Happy to see that. Could you please post a link to your forum or website?bendib wrote:I decided to switch the Legacy codebase to 2.3.x not long ago
Search found 267 matches
- 19 Jun 2013, 11:33
- Forum: Other Talk
- Topic: This is a rant laced with nostalgia.
- Replies: 19
- Views: 8991
Re: This is a rant laced with nostalgia.
- 25 Mar 2013, 22:00
- Forum: Skirmish / Multiplay
- Topic: Starting power level amount
- Replies: 74
- Views: 39331
Re: Starting power level amount
Rather than hard-coding limits on number of oils / units, why not have options on the limits screen in game setup? Thus, you could define the max number of oil derricks per player and/or the max number of units per player. In MP, if worried about fps or lag caused by "too much stuff on the map...
- 25 Mar 2013, 05:04
- Forum: Skirmish / Multiplay
- Topic: Starting power level amount
- Replies: 74
- Views: 39331
Re: Starting power level amount
Just what is the main reason people play high oil maps ? Is it that the starting energy amount is too low, even when set to high power levels ? :hmm: Low oil maps are fun but many players do not preview the map and do not know where the oil is. If I win easily, I find no fun in being the one with t...
- 08 Sep 2012, 01:46
- Forum: Game related Discussions
- Topic: Element of surprise or strategy
- Replies: 2
- Views: 4300
Re: Element of surprise or strategy
Thank You, I read the thread and most of the comments are mindless banter. No need to rehash it but I will say why I didn't bring this up earlier. I'm not just a high oil player, I actually prefer low oil up to 20 oil, anything over that and 5 research is just arcade type playing IMO. With ver 2.3.9...
- 07 Sep 2012, 10:17
- Forum: Game related Discussions
- Topic: Element of surprise or strategy
- Replies: 2
- Views: 4300
Element of surprise or strategy
Last unit built is in the original manual and the original game. This is not the case with version 3.1 as it has deviated from the original game. It only shows last unit encountered until you have sat uplink. By the time you encounter the units its over, not enough time to change strategy. I want th...
- 03 Sep 2012, 10:22
- Forum: Other Talk
- Topic: Warzone 2100 Fork: Legacy
- Replies: 152
- Views: 62535
Re: Warzone 2100 Fork: Legacy
3.1 rc2 plays perfectly smooth at 1920 x 1080 and texture 2048. This branch is very choppy and has a small FPS reduction, tested with vtols circling. Nice effort though. I was very interested in some of the other changes, but since it's choppy no need to go there.
- 03 Sep 2012, 07:03
- Forum: Technical Help / Troubleshooting
- Topic: Odd error when connecting to game
- Replies: 3
- Views: 1755
Re: Odd error when connecting to game
and display the lobby instead? If you see the lobby server your clicking the wrong button to connect to the host. Choose the IP button. Ports are forwarded, and the hosting computer is using a static internal ip. You don't need to forward ports in the router to host lan game. Most routers don't giv...
- 03 Sep 2012, 05:45
- Forum: Ideas and suggestions
- Topic: Unlock room with key
- Replies: 11
- Views: 3971
Re: Unlock room with key
I think the most sensible way to do it would be to have rooms be closed by default, and have a "announce game publicly" button somewhere. Then the game can have a randomly generated password that can be disclosed to whoever you want to invite. I may have misunderstood you. Would this rand...
- 03 Sep 2012, 03:50
- Forum: Other Talk
- Topic: Steam Greenlight
- Replies: 24
- Views: 12738
Re: Steam Greenlight
Don't think this is possible, Steam don't have a cross-platform client yet, and I don't think they allow 100% free games to be on their system. This was already done, at one time Warzone 2100 was hosted on Steam. I don't know who initiated that but I believe it was sometime after the game became op...
- 03 Sep 2012, 00:11
- Forum: Ideas and suggestions
- Topic: Unlock room with key
- Replies: 11
- Views: 3971
Re: Unlock room with key
For those that don't like the idea let me say one more thing. A long time ago we use to be able to converse in the room that was hosted and also the main lobby room. So we use to host locked rooms and invite our friends first, then we would ask players in the main lobby if they wanted to join. It wa...
- 02 Sep 2012, 13:09
- Forum: Ideas and suggestions
- Topic: Unlock room with key
- Replies: 11
- Views: 3971
Re: Unlock room with key
I think you mean you want reserved slots, with a way for people to get exclusive access for that. No I mean unlock the room or change the room name. Reserving slots sounds more complicated to program but if it's not and it has the same effect then great. I am reluctant to say yes reserve slots and ...
- 02 Sep 2012, 12:51
- Forum: Ideas and suggestions
- Topic: autokick for ping in lobby for ver 3.1
- Replies: 1
- Views: 1481
Re: autokick for ping in lobby for ver 3.1
I said autokick because I thought it would prevent the constant retries, just disconnecting them or even better would be a dialog box without even connecting "you don't have a good ping to this host, please try another"
- 02 Sep 2012, 12:26
- Forum: Ideas and suggestions
- Topic: Unlock room with key
- Replies: 11
- Views: 3971
Re: Unlock room with key
Lock is just like kick. In essence yes, but not really because the lock prevents having to use the kick. The lock is more gentleman like as the kick is despised and unfriendly as it is confrontational. With version 1.10 we use to host locked games and invite players from a buddy list, so that was v...
- 02 Sep 2012, 12:15
- Forum: Coding
- Topic: Max latency
- Replies: 3
- Views: 3517
Re: Max latency
The potential problem with increasing max latency is that if one computer is too slow to run the game (not just bad connection), current code will result in the latency being increased to max, so tanks will take 1s (or 1.5s) to respond. If the max latency setting is 1s and if the Zzz wait time happ...
- 01 Sep 2012, 09:33
- Forum: Ideas and suggestions
- Topic: autokick for ping in lobby for ver 3.1
- Replies: 1
- Views: 1481
autokick for ping in lobby for ver 3.1
There is a glitch in ver 2.3.9 that still exists in ver 3.1. The cause is the same but the effect is different because the netcode changed. And 3.1 for me is harder to host than 2.3.9 and I'm not sure why that is. Perhaps more players trying to connect with bad ping or the problem is more sensitive....