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Everything posted by Karawasa
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I believe I have found the solution to this problem.
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emjlr3 should be able to take care of all the coding needs, but thanks for the offer of help. The best thing you can do is to test the betas, so that we can get them more balanced and bug free.
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We don't need to discuss how to help the ladder function, that will be taken care of. What we are concerned about is whether people will enjoy this feature, and how many players will actually utilize it.
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To be truly competitive in the future, your going to have to keep up a solid game beyond level 30. The game will be more rewarding to skillful players. The future holds a much better balance between builds, and a greater need for skill intensive play. Help from the testers and the community to provide quality feedback will be crucial in achieving this.
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The guys who join this are really doing the community a favor. Creating a flourishing competitive environment will only help to establish this game and community.
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I see nothing productive coming out of this thread. It is time to move on.
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ocmassreo, thanks for taking the time to compile this information to help others. I am going to sticky this for everyone to see.
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Moved to suggestions. This is something I have considered implementing. To be honest though, it seems more fitting for a later version as there are plenty of changes already implemented.
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You shouldn't have to. If you have Firefox, it automatically comes with ChatZilla, and IRC client. It can be found under Tools, and will allow you to chat with us.
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I'm glad to present to you guys the fourth beta. This beta release hopefully eliminates some of the game breaking bugs. It also incorporates a lot of the changes found in the Beta2 report. Get the beta here: http://www.eletd.com/beta You must use the following info: Username: tester Password: carleton First: In order to play the beta, you must type -carleton before the first round spawns. If you do not do so, the game will end. Make sure to put to good use the -level, -gold, and -lumber commands. Second: Everything incomplete in beta2, remains so. That includes hero mode. Also, some of the bugs were not eliminated, but they will be taken care of in due time (such as the lag bug). I also did not get around to cosmetic things, such as tooltips. Third: Things to test: -Is the lag bug gone? If you have enough testers to do multiplayer, that would be great. -Do Undead units bug the game anymore? Does Impetus work on them as it should? -How strong are the Elemental Bosses? -Do the Flesh Golems still grow too big? -Is Kindle tower still too weak? Fourth: Here is the changelog: -Hopefully removed the all important "lag," bug -Hopefully fixed all undead bugs (impulse towers, stuck creeps, rounds not ending) -Reverted Tornado back to previous version -Reverted Nova AoE -Nova tooltip improved -Hail tooltip improved -Windstorm tooltip improved -Spring Forward now increases movespeed -Go Wild tooltip improved -Teleport tooltip improved -Greed textag above tower now -Tidal tower tooltip improved -Chaos mode does not shuffle Evil Childs anymore -Fixed oversized golems -Nerfed Elemental Bosses -Time Warp tooltip improved -Spew Acid tooltip improved -Sludge tooltip improved -Roast tooltip AoE mentioned -Pulverize tooltip improved -Buffed Napalm ability -Improved Impetus tooltip -Gaia's Wrath tooltip improved -Contamination tooltip improved -Buffed Roast AoE -Skeletal Minions range nerfed from 1500 to 900
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I believe emjlr3 has fixed this problem for Beta4.
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I believe I have fixed this issue for Beta4.
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Usually about $1 a day, $2 if it is a good day. So far today, I've made 47 cents.
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I'm glad to present to you guys the third beta. This beta release comes so quickly, because it addresses a lot of bugs that will hopefully make testing easier for everyone. Get the beta here: http://www.eletd.com/beta You must use the following info: Username: tester Password: carleton First: In order to play the beta, you must type -carleton before the first round spawns. If you do not do so, the game will end. Second: Everything incomplete in beta2, remains so. That includes hero mode. Also, some of the bugs were not eliminated, but they will be taken care of in due time (such as the lag bug). I also did not get around to cosmetic things, such as tooltips. Third: Test this beta as you have been testing the second one. Here are some additional things to look out for: -Try out the beta commands, they will hopefully make testing easier for you. You can type -level X to set the level to whatever you want, -gold X to give yourself any amount of gold, and -lumber X to give yourself any amount of lumber. -Do undead creeps still bug the game? -Is there anyway to abuse trickery/mirage/eidolon tower? -Does interest appear as it should in random modes (i.e. anytime but only twice maximum)? -Are the elemental bosses too tough? -How is the new ronald, he should be easier and bug free. Fourth: Here is the changelog: -Removed everlasting buff from Kindle/Tornado -Removed display of extra damage for Sunburn -Fixed Root tower to autocast -Fixed autocasting of Blacksmith, Polar, Enchantment, and Well -Fixed nova tower to autocast -Fixed voodoo tower to autocast -Fixed Undead Creeps (hopefully), nerfed HP revival (from half, to a third), reduced network activity for their revival (prevented trigger from firing twice) -Conjure hotkey works now -Spout/Geyser tower now have Erupt as well -Fixed interest display on Custom Builders -Beta commands implemented (level, gold, lumber) -Multiboard width improved for longer names -Added hotkey to periodic tower, reworked it -Elemental bosses buffed again in HP (hopefully tough enough this time) -Removed massive graphic lag upon losing to Ronald, nerfed Ronalds (now each one is 5x 61 creep, instead of 10x), and eliminated any possible damage bugs with them -Interest may now appear at anytime in random modes (it used to be only before level 20), but it is capped at 2 -Implemented abuse prevention for trickery/mirage/eidolon towers
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The lag did not return when it was just you?
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I feel like a dolt for overlooking that replay. emjlr3, when you get a chance do look it over. I am almost certain at this point that it is the DDS. This would account for several things. First, the problem is imminent before any "fancy," towers come into play. So no specific tower seems to be causing trouble here. Second, the problem is alleviated with less players (i.e. less creeps, towers) in play. Third, the problem is very apparent, the creeps never spawned like that even in full house games in 3.0, and there is no way any of my changes are causing that.
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This is definitely a serious concern, so any information you have please do share . Essentially, we need to figure out the earliest that this starts appearing. Also, what circumstances does it appear in? Is it a certain tower that is causing this to happen overtime, or does it appear before any of the "special," towers enter play? If no particular tower seems to be the source, that would mean it is most likely one of the global functions that is active the entire game. If the lag can be reproduced before any of these "special," towers enter play, that will really point us in the right direction. Either being reproduced early enough, or in a game where you don't use any of the really complex towers.
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Do you have a replay?
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I don't see how it can be though. I haven't really made any changes to the core GUI triggers, and we never had this problem before.
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I have implemented a solution to prevent abuse of this tower. As for the values, that is a good point .
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I'm sure you won't be checking this again, but I want to clear this up for other people who are a part of this community. You've gone to great lengths to prepare a few paragraphs of flame, so I'll give you the satisfaction of a response. [*]That "loads of stuff," I sent you was me saying everything you needed to know. Interesting that during your "absolute free time," it took you over a month to finally reply. I think this fact alone destroys any credibility you may have had.[/*:m:cg86nwzc] [*]The spell you made did not work. You even posted saying you should have tested it, and would look over it to see why it was broken. I deleted the post, but I know emjlr3 saw it because we had discussed it at one point. You're trying to blame me on implementation, yet I have had 0 problems implementing emjlr3's spells. I'm sure emjlr3 will attest to the fact that I can do more than "barely change a constant function value."[/*:m:cg86nwzc] [*]You attack me by saying that I do not have a passion for map-making, and that I am doing this for cash from ads. I've spent a fair amount of my summer working on this, and the return is not equal to even a tenth of what I would have made working instead. I enjoy this project, otherwise I wouldn't be doing it. As for the community, I paid $97 to transfer the domain to my name so that I could setup these forums, I'll let you figure that one out.[/*:m:cg86nwzc] [*]Claiming that I took this map, and edited it hoping that people will think I made it is ridiculous. You will notice that MrChak is credited as the Map Author, both on the forums and in-game. The fact that he is posting here should alert you to the fact that I did not "take," the map.[/*:m:cg86nwzc] [*]Your attitude towards WC3 is apparent, which makes me wonder why you approached me to start this project in the first place.[/*:m:cg86nwzc] Your entire post is just spewing out flaming lies, you really are immature. You should grow up, and accept the fact that you dropped the ball. I will thank you for one thing though, and that is for contacting me in the first place. This project has come a long way, and I am excited about it.
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At the moment I don't have time to go through these, but here are two resources that would be good in finding a word that starts with Q that could be used: http://phrontistery.info/q.html http://www.wordlookup.org/list/Q/25/
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I'm surprised to see such a post in light of the circumstances. So, we shall go through this one by one. [*]I tried contacting you several times on MSN to let you know that you were let go. I wanted to do it in person, but you were never on. I know you got my offline messages, which said "we need to talk." Forgive me for trying to be POLITE.[/*:m:2zj4pceu] [*]It is true that you offered to help, and that is what started up this project. It is ironic though, that you ended up not being helpful. That is the reason why you were given the boot, because in the end you were bringing the project down.[/*:m:2zj4pceu] [*]You would disappear for days at a time without notice. Worse though, several weeks into your supposed "unlimited free time period," nothing was produced. At last, you produced one spell that didn't work, and you didn't even take the time to test it. I should have kicked you off weeks earlier, but you kept telling me you would "have it done in a couple of days."[/*:m:2zj4pceu] Taking into consideration everything, I must say that you are a disgrace to the WarCraft 3 modding community. If you agree to help code for a project, you should try and actually do something. Worse still, is that YOU are the reason this project started up, and then you let it down completely. I was very disappointed in working with you, and do not wish it upon any other project. Learn from emjlr3, he tells you upfront what his schedule/timeline will be, and then makes good on it.
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This is a good idea, but perhaps it will be best to put it off until a mostly stable version comes out (not balance wise, bug wise). Otherwise, a lot of builds are "under construction."