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Zircon

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Everything posted by Zircon

  1. Reset the conflicting key and target with right click instead? That is, if you want to use my tool that badly (but nobody's forcing you to). I just figured that supporting the controls that nearly all players use would be more logical.
  2. The only thing that made any dramatic difference in FPS to me was setting the Visual FX Quality to Low. I have 1280x1024x32 resolution, max draw distance, mip mapping on, frame limiter on, 4x anti-aliasing, and 8x anisotropic filtering. I get around 25 FPS. Before I discovered that having Visual FX Quality on Medium or higher was the problem, I was getting around 10-15 FPS. Real-time shadows and such are nice, but if it's going to lag my game that much, it's just not worth it...
  3. Sometimes I wonder if that's such a fair trade...
  4. There's more than one way to see it?He lost less than 43 health per shot in all of the clips?
  5. ROFL at the ULK ban, i wonder why Theres no admin abuse here, but hwy ban the entire ULK clan ?? cos we can ! mwuhahahahaha ! Not to forget that we're "speed hackers," "glitchers," and "cheaters."
  6. Long, but maybe some people who were on the IRC server earlier will remember this guy.
  7. That key doesn't work at the spawn screen.
  8. Zircon

    SHOW US YOUR PC

    Windows XP Home Edition, Service Pack 2 (5.1 - 2600) Intel Pentium 4 2.4 GHz Processor 1 GB 266 DDR SDRAM (PC 2100) Maxtor 40 GB 7200 RPM Hard Drive Seagate 200 GB 7200 RPM Hard Drive ATI Radeon 9600 XT 256 MB 4x/8x AGP Video Card BCM V.92 56K Voicemodem (shocker? =P) Hrhr. ;P
  9. Hey, it's not their fault you've killed all of your brain cells.
  10. Zircon

    Blockland

    This game was so two months ago. =P
  11. We are still very early into beta testing... some of these questions can't be answered yet.
  12. Not possible with the current vehicle synchronization method. Look for that in the next core.
  13. Eliminating the knockdown caused by shotguns won't make anything more balanced. It will just make yet another weapon weaker... what's next, complaining that you get knocked down from grenades? Getting up quicker after knockdown won't save you from being finished off before you can move, either. Every weapon must have its advantages and disadvantages. There needs to be diversity or we'll be looking at the same problem we faced in 0.5's VC DM all over again. Dulling down weapons so that they have the exact same range, firing rate, amount of ammunition, and damage isn't "balanced."
  14. I played in the 0.3 Partyserver tonight. It was great fun... really brought back memories.
  15. Is the fact that this is obviously a joke the joke itself? =P
  16. I didn't say that it would be cheating, nor did I say that I was against it (though I do think that leaving the file completely unmodded in the finished product is a bad idea). A server-side option for disabling CRC checks on certain files (or something of that sort) is just not going to happen on this core. This has already been discussed.
  17. The single player and MTA environments are very different. In order to keep things balanced, some things have to be changed. We learned this in 0.3, didn't we? I'm going to have to agree with you when you say that 0.5's weapon.dat was totally butchered, but I hope that the next version's will be a lot better. A server-side option to disable weapon.mta sounds pretty similiar to enabling or disabling cheating on a server, which has been turned down time and time again. It's just not possible on this core.
  18. Actually...it doesnt really depend on range...the stubby shoots 5 bullets in a diverging formation...at a longer distance, you would normally get hit with only one of those bullets...but when the stubby is right infront of you, you'll get hit with all five shots, it usually means instant death. How can it not depend on range if you take more or less damage depending on how close you are to the blast?
  19. I don't think that this is possible, at least in the current core. The shotgun's damage already varies with range. This was done with the stubby in 0.4, but removed in 0.5. In my opinion, the stubby and shotgun's switch interval should be slightly past the animation loop end to prevent switching weapons too early (as this also creates warp). So yes, I agree with you there.Hopefully all weapons will be more balanced in the next version, which is supposed to focus mainly on gameplay.
  20. Nonetheless, MTA: SA is still a long way off. There's still over three months left for San Andreas to actually release, and realistically, it will probably take the MTA team even longer to release a decent, playable version of a multiplayer mod for the game. So I do think it might be a little premature to be saying "stop playing GTA3 and VC," because we'll be stuck with them for a long time. It never hurts to think about the possibilities, but at this point, nobody can really see the limits...
  21. Who said they were tired of the game itself? This is an issue over which version people enjoy more. I still love GTA3 and Vice City, just not MTA 0.5.
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