

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Posts posted by Toby Haynes

  1. Originally posted by poesel71:

    I hope to include new troops from Redcon, the Ramses from Chilibird and destroyable dragon teeth from Nexus... :D

    Good thing that the Curling season has just finished then :D

    I'll try and work out why the Dragon's Teeth are invulnerable - could be that StructuralPoints thingy. I also think they should be about 60% of their current size, which means that the inventory would need to be doubled.

    And I will pull the Icarus off the shelf again and try to work out what I've screwed up...

  2. I've just given it a spin and so far, it's a big thumbs up.

    Bot AI seems to be much improved - bots group together, using EWV to provide sensor cover. Similarly, bots now use all the weapons on a vehicle which gave me a real shock when I was strafed with 20mmAP by a Thor H.

    Bots also seem to adopt hull down positions with far more regularity - along with sensor cover, this makes them far more dangerous. I think the bots need to be more aggressive in attempting to take objectives but from what I see here, things should be a little more interesting. I watched a couple of Thor H's slug it out, switching between 120mm and 20mm to maximise fire rate, which was nice to see.

    The tacmap has been upgraded too. A couple of new features - hover the mouse over a unit to get a pop-up menu. In addition. the pop-up and team menus now show the amount of ammo left in the tank currently being examined which is a HUGE PLUS! Thank you!

    I gave the game a spin on Delta Pavonis and in standalone. It seems stable enough but only Bloody Sunday will tell for sure. I don't know if the suspension has been tweaked again - I've been playing too much Creature Zoo 4 to be certain - but it feels a little more solid. Could just be dreaming ... :)

    Anyway, nice to see a new release. Thanks Clay and all!

  3. Originally posted by __Yossarian0815[jby]:

    Do I understand correctly that changing to bash would get red of having to do what Poesel said?

    Yes - it reverts your base system shell to bash, which understands things like pushd (push directory onto stack). dash is a slimmer, faster shell but is strictly a minimal shell.

    Ideally, the Linux version of Dropteam should actually have #! /bin/bash in the top script but developers have got so used to /bin/sh == /bin/bash it's less painful to just link sh back to bash.

    Cheers,

    Toby Haynes

  4. Originally posted by Phonan:

    Thanks for the advice Poesel. Is it possible that the AirshipChassis is simply not allowed to carry player-controlled weapons, just as turrets, for example, can't be player controlled? Is this impossible due to the actual code?

    I actually wonder if it's due to the code added to stop the Galaxy weapons deploying on entry (until it lands).
  5. Originally posted by __Yossarian0815[jby]:

    oh sheesh

    installing 1.0.0 works fine

    but after running the update script, both the update script and the runClient script dont work anymore...

    help

    jb@jb-desktop:~/DropTeam$ ./runClient.sh

    ./runClient.sh: 2: pushd: not found

    ./runClient.sh: 3: ./SpaceVikings: not found

    and

    jb@jb-desktop:~/DropTeam$ ./runUpdate.sh

    ./runUpdate.sh: 2: ./Update: Permission denied

    <small>[ April 12, 2007, 10:04 PM: Message edited by: __Yossarian0815[jby] ]</small>

    Thats a change that was made for Ubuntu Edgy - the default shell is no longer bash - it's dash.

    You can change it back as superuser fairly easily (standard warnings about messing things up...). This will slow down your boot-up marginally, but will allow more things to work.

    </font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">cd /bin

    sudo mv sh sh-old

    sudo ln -s bash sh</pre>

  6. Originally posted by poesel71:

    There are some things I would like to hear feedback about:

    - I replaced all Thor KC-Hs with KC-Hms because I would like to know if anyone uses the mortar or if I can drop this feature

    - removed most ICs because they are IMHO useless

    - Apollo KC-M4 as requested with reduced acceleration

    - the Shrike ATM has got some modification to the chassis which is not very realistic but improves the drivability

    Have fun!

    Great stuff Poesel.

    On the Thor Hm's - I've used them for great effect, partly to disorient an attacking enemy. Against the faster light vehicles they can be devastating. Landing one on the top of a Thor turret is also sufficient to blow the turret.

    I seem to be one of the few people who deploys ICs - I like to use them in threes or fours, partly because they can be used as long-distance dropship killers. CZ only has 6-a-side which cramps the usage of IC a little as a result.

  7. Originally posted by Redcon-5:

    I want input here please. Is the rifle good as is or too powerful or should it be removed altogether? Any suggestions at all will be accepted gladly.

    I'd say that the rifle is too powerful as it stands. Or to put it another way, I got sniped repeatedly in all sorts of vehicles by someone who shall remain nameless who was hiding amongst the trees.

    I'd say that the right balance is a rear-armour kill on the Apollo at 1km or less. Right now it feels like it rips my frontal Apollo armour apart too.

  8. Originally posted by Bane:

    Just finished playing TheDam. NICE! Thanks Toby. And good job Nexus!

    You're welcome.

    btw - Nexus6 is my handle :) Or maybe you meant to thank me twice :)

    Cheers,

    Toby Haynes

  9. Originally posted by Bane:

    Hi Toby.

    Well, Downloaded the .zip file three times and I keep getting the error; "Invalid or corrupt file" each time that I try and open it.

    Sorry my friend. I'll just keep wishing smile.gif

    Now that is bizarre. I just downloaded it to check that it hadn't got truncated during upload. I can unpack it fine - I don't know if we can persuade someone else to try unpacking it to see if this is a wider problem..

    In the meantime Bane, here's the file size on my system and the MD5 checksum for it.

    </font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">toby@nexus:~/Downloads$ ls -l TheDam-v1.1.1.zip

    -rw-r--r-- 1 toby toby 5911820 2007-03-24 17:14 TheDam-v1.1.1.zip

    toby@nexus:~/Downloads$ md5sum TheDam-v1.1.1.zip

    bbf6d35062efff2756451df766c1616e TheDam-v1.1.1.zip</pre>

  10. Originally posted by poesel71:

    Thats how you manage that in blender. But how do you get DT to manage that?

    DT allows one model file and several texture files. If you bundle the texture with the model your stuck with one texture (for DT).

    OKay - I had the wrong end of the stick. I'd thought you were asking about generating the textures, whereas you are really after managing the textures from a DT perspective.

    I'm guessing here - I think it all boils down to prefixes - specifically Arctic, Woodland and Desert.

    If I peer into the data directory, I note that MBTChassis0.cob does NOT reference ArcticMBTChassis0.png - it simply references MBTChassis0.png.

    </font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">toby@nexus:/usr/local/games/DropTeam/data$ grep MBTChassis0.png MBTChassis0.cob

    Binary file MBTChassis0.cob matches

    toby@nexus:/usr/local/games/DropTeam/data$ grep ArcticMBTChassis0.png MBTChassis0.cob

    toby@nexus:/usr/local/games/DropTeam/data$ </pre>

  11. Originally posted by Bane:

    [/qb]

    Thanks Toby! Ill give it a shot. Although, I'm using Windoze XP right now, so I can't use .tar files. (Damn I miss my Ubuntu Linux!) can I get TheDam in .Zip form? What I mean is.,can I get it in Windoze format?
  12. All my scenarios are available at

    Nexus scenarios

    Each one should be unpacked into the "data" directory inside your DropTeam install. That will give you the new scenarios. Note that some replace existing scenarios and weird stuff may happen if you aren't in sync with the server. I recommend only installing TheDam-v1.1.1.tar.gz, as that is not yet part of the main release.

    Creature_Zoo includes some extra .scenario files. These can be placed in the "data" directory as well for general use.

  13. Originally posted by poesel71:

    If you do it this way, how do manage the different textures for arctic, desert and woodland? You can only have one model file.

    Yes - but you can have many materials. Just switch the material over for an object to another Camo texture and re-render to a fresh UV image.
  14. Originally posted by poesel71:

    Ok, that fixed the floating. So if someone sends me a rubble model I'll include that too.. ;)

    I'll try and come up with something flat-ish and rubble-ish, so it can be driven over.

    Originally posted by poesel71:

    And, um, size: its like three Thors tall. Is that intentional?

    Ah. No. Um. Definitely not. About the height of a Thor would be fine... I'll have a fiddle with the scale at some point - I'm away for much of the next two days so it will be next week before I get that sorted.
  15. I've been using the basic camo images as a material in Blender. That material is then mapped onto the object and the resulting texture is baked out to the final UV texture map. The results are believably consistent with the original vehicles

  16. Originally posted by ClaytoniousRex:

    Here it is, Toby. This is just one way to do it, of course! You might want to ramp up the # of these allowed via Inventory.xml so players can build elaborate defensive networks... Should be fun to try them on the Zoo!

    Fabulous! Thank you so much, Clay! I'll have to study the various files and see what I can learn too.
  17. Are you going to restrict access to upload attachments to certain people (like me? :) ) to avoid getting Spammed? Just a thought.

    Thanks for getting the image uploads arranged. I may start transferring my googlepages image set over to this wiki, just in case my beta account ceases to exist.

  18. Originally posted by Alexander SquidLord Williams:

    Tough one to justify, though. Anything that's really high mass probably accumulated a large atmo during formation. You'd pretty much have to postulate a system where the sun'd had some kind of critical event and vlew the atmo off after formation and cooling.

    You could have an interplanetary or moon/planet near-miss event suck much of the atmosphere off a rocky planet surface. G around 1.4 and Atmos around 0.2 is probably physically reasonable.

    Of course, you could design the level to reflect a major asteroid collision.

  19. Aha. Then may I recommend:

    Either give the runLinuxInstall script executable permissions:

    </font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">chmod +x ./runLinuxInstall

    ./runLinuxInstall</pre>

  20. Originally posted by __Yossarian0815[jby]:

    PS: this post is courtesy of my new Ubuntu-install. don expect me to be playing from linux soon, I took me 2 days to trick GRUB into finding my install (some mixup, due to having several harddrives)

    but playing DT from Linux is of course the final goal

    Welcome to the Ubuntu universe. It's a large friendly place - if you need some help, I may be able to offer some pointers, having run Ubuntu for the last couple of years.
  21. Originally posted by Junglist:

    Before the battle started I pretty much knew Nexus would take a paladin from the west and repeatedly try to take our flag around the bottom of the map, where you guys had most likely left a break in your mines - which if I'm right, is exactly what happened. Knowing in advance, with some certainty, what you guys would do, we should have been able to come up with some type of effective counter.

    You are absolutely right on our setup. The SE base is easy to fortify, not least because the rocks around the base allow turrets to be placed in critical positions. Another benefit is that the flag is in a gully, not on a hill, allowing it to be surrounded with turrets and mines which can't be seen until you are right on top of them.

    The most effective defence I've found for the NW flag is to dig it in with cutters during the deployment phase, slowing down the flying paladin and shrike drivers and allowing time for the bots (turrets and tanks) to pick them off. Mines can be used to channel vehicles into certain lanes, and SAM units can force the attacker to drop cutters at great distance from the flag, again allowing time for the bots to get them before they engage.

    If I was going to pick on one mistake the NW folks made, it was putting the mines too far out from the flag to be defended. I was able to sneak in with a cutter and remove five or six mine drops on the western flank, leaving a fast path for me to drive through at 80km/h straight to the flag pickup.

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