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Messages - vampirefrog

#1261
Wow Wormwood, these maps look pretty good. Sometimes they seem to lack some details or precision (I'm a circle freak and some of the round parts weren't round... sorry), but they look pretty good. I've seen you around coopedit and you seem to have a good attitude. You have my vote!

Also, we should change the clan tag to something shorter, since your nick won't fit in (-[Hell]Wormood- would have 16 chars and the maximum is 15).
#1262
The Mega Archive / Re: coopedit spam
June 14, 2009, 10:04:24 PM
I need a list of particle types + particle parameters (max values) that should be blocked. i'm not really familiar with them.
#1263
The Mega Archive / Re: coopedit spam
June 14, 2009, 01:42:33 PM
chat spam blocking already is implemented.
#1264
The Mega Archive / Re: Bot Nickname Discussion
June 14, 2009, 01:40:29 PM
yes, it's possible to add some bot taunts. But before that, let's do something different: bots' names will be assigned according to skill. so for example chuck norris will have 101 skill, and Tom Dick and Harry will have basic skill (i don't know what the default is). So the names you proposed need to be assigned a skill each.
#1265
The Mega Archive / Re: coopedit spam
June 14, 2009, 01:29:43 PM
i don't know about @trust... if I make a better authentication system, we'll use that instead.

Here's another idea: particle spam protection (protect against certain particle values)
#1266
The Mega Archive / coopedit spam
June 14, 2009, 09:39:45 AM
Hello. As some of you know, i've implemented the coopedit spam detection thing. Recently I modified frogmod so the warnings only reach the master/admin (not everybody, less bothersome). Anyway, There are 4 possible messages: large grid size, large selection size, fast scrolling, fast texture scrolling. I've noticed that 'large grid size' and 'fast texture scrolling' are usually valid for warning the player or the master for kicking/spec. However, 'large selection size' and 'fast scrolling' do not work so well, because usually players select a large area with small cubes, and it's perfectly valid (the current limit is 10 cubes on any axis). So i was thinking of improving these, but I need some suggestions from you guys. So when you have time, please take master/admin on hell server or jake's server, spec yourself and watch the players that generate warnings. Some will be valid, some will be mapwreckers.

My current idea is to replace 'large selection size' checking by checking the actual measure of the selection instead of the number of cubes. That means that you can have 20 small cubes and still be in limit, but if you have 20 big cubes, you're over the limit. By actual measure i mean check in world coordinates instead of number of cubes. That means number of cubes * grid size. As for 'fast scrolling', I'm thinking of multiplying the detection interval (currently 300ms) by the grid size. So this way, it detects the damage done.

If this works out, at some point I'll implement autokick/autospec. I'm also going to add a /newmap protection that either kicks or specs the player that does it.

...Oh and mapmodel spam detection, and I think there are some other places where we can add some spam detection... please suggest.
#1268
Adam is fine. Just use that. Nobody will vote in your poll. :P
#1269
just use ur real name
#1270
The Mega Archive / Re: Bot Nickname Discussion
June 10, 2009, 03:01:12 PM
yes, bots are per-server, not global (nothing is, yet).
#1271
The Mega Archive / Re: Bot Nickname Discussion
June 10, 2009, 01:36:03 PM
The commands are:

admin only:
@addbotname <botname>
@delbotname <botname>

for everyone:
@listbotnames

Current bots are:
ChuckNorris
BruceLee
Rambo
Spamela
JetLee
Chewbacca
KoppenKnaller
Noobinator
#1272
The Mega Archive / Re: ADMIN PASSWORD
June 07, 2009, 12:45:59 AM
yes password was changed. contact me to receive the new one.
#1273
The Mega Archive / Re: Merging with mX
June 04, 2009, 08:36:19 PM
he'll come back... they always come back  ;D
#1274
The Mega Archive / Re: Merging with mX
June 04, 2009, 07:42:29 PM
Quote from: Catelite on June 04, 2009, 06:43:00 PM
you'd know that you can't do much when people complain unless you saw it yourself. :P

Actually that might change when I'll implement mapwreck detection in frogmod. It will simply detect when a large block is edited. Either by having a large gridsize or by having selected many small cubes (and scrolling... ugh lag). And by frequently saving map, mapwreck can be avoided a lot better.
#1275
The Mega Archive / Re: Merging with mX
June 04, 2009, 07:39:13 PM
Quote
    * chainsaw mode :D
Actually we removed chainsaw mode to avoid getting banned from the master server for having modified gameplay. But we can still use it on private servers (ie a server that doesn't register with the master server list thingy).
#1276
The Mega Archive / Re: Merging with mX
June 04, 2009, 07:37:52 PM
It would seem that we don't really know each other. We should get together and have a few coopedit sessions. Maybe make a mini HQ or a large map to see how we get along. That's what it's all about, in the end, building and having fun.

It motivates people (and also helps when they don't have a skill they need) to work with other skilled people, and make great maps.

I'm sure we can forgive Sushi for being a bit 'clan-unstable'. He left Hell unexpectedly twice. If you guys don't like that, we can modify the membership rules to say something about that. Personally I'm against rejecting someone because he/she doesn't act to our fancy. Remember, we're people and we can talk it over. We can ask sushi what the problem was/is, and try to understand each other. This is really mostly between mX and Sushi, but we can pitch in with ideas as well.

I suspect it's the fact that Sushi's main theme (spaceships) doesn't match the hell main theme (which for a long while was hell hq, but then the new members started being more original in terms of themes). I can't assert that (we should wait for his answer), but this brings us to the idea: what if a member is proficient in building his own kind of stuff, and it doesn't "match" the rest of the stuff (the other members). This is where we might have to bridge the gap. The other members need to learn about that member's area of expertise, and he/she will have to learn about the other members. This way we stay close, and everybody can pitch in with stuff for mapping. So for example if Sushi makes ships, we can make a slipgate/stargate in hell hq that takes you to a space dock, which can be partially wrecked or blended with the hell hq rock material. Oh and below that we can have some hidden ruins that are in the style of the rest of the map. This is just an example. The main point is to be creative in solving these uncompatibilities.

I don't think:
Quotewe were supposedly friendly clans
is selfish. We're friends, we just didn't get to know each other, and we haven't learned to work together.

Quote from: DOBK on June 04, 2009, 06:14:04 AM
well i know -[HELL]- takes up to much space, and personally i dont wanna be mx|DOBK, so how about: [HELL] it will save 2 more spaces for whatever we want them for. but why dont we come up with a top 5 list of names and add a poll and make it that you have to vote? that would be fairly fair wouldnt it ?
DOBK, you're not in any of the two clans yet, and you've been caught spamming and mass kicking.

Quotemay just be an attempt to take advantage of misan leaving to get more members
This is not the case. We're a bunch of skilled mappers, and by joining forces we can achieve some great results. We can also get to know each other and become friends. If we wanted 'extra' members, we would have let the noobs in. Personally, I'm always skeptical about new members

Quotei will follow whatever redon wants to do as long as i see its fair that he gets equal rights as whatever skylax wants
Remember, Skylax is not clan leader. He is just clan founder. For hell clan there is no leader. That's because we're all creative enough to keep making maps without someone's direction. It's true, when someone charismatic comes with the big ideas, and takes care that everyone does his job, the results may come quicker. But this someone doesn't have to be a fixed/chosen person. It can be anyone that has a great idea. For example if Jake came with a great idea, we should all pitch in to help him materialise it. Again, if he's working on a theme we're not familiar with, we should get familiar with it by either asking him/her to describe it in more detail, or by googling and finding the existing architectural styles. This way we learn new things.

I guess I'm not really sure what the "mX clan leader" has to do, what is his job. This whole leadership thing needs to be discussed in more detail.

So far there are forum admins and server admins. That's the only applied leadership i'm aware of.

Oh and by the way. If/when we find a new name, we can also purchase a real domain and have ourself a real website (without pop-ups and junk). Also, in the future I might modify frogmod to actually support website authentication. So when you join the game, it recognizes you (either by IP or by using a password), and gives you privileges in-game. Privileges which can be tweaked on the website.

As an incentive to mX guys, please take a look at the current frogmod feature list:

Quote
    * an IRC bot, which displays in-game chat, some game events, and it can be used to kick and view info and players
    * a whitelist (people on the whitelist have some extra privileges)
    * a blacklist (a warning is printed out when a blacklisted IP connects, and some privileges are taken away)
    * a me command, like IRC
    * a whisper command, for private messages
    * spam protection
    * remip attack protection
    * newmap attack protection
    * chainsaw mode :D
    * player country display, via GeoIP

And last but not least, the coopedit recording feature. You can record your coopedit actions on the server, and make it play them back for you at any time (even after map change). This way we can have prefabs (spheres, cones, ladders etc.). I/we will write a tutorial(s) on how to use this feature when it will be more fit for usage.


Waiting for the other members' answer!

Cheers!
#1277
Applications / Re: Can I join?
June 04, 2009, 06:50:22 AM
yes it did get boring lately.. we used to have fun coopedit matches.. maybe when my exams will be over, i can gather crowds again and work on the hl2 map and whatnot
#1278
Applications / Re: Can I join?
June 03, 2009, 09:51:27 PM
Skilax you seem to have some anger issues.
#1279
The Mega Archive / Re: Merging with mX
June 03, 2009, 09:30:28 PM
Quote
Redon @ 02.06 - 21:28
Hmm depends on if this is just a quick idea or if you and your clan actually talked about it ;)
We're discussing this right now. Just waiting for more members to reply.

Quote
Wybo @ 03.06 - 15:46
Which clan would take advantage of the merging mx or hell? i think it sounds like a really bad idea. btw, hell members seem to be kinda anti-mx, it almost looks like its a requirement to get in hell!
Where did you get the idea that [Hell] is anti-mX? Here are our requirements: http://hell.grigoriada.net/forum/index.php/topic,27.0.html
We're not against mX. We've no reason for that.

Quote
Nixot @ 03.06 - 16:06
Nah... Hell and mX should stay apart. Hell would just screw up mX if they joined.
How would that happen?
#1280
The Mega Archive / Re: Merging with mX
June 03, 2009, 09:27:16 PM
Here's the conversation on the mx shoutbox:

Quote
vampi @ 02.06 - 20:30
Hey maybe Hell and mX can merge.

Nixot @ 02.06 - 20:32
Nah

Redon @ 02.06 - 21:28
Hmm depends on if this is just a quick idea or if you and your clan actually talked about it ;)

I.g.(. @ 02.06 - 22:39
n interesting possibility :)

MasterTechCC @ 03.06 - 00:36
:P

Pantha @ 03.06 - 09:48
Hell and mX merge sounds cool, maybe then I wont feel like such an asshole

Jack @ 03.06 - 14:43
Argh so confusing!

Wybo @ 03.06 - 15:46
Which clan would take advantage of the merging mx or hell? i think it sounds like a really bad idea. btw, hell members seem to be kinda anti-mx, it almost looks like its a requirement to get in hell!

Nixot @ 03.06 - 16:06
Nah... Hell and mX should stay apart. Hell would just screw up mX if they joined.
#1281
The Mega Archive / Merging with mX
June 03, 2009, 09:20:53 PM
Please post your ideas on the possible [Hell] + mX merging.

Personally, I'm all for it, since they are skilled and so are we, and there's no reason to keep the clans separated.

My idea is: if we DO merge, we should find a new name. One that also allows shorter tags. Because -[Hell]- takes up 8 characters. The maximum name length is 15 characters. That leaves us with 7 characters for the name. mX| takes only 3 characters.
#1282
The Mega Archive / Re: status of members
June 03, 2009, 09:14:36 PM
Corpse - 0 posts
Zombie - 20 posts
Mega Zombie - 40 posts
Devil - 60 posts
Super Devil - 80 posts

Please don't spam just to increase your status.
#1283
The Mega Archive / Re: Goodbai Crul Wurld
June 03, 2009, 08:54:48 PM
Quote from: SkyLaX on June 02, 2009, 07:34:06 PM
Well, I wish you understand what leaving mean, and since Pantha's act you're not going to enter again that easy.

whoa... angry. look out soosh! u gettin whipped @!
#1284
The Mega Archive / Re: I want a server...
June 03, 2009, 08:51:52 PM
Yes, it's possible to rent a server. You'll have to google to find some good hosts. Geographic location also matters (good ping depends on it). We're from all over. Me and Skylax from europe, Jake and Cate from Canada and US.
#1285
The Mega Archive / Re: YAY IM A ZOMBIE
June 02, 2009, 05:39:42 PM
how about a forum banned zombie?
#1286
Here's a patch that improves the texture browser by adding some extra info at the bottom:


Index: octaedit.cpp
===================================================================
--- octaedit.cpp (revision 954)
+++ octaedit.cpp (working copy)
-1664,13 +1664,16 @@

COMMAND(editmat, "ss");

-#define TEXGUI_WIDTH 10
-#define TEXGUI_HEIGHT 7
+//originally 10, increased for "convenience"
+#define TEXGUI_WIDTH 12
+//originally 7, reduced to host improvement test
+#define TEXGUI_HEIGHT 5
extern int menudistance, menuautoclose;

VARP(thumbtime, 0, 50, 1000);

static int lastthumbnail = 0;
+static int texhoveridx = 0;

VARP(texgui2d, 0, 1, 1);

-1691,6 +1694,8 @@
         {
             g.tab(!i ? "Textures" : NULL, 0xAAFFAA);
             if(i+1 != origtab) continue; //don't load textures on non-visible tabs!
+
+ Texture *prevtex = notexture, *prevglowtex = NULL, *prevlayertex = NULL;
             loopj(TEXGUI_HEIGHT)
             {
                 g.pushlist();
-1714,15 +1719,59 @@
                         }
                         else if(slot.thumbnail) tex = slot.thumbnail;
                         else if(totalmillis-lastthumbnail>=thumbtime) { tex = loadthumbnail(slot); lastthumbnail = totalmillis; }
-                        if(g.texture(tex, 1.0, slot.rotation, slot.xoffset, slot.yoffset, glowtex, slot.glowcolor, layertex)&G3D_UP && (slot.loaded || tex!=notexture))
+
+ int test = g.texture(tex, 1.0, slot.rotation, slot.xoffset, slot.yoffset, glowtex, slot.glowcolor, layertex);
+                        if(test&G3D_UP && (slot.loaded || tex!=notexture))
                             edittex(ti);
+ if(test&G3D_ROLLOVER)
+ {
+ texhoveridx = ti;
+ prevtex = tex;
+ prevglowtex = glowtex;
+ prevlayertex = layertex;
                     }
+                    }
                     else
                         g.texture(notexture, 1.0); //create an empty space
                 }
                 g.poplist();
             }
+
+     Slot &prev = lookuptexture(texhoveridx, false);
+ if(!prev.loaded && !prev.thumbnail) prevtex = loadthumbnail(prev); //load thumbnail if not loaded
+
+ g.pushlist();
+ g.texture(prevtex, 2.0, prev.rotation, prev.xoffset, prev.yoffset, prevglowtex, prev.glowcolor, prevlayertex);
+
+ extern int guitextcolour;
+ g.pushlist();
+ defformatstring(ds)("Texture: %s", prev.sts[0].name);
+ if(ds[45]) //shorten strings, to avoid a jittery interface
+ {
+ ds[45] = '\0';
+ ds[44] = ds[43] = ds[42] = '.';
         }
+ g.text(ds, guitextcolour, "info");
+
+ formatstring(ds)("layer: %i\tShader: %s", prev.layer, prev.shader->name);
+ if(ds[45])
+ {
+ ds[45] = '\0';
+ ds[44] = ds[43] = ds[42] = '.';
+ }
+ g.text(ds, guitextcolour, "info");
+
+ formatstring(ds)("Size: %ix%i\tScale: %.2f (%ix%i)",
+ prevtex->xs, prevtex->ys, prev.scale, (int) (prevtex->xs * prev.scale), (int) (prevtex->ys * prev.scale)); //w and h corresponds to the current scale
+ g.text(ds, guitextcolour, "info");
+
+ formatstring(ds)("Scroll: %.2f %.2f\toffset %i(%i%%) %i(%i%%)", prev.scrollS * 1000.0f, prev.scrollT * 1000.0f,
+ prev.xoffset, abs(100*prev.xoffset/prevtex->xs)%100, prev.yoffset, abs(100*prev.yoffset/prevtex->ys)%100);
+ g.text(ds, guitextcolour, "info");
+
+ g.poplist();
+ g.poplist();
+        }
         g.end();
     }



Apply with:
patch -p1 -u < diff
#1287
Maps / Re: Jerusalem map
May 26, 2009, 04:30:34 PM
sweet
#1288
Other / Re: Server
May 17, 2009, 09:29:35 AM
and yes, for bugreports use the link skylax gave you , if you find more bugs, or if you have suggestions.
#1289
Other / Re: Server
May 17, 2009, 08:58:58 AM
Thanks for reporting, Sushi. I am working on it.

Jake, are you running frogmod or the regular server?
#1290
Applications / Re: Can I join in Hell? =D
May 09, 2009, 10:59:37 PM
is that your map? i've seen it somewhere, a long while ago.

I'm uploading it here for easier download (rapidshare suxxors
#1291
Maps / vsforts2
May 09, 2009, 10:56:33 PM
vsforts maps 1 and 2.

sorry, the server's been having trouble
#1292
Applications / Re: Can I join?
May 09, 2009, 10:44:05 PM
u gonna have to do better than a spiral staircase, pantha.

did u read the rules?

see if u have those skills, and show us.

also, you can upload ogz files here, no problem.
#1293
Maps / Re: hl2 map
April 27, 2009, 07:57:58 AM
can u upload it here, so we can see the new version pls?
#1294
Maps / Elephant Temple
April 13, 2009, 10:19:00 AM
Elephant temple, [almost] finished up.

See here: http://www.quadropolis.us/node/1874

Cheers!
#1295
The Mega Archive / Resource pack
April 09, 2009, 10:11:40 AM
Let's make our own texture pack. The idea has been around for a while, but now is time to start work on it.

Here is my starting idea. We first make a list of texture categories. We can use the existing sauer and BF textures for ideas, and then gather the textures from texture sites (we can make a list of those as well).

Please contribute to this list:


  • Brick textures
  • Plain color textures
  • Wood textures
  • Rock textures
  • Earth textures
  • Grass textures
  • Shiny (clean) metal textures
  • Rusty metal textures
  • Painted metal textures
  • Old painted (exfoliated) metal textures
  • Decorative patterns
  • Guide textures (for example the circles texture for making good circles)

Each of these can be placed and subdivided into subcategories.

We have some textures at http://hell.grigoriada.net/files/textures

Please contribute to this list!

Cheers!
Vampi