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Messages - Road_Dancer

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31
FS2NetD / Hacked Tables....
« on: March 24, 2006, 07:29:27 PM »
Hmmmmm... I'm guessing that the PXO project is aiming to have both the 1.2 tables (and therefore Tom's Build) and the SCP tables validated. I wonder how much work it is to do the same for fs2netd? The big problem I actually foresee for validating the SCP tables, is the speed with which the builds come out. I guess the best work around would be to have a seperate "\online" Mod install of the latest official build just for multiplay, then you can tweak the "\mediavps" stuff as much as you like for single-play or multiplay beta testing...

32
FS2NetD / Hacked Tables....
« on: March 24, 2006, 06:54:19 PM »
From what I've garnered, and I fully expect to be corrected on this, it's at least partly to do with fs2netd being seen as a stop-gap until PXO is resurrected.
At the end of the day, all these guys (and gals?) working on SCP and fs2netd are volunteers, so unfortunately for us, sometimes the real world intrudes (what's this 'real world' then? :) ), slowing down projects, or just plain restricting the scope in the first place.

33
FS2NetD / Hacked Tables....
« on: March 24, 2006, 04:44:38 PM »
The format of the weapon table has been altered greatly, to allow for new features (such as beam capable fighters), but the actual specifications for the weapons have not changed. As the file checking will most likely simply perform a CRC or similar, it won't be looking at the weapons themselves, but the 'shape' of the files as a whole. As the 'shape' doesn't match, it's a bad file (sit! DOWN! ohhh, errrrr... not that kind of bad...).
So validator on the server needs to be updated with the new 'shape' of the file, so that it will recgnise it. This would need to be done anytime there is a revision to the table made by the SCP, which may happen if there is new feature implemented...

edit - To Clarify - The important thing to bear in mind is that the tech room has no relation to the actual damage the gun does, therefore, the SCP Kayzer at 10, and the Retail Kayzer at 6, is immaterial, and should not be used to make judgements on game balance issues - only the table can be used for that.
The SCP tech room having different values is effectively a typo that has no in-game effect. Look on it as PR from the manufacturers (Now washes whiter then wh... Wha? It's a Gun?... errr, just say it's more zappy then!), but it's not 'cheap' as it's the same stats. Perhaps the GTVA got sold some counterfeit Kayzers, like overclocked Athlon 2500's being sold as 3200s!

34
FS2NetD / Hacked Tables....
« on: March 24, 2006, 02:21:52 PM »
Yeh, looks like someone has just altered the tech room descriptions of some of the weapons away from retail, but the actual damage stats are unchanged as far as I can see.

35
FS2NetD / Hacked Tables....
« on: March 24, 2006, 10:32:08 AM »
The damage listings in the tech room are not related to actual damage caused in the game.
I've just had a look myself, and the damage listings for the Kayser is:
Name            damage    hull      shields
retail Kayser     28      28.00    25.20
SCP Kayser       28     28.00    25.20

To put that into perspective - the subach has a damage rating of 15 - Hull 13.5 - Shields 10.5

If I wanted, I could change one line in the table that would say a subach caused 52 damage in the Tech Rooms, but that wouldn't change the in-game damage.

Additional - The 'dog fight' version of the Kayser is also reduced in damage to damage - 28, shield - 16.8, hull -16.8. A number of other weapons are also nerfed, so the play balance in Multi is likely different to single player.

36
FS2NetD / Hacked Tables....
« on: March 23, 2006, 03:53:15 PM »
Any idea when that could be? This year? Next year? When it's frelling ready? :D

37
General Freespace / server for freespace
« on: March 23, 2006, 10:01:28 AM »
See here http://www.game-warden.com/forum/showthread.php?t=1878 Also contains evidence of my Newb status!

38
FS2NetD / fs2netd back up, new config file is required
« on: March 23, 2006, 12:59:44 AM »
I'm still getting 'unable to connect' errors, and trying to ping the ip address results in timeouts on mine, and a friends computer.

edit - Yes it was my firewall, despite being told to let the traffic through, it wasn't... All good now!

edit 2 - Just to say, thanks for getting the server back up and running, I'm looking forward to crossing flight paths with some of you!

39
FS2NetD / A few questions from a Newb (me)
« on: March 21, 2006, 04:53:13 PM »
Yeh, that's what I'd like to get involved in, I think I've got enough peeps interested to get a Squadron together, I'd just like to know how I go about getting some multi-player action going.
I've noticed that some people don't like the idea of playing with the MediaVP tables, so I'm basically looking for tips, recommended file sets, and opponents until I can get my Squadron up and out there in the Black...

40
FS2NetD / A few questions from a Newb (me)
« on: March 21, 2006, 10:42:06 AM »
Hi there,
I'm an old time Freespace player, but never played online. Having finally turned back to the stack of games to re-play, and fishing out FS2, I decided to dig around on the Interwebtron, and lo', to my surprise and delight, Freespace 2 SCP! I'm in the process of getting a Squadron together

So, I'll installed that, and it seems to be fine, but I'd really like to try some online gaming. Now, I understand that FS2Net is down at the mo', which would explain the failure to connect, but I've also seen rumblings about PXO being re-started.

Now, the main reasons for this post; is there a currently running game server; failing that, is there anyone how would be around and willing to fly with or against a GMT timezone newb? I would like to run the MediaVPs tables if possible, I've the installed 3.67 from the SCP homepage. Secondly, are there any other tips you SCP old hands have? If appropriate, I'll make a new thread for answers elsewhere.

Thanks in Advance

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