Pssst, -fi (or -if).þsy wrote:authentification
Which is kinda weird because
þsy wrote:de-authenticated
Pssst, -fi (or -if).þsy wrote:authentification
þsy wrote:de-authenticated
That is odd, and good to note, although a PM would have been prefferedPhytotron wrote:Pssst, -fi (or -if).þsy wrote:authentification
Which is kinda weird becauseþsy wrote:de-authenticated
Well, it's a good idea and would certainly be useful, but I don't think the lack of ease of content creation is costing us too many players.Mecca wrote:It would be pretty neat if there was a tool that came along with the Armagetron download that would allow users to browse for the files for a moviepack, preview what it would look like, have all their chosen files renamed to the appropriate names, and moved to the appropriate folder, ready to use as a moviepack.
Their selection method was a huge hack and will not be repeated here. What we need is a proper mod selection system with priorities and server determined mods and all that, and for that we first need proper flexible content loading. I already started work on libcroco integration, but that stalled pretty early on. It's a CSS library, which basically means it can be used to set/replace values in xml nodes depending on context. How cycles look like would then be an attribute of the spawn entry in the map, for example, and a CSS mod would be able to alter the look of the cycles.Mecca wrote:Also, I remember TR2N Origins allowed users to switch moviepacks while the game was still running. How difficult would it be to implement that on Armagetron?
Real life. Heh. All I was seriously talking about was continuing the resource system to a point where single-player mode would become a more serious game mode. As a resource system, allowing linking maps to each other when successfully played (under various conditions) and allowing arbitrary content to be loaded in a variety of ways, it should be possible for our extensive community of third-party content contributors to create single player campaigns that we can pick the most interesting and fun and bundle with the game. Also, a tutorial game would be a use case for such a resource system.Phytotron wrote: I remember Lucifer talking a few years ago about how he was going to move to development on single-player exclusively, but I don't know anything beyond that.
o.oZ-Man wrote:Their selection method was a huge hack and will not be repeated here. What we need is a proper mod selection system with priorities and server determined mods and all that, and for that we first need proper flexible content loading. I already started work on libcroco integration, but that stalled pretty early on. It's a CSS library, which basically means it can be used to set/replace values in xml nodes depending on context. How cycles look like would then be an attribute of the spawn entry in the map, for example, and a CSS mod would be able to alter the look of the cycles.Mecca wrote:Also, I remember TR2N Origins allowed users to switch moviepacks while the game was still running. How difficult would it be to implement that on Armagetron?
Love it.Lucifer wrote: Fortress: GRIND ASSHOLE!
FFA: DON'T SEAL! ASSHOLE!
High Rubber: ASSHOLE!
We used to have community standards that basically dictated being polite and having fun, when did that stop?
Cycle and rim walls share a common base class handling the bulk work of collision detection, but yeah, the rendering code is completely different.Mecca wrote:This leads me to another question. I assume the floor (and possibly the walls?) are created differently than the cycle and cycle walls since I can change the color of the floor during the round, right?
Yep, you sorta answered your own question. "Open/DF/loose/whatever" and the special game modes, combined with the demographic shift to mostly teenagers.Lucifer wrote:We used to have community standards that basically dictated being polite and having fun, when did that stop?
Can we imagine this is partially because kids are playing in computer classes at school and turning their friends on? Personally, I'd like to see more growth in the single woman aged 35-40 demographic, if only I knew how to advertise for it, haha.Phytotron wrote:...combined with the demographic shift to mostly teenagers.