Tyrsis

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Tyrsis
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  • After reading a few pages of this thread, I still don't understand why it was changed, nor do I understand why it was even brought up as something to change. It removed sooo much visual clutter, and made it possible to be decent at melee combat. T…
  • This has been suggested before, and will just never happen for one important reason: This will be a logistical nightmare for the devs. It's hard enough for a small company to keep things together, forcing multiple releases on a patch just doubles t…
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    I don't think there is anything wrong with what I'm trying to discuss here. I really wish the game had more concurrent players then it currently does. Do you actually think the game is in healthy state right now? Perhaps I shoul…
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    You are correct -- but realistically new players do that anyway even now. I can guarantee the first time you were fade, you probably died a horrible and miserable death. Fades are tricky and are hard to play properly. The thing …
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    I don't think limiting them to one map would be enough, there has to be an actual gameplay disadvantage to not paying I think. That is basically the real world model right now in terms of free play games.
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    Yeah that's my point in saying this -- trying to keep these free players. Influx and exposure is one thing, but keeping them is another. I think we can all agree on WHY people don't continue to play --> performance. But the d…
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    Why is it so bad? I know it's not ideal, I wish we had 10k concurrent players daily, but we do not, I'm just throwing out some options is all. Command is an interesting problem. Can free players be commander? Well if no one els…
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    Yeah fuck the noobs!!! Let's all 400 of us play the game as pros.

    Come on really? The game isn't magically going to grow population because you will it. It's about exposure.
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    You are correct in that, so perhaps they can upgrade, but at a price. Perhaps at 2x the cost? (so no dual exos, and no onos for sure for free play, but allowing 40 res shotties and 100 res fades?). At least they can "experience"…
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    This would get lost in ideas and suggestions which no one ever reads, heh, and if we can post videos of MACs vs drifter videos in gen forums, than I think this should be as well.

    Are you saying someone with an LMG is co…
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    That is part of the API, you won't find it declared because it's an internal to the game. You can view all the API calls in docs\api directory. (In your case Server.json. All the API is there, but it's listed in JSON format.)
  • The Awesomium hooks are lacking (ie: keyboard input is not passed to awesomium, and they haven't exposed a bunch of other stuff like passing data from javacsript -> game and vice versa).  It would actually be so much simpler to just do web based …
    in IRC in-game Comment by Tyrsis May 2013

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    This is not how servers work.  Your hosts are most likely saying this because network admins absolutely love blaming software before hardware.  This sounds more like a hardware issue than a software issue.  My server…
  • The problem is basically end game for the losing team is extremely unfun, and most people will just F4 anyway.  The idea should be to make the end game fun and at least give the losing team a chance at _something_.  Maybe they should move the last s…
  • (Quote) And this is another point adding on to what I said above: There's not enough rookies incoming to the game right now to support rookie-only servers.  Perhaps the best solution is enable rookie-only servers when a steam sale or fr…
  • Here's the reality of the situation.  The rookie flag attracts more players for multiple reasons both bad and good. (Conversely the mod flag scared off players for both good and bad reasons). More players = more desirable by server admins.  Since th…
  • Looking at the lua, on round reset all saved res is reset. I wonder if this is a mod problem and not a base game problem? As some mods may have overridden that part of the lua. Which mods were being used? Unless somehow a game is starting withou…
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    The problem with watching high level play fade is that they aren't doing what you're talking about. I think what you're talking about is what I like to call super combat fades. Fades in the combat mod have every upgrade so they c…
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    This alone tells me you're clueless. I won't get into any more of this. You got your answer. A linux version will come eventually.

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    You seem to misunderstand what I'm saying. Even if they port it to linux, it will not magically allow your xeon to run a server. If you installed windows on it and natively ran an NS2 server, it would still not be powerful enough…
  • That's not server side, that is client side, though all that is tracking is your own client, not others. You weren't very clear on what you want to do. I'm assuming you want to be able to access some sort of client data when other clients connect?…
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    Your server is not powerful enough for this game unless you're overclocking it heavily. The OS has very little to do with this. It's not like windows is adding a lot of overhead to the game. Linux isn't magically going to make i…
  • I can understand where ZERO is coming from, but the removal of the mod flag and working with workshop is so much easier than the manual upload method. Even during dev.

    The biggest issue though is you can't make mods private and have the…
  • I don't get the same error, but I get the same issue.
  • It is a mod that isn't playing nice. It has been taken down for now.
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    Yeah I may have the same issue, but my work around seems to work fine (tasking out, waiting, tasking back in, in full screen). Though I also sometimes get full speed even while getting that error, so I'm not sure it's completely r…
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    I sent plogs to max :) Hopefully he'll forward it on to whoever looks at them.
  • This is what I've been hunting for, but kind of gave up as there doesn't appear to be a way. It looks like the client connects to the server and then immediately goes into map load before even passing the steamid. What should happen is the client …
  • I already have looked. Nothing really gets passed to the server until map load is completed. OnClientConnected is hit only after that. But if you spot anything, that's cool, but I'm assuming because no one has been able to do it, it doesn't exist…
  • From my understanding of micrstutters, they happen consistently. This does not happen consistently, and I can completely fix the issue by either restarting the game or tasking in/out.