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thorgot

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Posts posted by thorgot


  1. On 4/27/2018 at 11:15 AM, willy (wilson) said:

     

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    I was quite disappointed, the movie was advertised as having no cliffhanger, guess what? Cliffhanger, so done with the entire super hero movie thing at this point.

     

     

    I don't this this is spoiling the film for anyone, but if I wouldn't recommend seeing the film, or at least waiting a while to see it.

     

    There's a sequel coming out in a year. If you didn't expect something to be left unresolved after the first part of a two part series, you haven't seen many movie series.

     


     

    And as sad endings go, this wasn't particularly sad. Did you notice that Doctor Strange saw exactly one path to victory using the Time Stone, and when dying said "This was the only way"?

     

    I was pleasantly surprised. This was actually quite good.


  2. 16 hours ago, waylon331 said:

    Do you guys not remember the Roll the Dice minigame in these kinds of servers?

     

     Like for example: You rolled a 1 and a 3, you would literally throw chickens out of your body for 10 seconds and then blow up

     

    Yeah but for what server? I really only remember it being fun on deathrun servers, which have fallen out of fashion. I can't imagine it working well on any of sG's servers, not even the less serious ones like JB.


  3. Just now, turbulance said:

    Essence of Winter ( 5 ranks ) ( ability 1 )( 10s cd ) ( 1 stock ) Summon the essence of winter and release it upon your enemies. ( Spawn a molotov in your hand and when thrown will fly forward and bounce off of textures and will explode on contact with a player or after a duration flames will be blue ) ( enemies hit by this attack will have their controls reversed for 3 seconds ) ( each rank increases the chances of you refreshing its use on any player killed by you by 20% ) ( can only have 1 stock at a time )

    I don't think changing molotov fire color is possible like changing smoke color is. But you could probably get a fake fire that was different from a molotov fire. Also, I feel like reversing controls doesn't really make sense for a cold themed race. Maybe instead it should prevent the person from gaining health or armor for 10-15 seconds, in addition to doing damage. Or lower their evasion, or something that makes sense for cold.

     

    I love the race besides that.


  4. 31 minutes ago, LunaBadger said:

    So a few too many kinks to make it pretty or useful right now.

     

    Do you have an example of what it looks like being displayed at the right?

    On a widescreen resolution it either gets cut off or doesn't get displayed at all.

     

    It's still usable, though with fewer lines because the text is pretty large. If I were doing I'd probably do race name, level, XP, total levels, and items. And then obviously allow players to toggle it on/off and maybe choose from a few positions to put it.


  5. 18 hours ago, Swed said:

    Users will screenshot this print to avoid working with databases, and post the screenshots in a thread with an updated daily/hourly etc top 10 list. Top of the list at the end of the event will receive prizes.

    I think with a new DB column this could be made more interesting. Using gold as the current race ID and the new DB column as how many rounds it has taken you so far, you could have the prizes go to those who finish the tour in the fewest number of rounds instead of the most number of races in one map. Because let's face it, nobody is ever going to get hundreds of kills in one map, so this contest would be limited to the first few dozen races.

     

    In other words, when you have the contest active (it would have to be optional) you progress through the races as you said, but when your XP saves it also saves your current race and the number of rounds you have been trying to go around the realm. Then when you reconnect or the map changes, you pick off where you left off. There'd also have to be a command to reset your current progress.

     

    Ideally there would also be a DB entry for the fewest number of rounds you took to get a kill on the last available race.

     

    But if all this is too much, if Face does it your way (per map) then your highest score for the event could be saved in gold to avoid having to take screenshots.


  6. 7 hours ago, Junzou said:

     

    Yeah, that's why I put in #1.  I figured it would the easier of the two options.   To your point, I guess with binds if someone wanted to level a specific race, they could just have their race name instead of the new "low" value.  

     

     

    The nicer thing about #2 is that you wouldn't need to kill yourself if you happen to go over 16k and want to buy two tomes, or wait until the end of the round to use your binds.  If say, I'm at 14k cash, and an admin gives 16k after freeze, then I die before I can buy my tomes, I essentially lose out on 14k because my money goes back down to 16k on death.  Option #2 would allow me to buy tomes at any point in the round for the race I want.  It's really up to whomever wants to spend the time coding the changes; either one accomplishes what I suggest, but #2 does it a little more completely.

    It's not new, changerace low already exists and should list your races in ascending order of level.


  7. 3 hours ago, Junzou said:

    So, as someone that's trying to level optimally (or at least in the most optimal way I can think of...), I always buy tomes on my lowest level race that I'm able to buy tomes on when I get 15k.  I switch from whatever race I want to play to that race, buy a tome, switch back.  That gets kind of tedious, so I was wondering if a QOL feature could be implemented to make that a little easier...  I'm sure I'm not the only one that does this. Feature could take one of two forms that I can think of:

     

    1)  Through the changerace command, typing something like "Changerace lowest" will switch the player to their lowest level race that they have access to that can use tomes.  If they have multiple races at the same level, it can be either randomized, or just go to the first race in the list... doesn't matter.  If they're using this command, they're just using it to level random races.

     

    2)  Build an option that can be toggled on and off using something like !tomes, which (when toggled on) makes it so when a player buys a tome, it won't apply the tome XP to their current race, but to their lowest level race that can use tomes.  If they have multiple races that are the same level, see above.

    Could you have a bind like "changerace low; menuselect 1", a bind to buy a tome, and a bind to change to whatever race you are playing?


  8. 56 minutes ago, Yunki said:

    The sounds so simple for something so fun. If you don't mind, I might take a crack at adding something like that to deathcamp

    Go for it! I would never be able to fit so many brushes into any of my maps, so I'm never going to use that method.


  9. I actually prototyped something like this when I was making minigames for avalanche: 

    paint0004.jpg

     

    paint0005.jpg

     

    The issue I ran into back then and that hasn't changed is that there is a hard limit of 1024 "brush models", aka dynamic brushes, which all of these are and all of the buttons (which you shoot to draw) are. 16x16x3 is 768, which uses up the vast majority of your map in a single game.

     

    I just had an idea though. If you only have the one copy (and not the copy on the floor you see) and just make them buttons that move into the wall or func_breakable that breaks revealing the static black brush behind it, you could do it with one entity per pixel. A 16x16 would still use up a quarter of your dynamic brushes, but that's no worse than a large 16x16 spleef would use.

     

    I also just had a second thought, which is to use the same method I used to do the rocket jump shotgun on undertale to detect bullets and spawn a tiny env_sprite at the location. You may be able to do different colors that way by changing the sprite's color, too! I'm going to try this method, it would be really cool if it works.


  10. After seeing the video, it was pretty clearly the baiting CT's fault for egging the Ts on and saying go and not the warden's. But a quality warden, one who is trying to help everybody have fun and who isn't just after kills, would have pardoned the Ts and requested a short restrict for the baiting CT.


  11. 1 minute ago, Face said:

    I didn't want to confuse/grief new players who sit there for 1+ round doing nothing while reading raceinfo. I guess I could get around that by maybe ignoring players with total level 0-5

    Perhaps also count people using CommandHook commands, raceinfo and playerinfo menus as not AFK then.


  12. 4 hours ago, Face said:
    • If you survive a round without moving, you are flagged as AFK.
    • If you die 2 rounds in a row in spawn, you are flagged as AFK. (this would be slightly more specific (+/- a short distance from where you spawned) so it won't trigger just cause you are defending hostages, etc)

    For this part, why not have the dying code check if you've bought anything (shopmenu or CSGO) or moved at all from your spawn point? Then there's no need to make it two rounds. If you haven't managed to buy a single thing by the time freezetime is over and someone kills you, you're either AFK or very indecisive. If you manage to do this two rounds in a row you're effectively AFK even if you're not actually AFK.

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