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Savage: XR is a new patch for Savage, created by the Newerth.com staff. The XR1.1 Client is out now! Download it now!
188536 Posts in 10878 Topics by 17916 Members
Latest Member: Defwish
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1  Savage XR / Mapping & Modding Forum / Re: INFO: World of Savage (An Official Savage XR Modification) on: August 08, 2012, 06:34:38 pm
extreme is pretty much inactive so I'd say it's dead

You mean "on hold". Inactivity = busy != dead. :p Dead = stopped indefinitely.


This.

Also, hi guys.  I saw this here 1.0 announcement in my email and remembered Savage... perhaps it's about time that I get back to development  - after I finish all my current paid freelance jobs at least.  Cool
2  Announcements / Main Page News / Re: Newerth Savage Championship II Conclusion on: February 04, 2010, 08:46:26 pm
Wow, talk about thread necromancy.  Locked.
3  Archive / Modding Forum / Re: DISCUSS: The Extreme Mod improvement Thread on: September 21, 2009, 11:25:09 pm
Holy smokes, my mod has comments!
I have to read and stuff!

And.... oh dear, work needs to be done...
I suppose this is what happens when I vanish mysteriously for a year  Rolleyes
4  Savage XR / Mapping & Modding Forum / Re: World of Savage (An Official Savage XR Modification) on: February 16, 2009, 07:47:07 am
Been to work for awhile  Rolleyes
5  Newerth Hosted Competitions / Season Three (Locked) / Re: Vortex (VtX) on: January 29, 2009, 06:23:24 pm
http://www.newerth.com/?id=stats&action=view&uid=804546&pp=search_username&pk=ExtremeV

Name: Extreme
6  Savage XR / Mapping & Modding Forum / Re: It's coming... on: January 16, 2009, 01:59:35 am
Updated title.
I am now accepting applications for the following position(s):

Mappers
Modelers
Texturing

Please PM me if interested.
Overon please check your PMs.

7  Savage XR / Mapping & Modding Forum / Re: It's coming... on: January 09, 2009, 12:01:34 am
For anyone that's still following this thread work has now started on the Campaign Mode metaserver (and some progress has been made on reworking Extreme Savage for the XR codebase), however the real work won't begin in earnest until XR's official release.  Grin
8  Savage XR / Mapping & Modding Forum / Re: It's coming... on: December 01, 2008, 10:05:55 pm
I got it; if need be I can still post it if there is interest in it, however it won't run on XR or SFE; I used undocumented functions in EX2 to make some of the functions work.  Thanks Overon  Afro
9  Savage XR / Mapping & Modding Forum / Re: It's coming... on: November 10, 2008, 01:05:40 am
Hmm, not sure if this is what you mean by global domination, but it wouldn't be too difficult to host different regions of the overmap on servers in different parts of the world (have some areas be EU hosted and some areas be AUS hosted, etc. etc.)
10  Savage XR / Mapping & Modding Forum / Re: It's coming... on: September 29, 2008, 05:01:10 am
Two commanders would be awesome ! Ice could teach me something.

You probably will still only be able to have one commander per map at any given time; and although I may look into changing that, it's not currently in the cards.
11  Archive / Modding Forum / Re: Stat rankings for support actions? on: July 13, 2008, 09:53:35 am
Just to clarify... Best Healer is based on the total experience the player gained solely from healing and reviving players.  There must be a player in the game which has gained over 30 experience from healing and reviving in order for there to be an award.

 
Code:
                                medxp = client->stats.xpTypes[EXPERIENCE_PLAYER_HEAL] +
                                        client->stats.xpTypes[EXPERIENCE_PLAYER_REVIVE];

                                if (medxp > mostMedicXP && medxp > 30)
                                {
                                        mostMedicXP = medxp;
                                        mostMedicXPIndex = n;
                                }
-----snip------
               // Best healer
                 SV_SetAward(awards, fmt("^yBest Healer ^w(%i Revives)^w", sl.clients[mostMedicXPIndex].stats.revives), mostMedicXPIndex);
 
12  Archive / Modding Forum / Re: headshots on: July 13, 2008, 09:39:32 am
It may be interesting to add a client-side notification if you kill someone with a headshot, but it doesn't make sense to increase damage.
13  Archive / Modding Forum / Re: Chain of command on: July 13, 2008, 09:37:17 am
Just to point this out, it does show you which unit issues a voice command with a minimap ping so the commander can go straight to them.
14  Archive / Modding Forum / Re: Chain of command on: June 30, 2008, 05:20:42 pm
If I am serious about an order I will follow it up with "I gave you a command" or "The survival of the Horde depends on you!"

I generally expect the inexperienced players to ignore my orders unless it is obvious I am looking at them (giant green circle, etc).  I generally expect more experienced players to judge for themselves when I need them to follow an order.

If I need to give my team detailed instructions that cannot be explained using a minimap ("KILL THE SUMMONERS ON TEH SHIELD ZOMG") I will use team chat; typically minimap paint is sufficient for my purposes but if there is a notable event going on I will usually fill in the team.  As far as "attack" commands goes it should be pretty straightforward when you need to drop what you are doing ("Attack the siege unit" near base is far more important than "Attack this unit")
15  Savage XR / Mapping & Modding Forum / Re: It's coming... on: June 27, 2008, 02:05:00 pm
Do you really think something big like this is possible?  Shocked

Yes.  I had a metaserver implementation somewhat working on SFE, and that was using DLL injection and not having the source code at my disposal.  Albeit granted, it was far from complete and I will be starting over and doing it properly, but it is definitely possible.
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