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Messages - TheSlyder
1
« on: January 09, 2012, 11:57:54 AM »
That's a good idea, but C4 still isn't practical unless you plan on using it as a round-long plan. I want all of the items to have genuine worth, and at this point C4 set at the default setting is almost impossible to fail defusing it. Which not only makes C4 less useful, but it makes the defusal kit completely worthless. Increasing the difficulty of the C4 would kill two birds with one stone.
It can wait, though. There are other ways to buff the defusal kit if we can't alter the C4.
2
« on: January 06, 2012, 07:44:41 PM »
If it's too difficult we can figure out a way to buff the defuser to make it more beneficial. Maybe coding it to automatically take the DNA sample off the C4 as soon as you defuse it? The time saved might help make it a worthwhile item.
3
« on: January 06, 2012, 05:08:15 PM »
For the C4 if you know someone willing to either: A. Dig up the old c4 swep B. Redo the C4 I'd happily bring that back but I doubt I have the patients to completly redo that weapon. (Working 40 hours/week and it's all coding so I need a break when i come home.)
Binoculars: I think a recharge time rather than a chage time would make them balanced. (Instant ID body but you have to wait 3-5 seconds before you can id the next!) This way you're not just going nuts with it. Maybe it should be able to scan dna, to make it really useful (though that might but a bit op).
I'm confused about the C4 issue. Is it not possible to just open the game's files and modify a few lines of code to make it so you have a 1/5 chance of successfully defusing instead of 3/5 (Or whatever it currently is.)? I have very little knowledge of lua, so please excuse my ignorance. Your idea sounds really solid. A recharge time would work fantastically I think. I'm not sure about DNA scanning, though. I think Traitors should have a little incentive to "dispose" of bodies. Keeping DNA out of reach of detectives is a good one.
4
« on: January 06, 2012, 04:12:40 PM »
What type of suggestion?: Re-balance C4 What does it do?: Make C4 more difficult to successfully defuse. Why should it be added?: I've been talking about this for a while, but never took initiative on it. C4 is borderline useless at this point. I've been playing for a long time and I've only failed to defuse a C4 2-3 times. I don't know the mechanics of it, but I believe the C4 should be more difficult to defuse. Tweaking the balance of C4 defusal would also give the Detective's Defusal Kit a purpose to exist. (Has anyone ever used it before? Why would they at this point?)
What type of suggestion?: Re-balance binoculars What does it do?: Remove the charge-time for binoculars. Why should it be added?: This is another useless item. On the very rare occasion that a Detective needs to identify a body from afar, it's never worth it to spend a credit in order to stand still and scan a body for such a long period of time. I would like to try removing the charge time all together, but if you (Towersheep) feel it's necessary to balance the item, I'd love to experiment with maybe two seconds or less.
I'd like to discuss with you in more depth going over our items and balancing them. We have a ton of things to choose from, but only a handful of items that actually see action on a semi-regular basis. I'd like to change that so each item genuinely gives its user a reason to spend a credit on it.
5
« on: December 29, 2011, 04:14:12 PM »
He RDMed six people in one round (Attacked eight) as a detective. His ID is STEAM_0:1:33842273 Here is the log (I removed irrelevant bits): ] ttt_print_damagelog *** Damage log:
00:22.01 - DMG: MaxTehBunneh [detective] damaged TheSlyder [traitor] for 11 dmg 00:22.07 - DMG: MaxTehBunneh [detective] damaged TheSlyder [traitor] for 11 dmg 00:22.13 - DMG: MaxTehBunneh [detective] damaged TheSlyder [traitor] for 11 dmg 00:22.19 - DMG: MaxTehBunneh [detective] damaged TheSlyder [traitor] for 11 dmg 00:22.26 - DMG: MaxTehBunneh [detective] damaged TheSlyder [traitor] for 11 dmg 00:22.31 - DMG: MaxTehBunneh [detective] damaged TheSlyder [traitor] for 11 dmg 00:22.97 - DMG: MaxTehBunneh [detective] damaged TheSlyder [traitor] for 11 dmg
00:25.79 - DMG: MaxTehBunneh [detective] damaged TheSlyder [traitor] for 6 dmg 00:25.85 - DMG: MaxTehBunneh [detective] damaged Dudeguy5133 [innocent] for 6 dmg 00:25.91 - DMG: MaxTehBunneh [detective] damaged TheSlyder [traitor] for 11 dmg 00:26.15 - DMG: MaxTehBunneh [detective] damaged TheSlyder [traitor] for 6 dmg 00:26.15 - KILL: MaxTehBunneh [detective] killed TheSlyder [traitor]
00:51.08 - DMG: MaxTehBunneh [detective] damaged cap811 [innocent] for 30 dmg 00:51.14 - DMG: MaxTehBunneh [detective] damaged cap811 [innocent] for 6 dmg 00:51.14 - KILL: MaxTehBunneh [detective] killed cap811 [innocent] 01:06.10 - DMG: MaxTehBunneh [detective] damaged Zeekzeekzeek [traitor] for 11 dmg 01:06.16 - DMG: MaxTehBunneh [detective] damaged Zeekzeekzeek [traitor] for 30 dmg 01:06.22 - DMG: MaxTehBunneh [detective] damaged Zeekzeekzeek [traitor] for 11 dmg 01:06.28 - DMG: MaxTehBunneh [detective] damaged Zeekzeekzeek [traitor] for 30 dmg 01:06.34 - DMG: MaxTehBunneh [detective] damaged Zeekzeekzeek [traitor] for 11 dmg 01:06.34 - KILL: MaxTehBunneh [detective] killed Zeekzeekzeek [traitor]
01:19.87 - DMG: MaxTehBunneh [detective] damaged theyankees213 [traitor] for 11 dmg 01:19.81 - DMG: MaxTehBunneh [detective] damaged theyankees213 [traitor] for 11 dmg 01:19.93 - DMG: MaxTehBunneh [detective] damaged theyankees213 [traitor] for 11 dmg 01:19.99 - DMG: MaxTehBunneh [detective] damaged theyankees213 [traitor] for 11 dmg 01:20.05 - DMG: MaxTehBunneh [detective] damaged theyankees213 [traitor] for 11 dmg 01:20.11 - DMG: MaxTehBunneh [detective] damaged theyankees213 [traitor] for 11 dmg 01:20.83 - DMG: MaxTehBunneh [detective] damaged theyankees213 [traitor] for 30 dmg 01:20.83 - KILL: MaxTehBunneh [detective] killed theyankees213 [traitor][/b]
01:41.42 - DMG: MaxTehBunneh [detective] damaged Lorentsen [traitor] for 4 dmg 01:41.66 - DMG: MaxTehBunneh [detective] damaged Lorentsen [traitor] for 4 dmg 01:42.10 - DMG: MaxTehBunneh [detective] damaged Lorentsen [traitor] for 4 dmg 01:42.22 - DMG: MaxTehBunneh [detective] damaged Lorentsen [traitor] for 4 dmg 01:42.34 - DMG: MaxTehBunneh [detective] damaged Lorentsen [traitor] for 21 dmg 01:42.34 - KILL: MaxTehBunneh [detective] killed Lorentsen [traitor]
02:03.61 - DMG: MaxTehBunneh [detective] damaged Teenagers [innocent] for 30 dmg 02:03.67 - DMG: MaxTehBunneh [detective] damaged Teenagers [innocent] for 30 dmg 02:03.73 - DMG: MaxTehBunneh [detective] damaged Teenagers [innocent] for 30 dmg 02:03.73 - KILL: MaxTehBunneh [detective] killed Teenagers [innocent] 02:20.47 - DMG: MaxTehBunneh [detective] damaged Pickle Delivery! [innocent] for 6 dmg 02:20.53 - DMG: MaxTehBunneh [detective] damaged Pickle Delivery! [innocent] for 6 dmg 02:20.65 - DMG: MaxTehBunneh [detective] damaged Pickle Delivery! [innocent] for 11 dmg 02:20.77 - DMG: MaxTehBunneh [detective] damaged Pickle Delivery! [innocent] for 11 dmg 02:20.83 - DMG: MaxTehBunneh [detective] damaged Pickle Delivery! [innocent] for 11 dmg 02:21.07 - DMG: MaxTehBunneh [detective] damaged Pickle Delivery! [innocent] for 6 dmg
6
« on: July 26, 2011, 12:55:33 PM »
I can verify that. Zombo has always been an ideal player. Never caused problems, always friendly, and willing to accept slays on the rare occasions they were given to him.
7
« on: July 17, 2011, 02:18:43 AM »
I think this is a really bright idea. The rules for TTT are elaborate and complicated. I helped write our primary set and even I forget what particular rulings are half the time. I think this would do a lot of good.
8
« on: July 08, 2011, 05:25:23 PM »
The guy's on frequently and he has experience. What more could you want from an application?
9
« on: June 30, 2011, 07:26:24 PM »
The only change I'm wanting to see to the TF2 server is the same one I really wanted before: Alltalk turned off by default, with a bindable "Alltalk" key that's optional for all players.
It's pretty simple to do. You create a server-side scripts that establishes an alias that functions as an alltalk key. The alias can be called "alltalk." At that point any individual player will simply have to type "bind <key> alltalk" in the console and they're done. They'll have an alltalk key that they can use to chat it up, and team mates will still be able to strategize.
Just the other day we were playing and we NEEDED to be able to communicate as a team, but couldn't.
10
« on: June 28, 2011, 08:44:59 PM »
This isn't your website, Inject
11
« on: June 28, 2011, 04:25:06 PM »
Not to be argumentative, but it's not just a matter of opinion vs opinion. My opinion is supported by practicality (It makes it more functional. It's easier to see. It's visible no matter the background.) while yours is solely an opinion based on what you like.
I thought transparency would be cool too, and that's why my first version was transparent, until I actually saw it in action and realized how inefficient it was, so I added the white background and realized it was significantly better off for it.
12
« on: June 28, 2011, 02:29:45 PM »
Not everyone has Firefox 5. A lot of people don't even have Firefox, and the fact that the default background is grey makes it even worse as the grey "G" in the center would blend with it. Having the white background ensures that the icon is distinct and clearly visible no matter what browser or environment it's being viewed in and it also gives it a square shape, making it uniform with most other favicons (Looking at my current list of favicon links, only one out of seventeen don't adhere to a square shape.
I hate to sound like an asshole, but if you're going to use my designs and graphics, I would appreciate it if you would take my advice on how to utilize them to their fullest.
I look forward to seeing the final product of all this, and on behalf of everyone, we appreciate you making the modifications.
13
« on: June 28, 2011, 02:16:41 PM »
Why do you want a transparent favicon so badly? It's both aesthetically better and more practical with a background.
14
« on: June 28, 2011, 01:18:49 PM »
Okay, I whipped up some of the image necessary. Here are the on/off icons (I thought it would make more sense to have our logo instead of a flame icon, especially with a blue theme going on.) The main logo (Transparent .png) The 16x16 icon: (Currently in .gif format because I don't know how to convert to .ico) And lastly, I noticed the blue background image was low quality (And also a little bit off with its hue) so I remade it as well: Let me know if you need anything else.
15
« on: June 27, 2011, 10:51:25 AM »
I'll be glad to toss any files you need your way. What resolution is the main title/banner at the top? Transparent or not? Give me the info you need, and I'll send it all to you.
I'll also send the favicon that I made (It's not in the .ico format, or whatever it is, but I'm assuming you can take care of that part.) Currently it's a blue CG logo with a white background, I can change the color of the G to grey if you want, but I think the white background should stay. Transparency usually tends to make the icon more difficult to recognize with the wrong background. (It's in the picture on my favorites bar if you want to see it.)
ShoutBox!
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