Jonathan wrote:This is a pet peeve of mine. ... If it looks slow due to the scale of the graphics....
Not just the scale of the graphics, but the actual CYCLE_SPEED value. People look at their speedometer and think, "geez, base speed is only 10, OMG SO SLOW." I've been meaning forever to go around to various servers, especially those people think are fast, and time how long it takes to go from one side to the other (both at base speed and an average), then compare it to Shrunkland. I'm betting Shrunkland would be equivalent if not even take less time than some. I realise this could also be figured mathematically if you know the size factor and CYCLE_SPEED, but I don't know the maths.
Tank Program wrote:A little bit of searching, and holy moly, I did
create a server.
Ah, before my time.
![Smile :)](./images/smilies/icon_smile.gif)
I don't suppose you have the settings shelved away somewheres? There was an old Shrunkland regular named Coffeee who made a fun little server called "
Dance of the Cats - Mini." You can see on page two that its SIZE_FACTOR was -8.
compguygene wrote:Phyto is right. Anywhere else, like CT servers, Nano is referred to as Nano physics, not nano mode. It may seem like mere semantics, but semantics are important.
That's still odd to me, unless maybe it's identical settings.
But I've ranted about this before.
Trigger Warning: "gimmicky game mode" content ![Razz :P](./images/smilies/icon_razz.gif)
:
Phytotron wrote:Fortress, sumo, and CTF are defined by the code that applies to the behaviour of the zones. The physics are separate and arbitrary, and, not incidentally, preceded those game modes by years—that's what used to distinguish different servers. There's no particular reason behind this mentality that the new generation of players (and it is generational) have developed that inextricably binds the game mode to the game physics.
And what's even more nonsensical is when this bleeds over into regular free-for-all/deathmatch-type servers. Someone comes into Shrunkland and says, "this is like a cross between nano and sumo." Say what? We'll nevermind that Shrunkland's existence preceded both of those; that simply makes no sense. Or, that ID server that was just a regular free-for-all server, but was billed as a cross between fortress and CTF, and for training thereof. Wait, what? Or, yesterday I popped into Agility's high rubber testing server and someone says, "these are like CTF binds." Huh? Putting aside the obvious misuse of the term "binds," and replacing it with the more accurate "turn delay," there's no such thing as "CTF turn delay." There's CTF, and then there's CYCLE_DELAY. That a popular CTF server(s?) happens to use a low turn delay is just coincidence. There's no reason a CTF server couldn't have a different delay, or rubber, or speed, etc, and still be CTF in every fundamental way. One is a game mode, the second is a physics setting. Likewise, "high rubber" and "low rubber" are no more game modes than speed, acceleration, wall length, brake value, explosion radius, or arena size are game modes. Get it?
Ironically, this new generation of players and server admins who have so embraced all these gimmicky game modes—who can't think of any other way to "innovate" than to cram in all other manner of unrelated and superfluous gimmicks—are the most resistant to any change to or variety in said game modes. Plain old free-for-all-style servers have had more variety over the history of this game, for real.
Hey, gotta gimme some credit for laying off the "gimmick" hammer since then.