Author Topic: SS Dogfight Reincarnated | Item Saving!  (Read 15762 times)

still 70k bricks, huh?  Given it's all within an immediate area, I really think that number should be reduced by half.
sell your collection of figures and buy a real computer \:^)

still 70k bricks, huh?  Given it's all within an immediate area, I really think that number should be reduced by half.

Turn down your draw distance if you lag.

Added an additional Biplane and Stunt Plane to both ships. I have also decreased the recover plane delay to 5 seconds. When the server reached close to a maximum population it got kind of annoying to find a plane without waiting on the 15 seconds recover time.

Where did you find room for those? I'll need to get a save of the updated build before I shut it down.

Just on the flight deck. They aren't so properly positioned as the other planes but it works.

The raycasting weapon on the combat plane deals no damage.  Also, are you ever planning to enable brick physics?  The server gets a lot of new players and I'm sure they'd love to see ships explode after they bomb them or something.

The raycasting weapon on the combat plane deals no damage.  Also, are you ever planning to enable brick physics?  The server gets a lot of new players and I'm sure they'd love to see ships explode after they bomb them or something.

It deals a massive amount of damage. I've shot down a good number of people with it. It's also great for strafing runs.

I might enable brick damage eventually. I'd need to do some work first though to prevent the stairs and spawn room barricades from being blown up.

It deals a massive amount of damage. I've shot down a good number of people with it. It's also great for strafing runs.
^

Turn down your draw distance if you lag.
It's SEVERE lag, lowering the draw distance does very little, and it's extremely difficult to dogfight with a lowered draw distance.  The islands don't need to look pretty, take note from LegoPepper's extremely successful dogfight, he just has a bunch of low in brickcount islands scattered around.  You 2 giant islands in the middle with two ships next to it, there's very little to navigate, it's laggy, and it looks silly.

I know my computer's stuff, but I still know some people who experience the drop in FPS like I do.  Not everyone's running on a dream machine, and that's what I fear someone needs to run this.

Someone earlier argued that it was for the intent of restoring how the original looked, but in reality you've changed almost all of the weapons, so clearly that isn't your intent.

This should sound more pissy than anything, don't want to sound offensive, Greek.  Love what you do, but I just think there's a whole bunch of mistakes going on here, and it's making it infuriating.  Very rarely do I completely refuse to play in a DM from lag, especially when it's a dogfight, but this is an exception.  Between the weapons, the build setup, and the FPS drop, I see virtually no benefit other than the server running stuntplanes.

It deals a massive amount of damage. I've shot down a good number of people with it. It's also great for strafing runs.
Really? I only use it to shoot at people since there aren't too many planes at a time, but I never see the "OUCH" emitter. Is there some sort of an exception for players?


The map was generated using the same script that Heedicalking used to generate his Buildlands map. It takes the old v20 terrain and replaces it with bricks, meaning that the layout is exactly the same as the original v20 version. I don't have the time or the energy to rebuild the map, so it will stay like this. Conan and Shappeh are actually building a second map that will be added to a rotation, though, so you'll probably be able to play on that.

Really? I only use it to shoot at people since there aren't too many planes at a time, but I never see the "OUCH" emitter. Is there some sort of an exception for players?

No, it does a great job of killing players. It sounds like you're simply missing. I believe it shoots slightly below the crosshair - watch where the actual bullets are going.

Odd, I see the bullet hit emitter too so there's definitely contact. I'll have to check again.

edit: Yeah, there's a problem:




I'm not sure how Slayer's damage routine works, but my best guess is missing fields in the projectile creation function in the combat biplane's code that breaks some checks. (this was the source of many similar problems in the past, anyways)
« Last Edit: June 14, 2015, 09:28:22 PM by Val »

I think ive had this issue before when the owner of the vehicles and/or the minigame is not in the minigame and thus the vehicles do not do damage. Try making them public bricks?

Thanks, I'll investigate the damage issue tomorrow.

I think ive had this issue before when the owner of the vehicles and/or the minigame is not in the minigame and thus the vehicles do not do damage. Try making them public bricks?
Yes, but the (spacebar activated) rocket deals damage so the fault lies within the code that generates the raycasts (or a faulty damage checking routine) relating to the combat biplane.

Thanks, I'll investigate the damage issue tomorrow.
Thank you!

edit: I'd also like to note that you can hold down left mouse to activate the machine guns, dismount, and they will still fire, making them a semi-effective tool to barricade players in their ships.
« Last Edit: June 15, 2015, 01:44:39 AM by Val »