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HIHIHI

Former Developers
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Everything posted by HIHIHI

  1. I'm not drawing any final conclusions until I see the update message in the launcher, but I am looking forward to pretty much all of this! Thank you devs for your hard work, even if this is fake (and I really, really hope it isn't, and I kind of think it isn't too : ) ).
  2. Around 14:30 on video number three is when it actually happens. A Rocket Artillery from a crate bounces off a rock and squishes him. I bet it would happen with some regular vehicles as well... I didn't change the code for the location of the spawned vehicle (although I did rotate them just a bit (ironically so that the Superhind wouldn't squish people)).
  3. I have also now encountered it - although I only played about ten or eleven games without it. I double-checked all the "commonaudiopoolsize" entries in my install of the game, and they were all still set to 0. Here is my launch.log from after I got the soundbug - it happened when Under started. (I played a bit during Under before I stopped, so it may be a ways back.) Launch.log HIHIHI
  4. Well... I'm not sure now that they were all set to 0. I only know about two of them... Now I have confirmed that they are all set to 0, though. I have also commented out the lines, and will try to remember to send you the log if the sound bug occurs again. HIHIHI EDIT: Whoops, I did that stuff in the SDK... I'll do it in the game now... : )
  5. Kind of a repost in that I've posted him playing this song before, but it's different enough... : )
  6. I must regretfully report that this is not a full fix for the sound bug, although it may reduce the chance of its occurrence (I cannot say this with certainty as I have a small sample size.). Today, on the official server, after a bot war on Field X, I got the sound bug on Under. : ( HIHIHI
  7. I can be another tester forthis. I'll follow your suggestion and set the CommonAudioPoolSize to 0, and try to remember to use 64-bit all the time. When using the 64-bit binary, I do get the soundbug pretty often, so we'll see what happens. Thanks, HIHIHI
  8. "You have practical and you have cool, and they're kind of inversely proportional to each other." -- Ian McCollum

    "There is a semi-auto setting - we don't care about the semi-auto setting." -- Ian McCollum

    "This is kinda stupid, but I'm gonna try it anyway." -- Ian McCollum

  9. Hello, everyone! : )

  10. Medical center? Not the fort MCT that actually controlled purchase options? The medical center is officially in the SDK now, so I would think it's ok to use. Maybe I'll look into it someday... : ) HIHIHI
  11. There is a map called Fort that had TS vehicles available when a tech building was captured, but the code broke after an update some time ago, so it's not in rotations anymore, really.
  12. That's the easy part... I already have that working. : ) The hard part is removing control of the mesh from a player - the project has kind of stagnated at that for now while I work on things I can understand a bit better. Hopefully I'll get back to it and figure it out someday. HIHIHI
  13. Yes, Murica - this trailer was VERY well-done.
  14. HaHa. Thanks all for the response! This is a very early version, and there are several things to be fixed. So far I know these: 1. It can still go on the ground. 2. It is very hard to get out of. Sometimes you can get out if it is on the ground (which shouldn't happen), but it's kind of difficult. 3. The muzzle flashes for both MGs occur at the missile turret. : ) 4. The bullets for the right MG come from the left MG. : ) 5. The sounds are broadcast all over the map - they aren't localized. 6. The collision at the front is too large. I'm sure there are other things, too. : )
  15. Version 0.8

    388 downloads

    ... I still am bad at this editing stuff. Screenshots added.
  16. View File Drivable gunboat ... I still am bad at this editing stuff. Screenshots added. Submitter HIHIHI Submitted 03/06/2019 Category Modifications
  17. Yeah... but then you lose a few things, too. I think that if a team is careless enough to not defend in the early game, they should be punished for that by a possible sneaking kill. And also, if mines are already there, who owns them? You lose the boink sound that can alert you to mine loss. Sure, you still have the mine counter, but the auditory warning can be nice. HIHIHI
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