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Messages - -Jetz-

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3346
Drama / Re: trolblox123 - He's back.
« on: September 29, 2011, 01:41:06 PM »
My Global Moderator status is basically the equivalent of a glorified janitor - pretty much all I can do is move/delete posts. I can't even get IPs.
I don't see why Badspot doesn't make you an administrator. Occasionally you'll mention that something seems ban-worthy and that you report to him, yet nothing seems to happen, but other times we'll have some jackass Self Delete-spamming the forums and if Badspot isn't on, it can only be suppressed. Still, he could make you an admin and ask you to only ban in extreme cases.

3347
Drama / Re: trolblox123 - He's back.
« on: September 28, 2011, 05:52:37 PM »
That doesn't exist.
He did it to Mumble...
I've got something deleting the posts he makes. He'll tire himself out eventually, then Badspot can deal with it when he gets online.

3348
Drama / Re: "Ghetto monday rp"
« on: September 28, 2011, 10:48:46 AM »
oh forget, I thought the last post said september 28th.
As long as you're aware you forgeted up, it's forgivable. Don't let it happen again.

3349
Games / Re: Video Game Q/A: Halo (series)
« on: September 25, 2011, 07:34:40 PM »
Why can't the ODSTs and Noble team hold two weapons at once? Was holding two weapons not invented at the time of those games?

Why did Master Chief forget how to hold two needlers at once?

When did 343 Guilty Spark get that laser ability, or why didn't he use it sooner?

Why didn't Johnson just get on that loving pelican when Miranda told him to? It would have saved everyone a lot of trouble.

Why doesn't the Gravemind simply kill people with those giant tentacles he used to attack the pelican?

If energy swords can be held with one hand, why can't people hold two? The Arbiter in Halo Wars had the right idea.

Why did the UNSC get rid of all their good pistols?

3350
Off Topic / Re: I hate people on YouTube who believe this bullstuff
« on: September 25, 2011, 06:08:50 PM »
  ●   This is bob, copy and paste
  /I\  him to 5 other videos to
  /\   help him take over youtube!
http://www.youtube.com/watch?v=faYW0CIpJsM&t=1m22s

3351
Help / Re: Escape Menue keeps Breaking
« on: September 25, 2011, 12:58:01 AM »
I had it working in Blockland then tested it on something that isn't Blockland yielding no results.

What do you mean "yielding no results?" It didn't work?

It cannot be the keyboard either because I swapped it out at one point to see if that would help, and it didn't.
I didn't mean to imply the keyboard was the issue, because you said that already. I was suggesting there may be some other program breaking your input.

3352
Help / Re: Escape Menue keeps Breaking
« on: September 24, 2011, 04:29:25 PM »
It looks like the key simply isn't registering, but it is clearly bound, since it's listed on the movemap... Does the key register in other applications when it breaks? Menus in the computer's control panel usually respond to it; try it on something like that.

3353
Help / Re: Escape Menue keeps Breaking
« on: September 24, 2011, 12:09:34 AM »
It won't respond to it if you're not ingame. Trace is the next logical step.
Go ingame, get to the point where escape breaks, type:
trace(1);
Hit the escape key, then either exit the game or type:
trace(0);
And post the log once the game has closed.

3354
Help / Re: Escape Menue keeps Breaking
« on: September 23, 2011, 05:09:36 PM »
When it breaks, type in:
echo(movemap.getCommand(Keyboard, "escape"));
And tell us what it says.

3355
AoT General / Re: Aot??????
« on: September 22, 2011, 07:53:00 PM »
Age Of Apples!

Yeaaaah
"Apples" does not start with a T :(


3356
Help / Re: What is the exact purpose of signatures?
« on: September 22, 2011, 06:24:20 PM »
Signature are describe you.
Quote from: brîckbðt's Profile
Signature:
HURP

3357
Suggestions & Requests / Re: gravity player type
« on: September 22, 2011, 06:19:19 PM »
crap should i lock?
Nah, as a general rule, only lock threads that are spiraling out of control, when a discussion needs to be ended forcefully. Someone may come along and contribute something, or the thread may just fade away. There's no urgent need to lock it right now.

3358
Add-Ons / Re: Tumbling Gore
« on: September 21, 2011, 07:17:33 PM »
Done it many times at my servers; works normal.
This sort of add-on can have vastly varying results depending on both the processing power of the host, the internet connection of the host, the number of clients connected, and the internet connection of each client. Due to network strength not affecting the host's perception, the host will not be able to experience issues as well as the clients can, and is thus ill-suited to make the judgement of whether this add-on should be active. The result is that the few cases where this add-on is not a problem are largely unknown, and as such, it should not be used.

I suspect it will be thrown in the fail bin without another word, but that's Badspot's call.

3359
Add-Ons / Re: Tumbling Gore
« on: September 21, 2011, 06:34:57 PM »
Honestly, I don't experience that using this add-on.
Under what conditions? Large scale deathmatch with many people actively fighting?

3360
Add-Ons / Re: Tumbling Gore
« on: September 21, 2011, 05:44:49 PM »
Why tumble-on-death was removed and should never be re-created


It makes it look like the game is broken.  It looks fine when you're by yourself in a single player server, but in a multiplayer game when you're connected over the internet there is a huge delay between when you die and when you tumble making the game look broken.  Often the vehicle has moved several meters before it is ghosted to you, so when the player is mounted on it they warp to it or simply disappear if the vehicle is out of view.   

Often times if a player is killed while standing still, the tumble vehicle remains upright and the player just stands there after they are died and the game looks broken.  If someone is killed in a doorway, the doorway is blocked for several seconds.


It lags the game to stuff.  Vehicles are not exactly the most efficient things in in torque, especially when you're creating a bunch of them at once and cramming them into piles of bricks like what happens with tumble on death in a heated deathmatch.  It simply creates too much of a strain on the cpu to be justified for a cutesy effect.

Vehicles are given priority network updates.  In a death match there are many people dying and tumbling all the time and there are so many vehicles bouncing around that there isn't enough bandwidth left for you to see normal player movement smoothly.  You start seeing people warp around and appear in front of you mysteriously and the whole experience just goes down hill.


I understand that rag-doll effects are cool but this is not the way to create them.  Please stop fighting me on this issue. 
This add-on is not allowed.

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