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Messages - Niliscro

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16
Gallery / Re: Diggy's Metropolis Server
« on: August 13, 2011, 09:05:14 AM »
Something happened to cross my mind yesterday. If you guys want this server up, why don't you DONATE some cash and make it possible?
Because USD are even more worthless than Canadian Dollars, now.

17
Gallery / Re: Diggy's Metropolis Server
« on: August 12, 2011, 04:39:53 PM »
The only problem I see with Kalphiter's is he limits your CPU/Memory usage.
Diggy can hardly afford parts to fix his old computer, what the forget makes you think he can pay an annual fee to host it?  Plus, even if Kalphiter would host for Diggy, I'm fairly certain that Diggy wouldn't want him to host it.

18
Gallery / Re: Diggy's Metropolis Server
« on: August 10, 2011, 12:48:56 PM »
Then?
Sorry I'm not an impatient little whelp who doesn't realize that Diggy has a loving life to prioritize over his server.

19
Gallery / Re: Diggy's Metropolis Server
« on: August 09, 2011, 12:32:00 PM »
I'll shoot Diggy a text or something by the end of the week asking about the server if we don't get an update by then.

20
Gallery / Re: Diggy's Metropolis Server
« on: August 07, 2011, 10:22:45 PM »
Lets hope we can escape from this jail with the help from someone else.
Nope, Custard isn't as crazy-ass-secret-tunnel oriented as Diggy.

21
Gallery / Re: Diggy's Metropolis Server
« on: August 06, 2011, 05:21:56 PM »
So you're saying that its a second banking system? I think we should only have one safe per person, otherwise it will turn into stuff.
I'm pretty sure we've already added that restriction or it's planned.  Or I'm wrong and each safe instance stores its own amount of money, I really forget how it works.

22
Gallery / Re: Diggy's Metropolis Server
« on: August 06, 2011, 04:15:46 PM »
You mean loss. Cop job just got a hole lot harder, and criminal at hole lot easier
Cry some more.
But I was thinking about adding a ranged baton for the highest cop job

Hey seeming the safes are really expensive, we could build a storage place with high security that you can rent a safe for a few days depending on the price.
See, I don't think safes store money based on instances, but an overall "safe account" for each players.  So if you had two safes, whatever you did to one would happen to the other (be it withdraw or deposit)

23
Gallery / Re: Diggy's Metropolis Server
« on: August 05, 2011, 09:30:09 PM »
I'm going to try to answer all of these...

I'd like to see a highway for fast access, like a cut-through the city(-i,es?).

And perhaps a taxi job, where people with vehicles can use a taxi service. If you're interested in this I'll give a explanation, but first I want to know if it's worth to type it out.

Also, buildings in the center of the city should be the tall ones, no short buildings in the center of the city. The ones on the edges should have a limit of 2 floors, including lobby, minus basement.
Most roads in the city suffice as it is.  Also, players can take it into their own hands to have a taxi service, but it's really not popular enough to make into a job.

Finally, we are planning to encourage towers in an inner city area for this build.

A subway, mointains, maybe fields? or forrests between sections of towns to divide them, not just big ugly grey blocks! Diggy's trees look nice in the city.

No towers, Houses are ALOT nicer!!!

Maybe easier ways to make money when you begin playig because it can sometiems be hard as a noob since you've got nothing but a small sum of money.(but that's more scripting or whatever)

Bridges are always nice!!!

OH WAIT I have the best idea, BRING THE OLD CITY BACK!!!! find an old save and semolish all the builds, and remove parts of the city if it's too big or has too many lots. The trenton cities were always the best planned with the mountains and roads on the sides and subways and NICE BUILDS!!! Althought I wasn't a big fan of the huge red castle...
We're going to have a river running through this city, so yeah bridges and stuff.  Terrain will be (hopefully) similar to the original city's.

What i liked in the old city were the big highways that ran through the sides of it. I also LOVED the sewers.  Oh, and i LOOVEEDDD the secrets, like random passageways under water that led to secret caves with water falls <3
You'll love the fact that the new city has a stuffload of tunnels and stuff to sneak through.

Surround the city, on at least 3 sides, with mountains please.

And some secret lot spaces would be cool.
There's secret spaces galore coming up.

24
Gallery / Re: Diggy's Metropolis Server
« on: August 04, 2011, 03:53:55 PM »
So...while we're waiting to hear about the server, why don't you guys give us some good feedback about building regulations, physical features of the city, etc.  (eg: what do you want to see more of, what don't you like)

25
Gallery / Re: Diggy's Metropolis Server
« on: August 02, 2011, 08:40:44 PM »
Talking to people online is easy because you have nothing to lose. With school, you're going to be with that social group for the rest of your education, up until college. Don't screw it up.
Unless you don't value your individualism, you have nothing to lose among that social group in school, either.

26
Gallery / Re: Diggy's Metropolis Server
« on: August 02, 2011, 10:06:28 AM »
Lol school.
College, kiddies.

27
Modification Help / Re: Support_AmmoGuns Help
« on: August 02, 2011, 10:05:30 AM »
Post the code, i don't feel like downloading files, of course.  :cookieMonster:
Then you're clearly too lazy to actually try and solve the problem.

Guess I'll just keep trying myself, since no one here is of any usefulness.

28
Modification Help / Re: Support_AmmoGuns Help
« on: July 31, 2011, 10:31:57 PM »
The server.cs just executes the ammo support and the weapon script, it's not necessary to post.
I don't think you're understanding the fact that this is a logical error that I can't resolve because I am unfamiliar with scripting weapons using this ammo support; there is nothing syntax related.

29
Modification Help / Re: Support_AmmoGuns Help
« on: July 31, 2011, 06:02:09 PM »
I didn't notice any error messages, I'm pretty sure it's purely the fact that I'm unfamiliar with the ammo support.
I'll run the weapon on a clean install to see if I get any errors.

Edit -
Yeah, there aren't any errors in the console other than a missing sound or two.

30
Modification Help / Re: Ammo Support Help
« on: July 30, 2011, 06:31:48 PM »
Shameless bump.

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