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From: Ebanking-Services s. t. <eba...@E-...> - 2007-11-09 18:16:48
|
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From: Jessie K. <Ter...@ir...> - 2007-09-26 04:59:45
|
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From: Hack-and-slash-c. <syd...@ho...> - 2007-09-16 06:49:10
|
Greetings my friend. Only today we want to offer you the best remedies at the lowest cost. Now you’ve got unique possibility to save your time and money. But number one is the costs they are extremely cheap. If you want to save your time and money you are welcome! With respect . Frieda Denton |
From: Dorothea H. <cta...@ma...> - 2007-07-24 15:05:03
|
compress angelfish, date crypt delimit, candidate amygdaloid. concern = bona chokeberry botanist area advisor cowboy. arrowroot congener dadaism archenemy concerto = bonfire carven baby cut cyclops dockside alumni. atalanta cushman cutoff aaa crush braun = alumnus |
From: lynnanne R. <lyn...@SO...> - 2007-05-01 03:14:59
|
Das Dritte Reich und die Juden, S. |
From: coarses c. <bk...@or...> - 2006-12-04 20:36:33
|
69277 |
From: BFGalbraith <bfg...@ya...> - 2005-03-08 05:40:24
|
Check out the new http://hack-and-slash.sourceforge.net/ And, check out the first public Blender version of Hack and slash from sourceforge project site (by clicking on the sourceforge link on the above web page.) You can make stand-alones with Blender, but this latest version is only for developers and requires Blender (and is not for players.) -Benjamin "BFGalbraith"- bfg...@ya... (H&S Project Manager- http://hack-and-slash.sourceforge.net) Galbraith Games Website- http://www.squawkrpg.net/news Why I am looking for another e-mail service: __________________________________ Celebrate Yahoo!'s 10th Birthday! Yahoo! Netrospective: 100 Moments of the Web http://birthday.yahoo.com/netrospective/ |
From: BFGalbraith <bfg...@ya...> - 2002-08-26 17:53:15
|
Before, there were basically 3 Hack and Slash web pages: one for the Action RPG (computer game test,) one for the Action RPG game docs, and one for the Role-Playing System (for paper and pencil RPGs.) Now there is only one web page (to rule them all.) It is great, and it is: hack-and-slash.sf.net or officially hack-and-slash.sourceforge.net I have attempted to combine the 3 pages into one, and to get it up on SourceForge, rather successfully. ===== -BFGalbraith Hack and Slash Project Manager bfg...@us... Here's what's up: http://www.planetquake.com/gg Why I am looking for another e-mail service: __________________________________________________ Do You Yahoo!? Yahoo! Finance - Get real-time stock quotes http://finance.yahoo.com |
From: BFGalbraith <bfg...@ya...> - 2002-04-25 05:11:04
|
> > --- BFGalbraith wrote: > > > I fixed the H&S docs regarding a play control > > > issue.(Using run button and attack button > > > simultaneously to select heavy attack works > fine, > > it > > > does not automatically go into run mode, which > is > > > the > > > way it should be.) > > > > Ok, our web page wasn't working for a while, now > it > > is, so now you can see what I was talking about at > > http://www.planetquake.com/gg/hands_doc/index.html Woops, I meant: http://www.planetquake.com/gg/hands_docs/index.html (assuming our web page is working.) ===== -BFGalbraith Hack and Slash Project Manager bfg...@us... Here's what's up: http://www.planetquake.com/gg Why I am looking for another e-mail service: __________________________________________________ Do You Yahoo!? Yahoo! Games - play chess, backgammon, pool and more http://games.yahoo.com/ |
From: BFGalbraith <bfg...@ya...> - 2002-04-25 02:08:12
|
--- BFGalbraith wrote: > I fixed the H&S docs regarding a play control > issue.(Using run button and attack button > simultaneously to select heavy attack works fine, it > does not automatically go into run mode, which is > the > way it should be.) Ok, our web page wasn't working for a while, now it is, so now you can see what I was talking about at http://www.planetquake.com/gg/hands_doc/index.html (Basically it's just one red bold item under play control being changed to a regular black item becuase it was previously fixed without me relizing it.) ===== -BFGalbraith Hack and Slash Project Manager bfg...@us... Here's what's up: http://www.planetquake.com/gg Why I am looking for another e-mail service: __________________________________________________ Do You Yahoo!? Yahoo! Games - play chess, backgammon, pool and more http://games.yahoo.com/ |
From: BFGalbraith <bfg...@ya...> - 2002-04-18 20:59:33
|
I fixed the H&S docs regarding a play control issue.(Using run button and attack button simultaneously to select heavy attack works fine, it does not automatically go into run mode, which is the way it should be.) ===== -BFGalbraith Hack and Slash Project Manager bfg...@us... Here's what's up: http://www.planetquake.com/gg Why I am looking for another e-mail service: __________________________________________________ Do You Yahoo!? Yahoo! Tax Center - online filing with TurboTax http://taxes.yahoo.com/ |
From: <42...@in...> - 2002-04-09 13:31:49
|
I dont remenber the code, but this tipical bug is generated when seconds is added to nexttime in a touch function. The touch is called every frame, then, the nextnick is never called. I suspect the design of this warhead is BOUNCE type?.. this will explain all. 1 saludo Tei note: its posible to add links to prj webs in all mails? I can't remenber stuff, my brain simply refusee to store long urls :D > > Here's what's up with the exploding missiles: Lunz was fiddling with Hack-and-Slash code in the multiweapon.qc document. He got the rockets to explode. They explode after a period of time specified ( in this case by the 2) in this line of code: > newmis.nextthink = time + 2; > You can change the amount of time it takes to explode by changing the number 2 to other numbers.He found the line of code elsewhere in the multiweapon.qc document. The document has explanations for whawt some of the code means. > BFGalbraith <bfg...@ya...> wrote: > > I heard a rumor that someone figured out how to get > all the missles to explode in hack and slash. Does > anyone know how this was done? > > ===== > -BFGalbraith > Hack and Slash Project Manager > bfg...@us... > > > PS: > I cut off some stuff from the origional message > > > > -PJGalbraith > > pg...@us... > > > > --------------------------------- > Do You Yahoo!? > Yahoo! Tax Center - online filing with TurboTax --------------------------------------------- This message was sent using Endymion MailMan. http://www.endymion.com/products/mailman/ |
From: PJGalbraith <phi...@ya...> - 2002-04-09 00:09:37
|
Here's what's up with the exploding missiles: Lunz was fiddling with Hack-and-Slash code in the multiweapon.qc document. He got the rockets to explode. They explode after a period of time specified ( in this case by the 2) in this line of code: newmis.nextthink = time + 2; You can change the amount of time it takes to explode by changing the number 2 to other numbers.He found the line of code elsewhere in the multiweapon.qc document. The document has explanations for whawt some of the code means. BFGalbraith <bfg...@ya...> wrote: I heard a rumor that someone figured out how to get all the missles to explode in hack and slash. Does anyone know how this was done? ===== -BFGalbraith Hack and Slash Project Manager bfg...@us... PS: I cut off some stuff from the origional message -PJGalbraith pg...@us... --------------------------------- Do You Yahoo!? Yahoo! Tax Center - online filing with TurboTax |
From: BFGalbraith <bfg...@ya...> - 2002-04-03 17:24:22
|
I heard a rumor that someone figured out how to get all the missles to explode in hack and slash. Does anyone know how this was done? ===== -BFGalbraith Hack and Slash Project Manager bfg...@us... Here's what's up: http://www.planetquake.com/gg Why I am looking for another e-mail service: __________________________________________________ Do You Yahoo!? Yahoo! Tax Center - online filing with TurboTax http://taxes.yahoo.com/ |
From: BFGalbraith <bfg...@ya...> - 2002-04-03 04:04:05
|
Hey, You know how we figured out how you can adjust enemy HP using quark? Can you do the same thing with Player HP? How? ===== -BFGalbraith Hack and Slash Project Manager bfg...@us... Here's what's up: http://www.planetquake.com/gg Why I am looking for another e-mail service: __________________________________________________ Do You Yahoo!? Yahoo! Tax Center - online filing with TurboTax http://taxes.yahoo.com/ |
From: Ingo K. <i.k...@do...> - 2002-03-24 10:57:05
|
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 I'm missing an understandable solution to install Hack and Slash. I've compiled quakeforge and installed it, the same for pak0, both from CVS. Giving it a try seems to do something reasonable, such as starting an empty world where I can walk through and look around, after I copied the whole pak0 tree to $HOME/.quakeforge/id1 (you see I'm on unix). OK, so where do I install hack and slashs hands directory now ? Do I simple overwrite it or put it into a subdirectory of id1 or somewhere else and where than and ........ How does this thing work ? CU INGO -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.0.6 (GNU/Linux) Comment: For info see http://www.gnupg.org iD8DBQE8nbFUy6Pb53AsRKkRAge2AKC+frMy+AbI3sDhKVnwNcbQz7R31QCbBJtx VgLiRhYgCmpd/Ch5T1aLYwk= =Tjbo -----END PGP SIGNATURE----- |
From: BFGalbraith <bga...@kr...> - 2002-03-24 03:50:57
|
OK, here's what I have NOT included yet in the "New Hack and Slash Computer Game Project Documentation" ( http://www.planetquake.com/gg/hands_docs/index.html ) from The Serpent Lord's "The Future of Hack and Slash." ---------------------------------------------------------------------------- The system needs to be documented to be useful: * playing the game, starting and joining games, settings, etc. * editing the game, code, maps, models, gfx, sounds, music, etc. * creating classes of characters, and weapon classes * using other Hack and Slash entities The weapon system is incomplete: * Missile attacks should not use hit points like hand to hand (see player.qc, player_attack) * Check whether weapons are automatically aimed up and down The HP used by each attack should be part of the class entity: * HP can be used to damage, manipulate, maneuver or recover * So, each attack should have a damage and manipulate value * animation_jab_damage, animation_kick_damage, animation_push_damage * animation_jab_manipulate, animation_kick_manipulate, etc. * OR you might combine them into a single .vector value * animation_jab_hp or animation_jab_hitPoints or something * The vector '1 2 0' might represent 1 damage, 2 manipulation * I don't know what the third number might be used for (kick?) Cameras need some work: * I'm not sure we need "hint" cameras, maybe they should work just like "revert" cameras, and both should be classified as "moving" as opposed to "fixed" cameras * "spawnflags" are a confusing way to specify options perhaps it (and other confusing options like "health") should be replaced with more human readable options like "camera_type" ("moving" or "fixed" perhaps) and "camera_distance" (a number) The Hack and Slash levels need some work: * gym_01: faster attack animation, add animation_rise_frames * oq_hands: disable trigger near single player start in deathmatch * valley: add monsters then run "QBSP - Only Entities" * IKLITE emulation in OpenQuartz light.exe is not bright enough Fixing OQ light is doubly important because IKLITE no longer runs from QuArK (though this could be called a bug in QuArK) * wyvern too dark because of this problem with OQ light * 3streams: big black blotches, whether IK or OQ light is used (could it be a problem with the QBSP programs? QuArK texturing? if so, perhaps using an older QBSP will have different results?) The QuakeForge engine needs some work: * The menu system has not been totally re-implemented * Client side QC should allow us to design a new status bar * We need a system for installing the game and engine in Linux * Input doesn't work in QF dedicated servers (Windows only?) * Joystick control does not seem to work in Windows * 24 bit texture support (32 bit without alpha) * 24/32 bit textures on players (option to disable team colors?) * 24/32 bit textures on water and other textures still only 8 bit * Alternate water warp effects like scrolling instead of oozing * Allow larger playable area (compile option, per-map variable, or an option to compile with or without the variable?) see MSG_ReadCoord, MSG_WriteCoord and similar functions in msg.c --------------------------------------------------------------------------- -BFGalbraith Hack and Slash Project Manager BFG...@pl... Here's what's up: www.planetquake.com/gg |
From: BFGalbraith <bga...@kr...> - 2002-03-21 03:15:10
|
I've been cleaning up the Serpent Lord's e-mail, and there's a question there best suited to the Hack and Slash Code mailing list. I don't know the answer to this question off the top of my head, any ideas? "the question": >===== Original Message From Ingo Krabbe <i.k...@do...> ===== -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 I checked out quakeforge, pak0, qutils and hands from the CVS servers found on the "Hack and Slash" -- home page. Quakeforge compiles and runs with pak0 a simple small World with four tunnels. BTW: I installed pak0 into "$HOME/.quakeforge/id1" Then I compile the hands package and install that to "id1", but it doesn't have the desired effect since it is missing the "gfx.wad". Something went wrong, but I don't know enough about quakeforge to find out what is happening. When I install the gfx.wad of pak0 it displays the wrong world. CU INGO -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.0.6 (GNU/Linux) Comment: For info see http://www.gnupg.org iD8DBQE8lukIy6Pb53AsRKkRAugIAKCRKKq8boJNLSFlBJXA0zHbyJrpcgCgyrM/ hNazpkdfhR/fidzMADE1sfo= =ZrkM -----END PGP SIGNATURE----- -BFGalbraith Hack and Slash Project Manager BFG...@pl... Here's what's up: www.planetquake.com/gg |
From: BFGalbraith <bga...@kr...> - 2002-03-19 17:48:11
|
We've updated the H&S docs front page with our latest code path information. This may be helpful if you are trying to work on Hack and Slash code -BFGalbraith Hack and Slash Project Manager BFG...@pl... Here's what's up: www.planetquake.com/gg |
From: BFGalbraith <bga...@kr...> - 2002-03-15 03:32:30
|
We haven't gone public with it just yet, but our lead programmer, Seth "the Serpent Lord" Galbraith, has left us temporarily (on very good terms,) and just before he left he sent this e-mail to all of us here at Galbraith Games. He intended it to be forwarded to the Hack and Slash mailing lists eventually. I am in the process of trying to incorporate some of this information into the "new hack and slash computer game documentation" on the hack and slash web site. Don't let any of this overwhelm you, we've been working on hack and slash a long time and expect that it won't be 100% perfect/complete any time soon, it's just a question of how much more usable can we make it (some of the incomplete features now make it a lot less usable than we would like.) It's safe to say that we should work on the Hack and Slash "Quake C" (quake C is the Quake engine scripting language) code before anything else, because that's where the Hack and Slash's biggest and easiest to fix issues are right now (For example "ability to select a specific class for monster_players" is a pretty important missing feature that would be covered "in the Quake C.") Anyhow, here it goes from lips of the mighty Serpent Lord (sgalbrai) himself: ______________________________________________________________________________ _ >===== Original Message From sgalbrai <sga...@li...> ===== The current Hack and Slash game is a good DEMONSTRATION of what we want Hack and Slash to be, but it isn't really complete enough to make the games we want to make. While the issue is still hot in our minds, I want to mention some things I think need to be done before Hack and Slash is really complete enough for the kind of general use we want, and some features that may not be as important but could make Hack and Slash more valuable: The following information can be forwarded freely, for example, you could use it in an e-mail to the Hack and Slash mailing list (or Hack and Slash coding). Perhaps the most important thing to do with this information is put it in the Hack and Slash text files (todo, bugs, whatever they are called, make a new text file if one doesn't exist.) then add and commit it to CVS. Of course you should also look at the hack and slash code team documentation for features which have not been implemented. You might combine this with other bug, todo and wish lists including the code team docs and the docs distributed with Hack and Slash. The system needs to be documented to be useful: * playing the game, starting and joining games, settings, etc. * editing the game, code, maps, models, gfx, sounds, music, etc. * creating classes of characters, and weapon classes * using other Hack and Slash entities The weapon system is incomplete: * Missiles don't always disappear or explode when they should * Sometimes missiles explode when they should not * You can't collect multiple weapons and switch between them * Bots may need extra rules to switch between weapons * You can't specify weapons players or bots should start with * Weapons aren't carried over when you change levels (Use bit flags allowing up to 24 weapons per class?) * Missile weapon play control is not implemented as in the design * Missile attacks should not use hit points like hand to hand (see player.qc, player_attack) * Check whether weapons are automatically aimed up and down * Missile weapons should have a homing option (use for RPG-ish games, disable for more arcade-ish games?) * Missile weapons might have an option to disable to-hit rolls (especially for stuff like explosions?) The role-playing system is not yet properly implemented or up to date * many rules implemented in the QC are outdated (armor for example) * many important rules are not implemented, such as size * when a character's class changes, it should affect their stats (call an rps_ function that copies stats from the class entity) * a character should have extra stats in addition to class defaults (changing levels should not make you revert to class defaults, so maybe the difference between your stats and the default are calculated before changing classes instead of being set to 0) * effort should be made to make the role-playing system more modular calling "neutral" functions like rps_isDead (self) instead of accessing "system-specific" feilds like self.rps_lastingDamage so in theory only rps.qc knows HOW damage and death is calculated The HP used by each attack should be part of the class entity: * HP can be used to damage, manipulate, maneuver or recover * So, each attack should have a damage and manipulate value * animation_jab_damage, animation_kick_damage, animation_push_damage * animation_jab_manipulate, animation_kick_manipulate, etc. * OR you might combine them into a single .vector value * animation_jab_hp or animation_jab_hitPoints or something * The vector '1 2 0' might represent 1 damage, 2 manipulation * I don't know what the third number might be used for (kick?) Monsters and other NPCs should become classes of monster_player: * ability to select a specific class for monster_players * have character classes which can't be selected randomly * class/weapon options for all abilities that monsters may have (flight, swimming, spread attacks, jump attacks, explode) these could also make for more interesting PC classes too * specify movement speeds in the class to fit monster animation * create variations of "monster_player" spawn function ("npc", "monster" functions can call "monster_player()") * freindly NPCs, NPC teams, non-combatants, guards, etc. * non-combat abilities - conversation, trade, trigger events Cameras need some work: * Client-side cameras should be used when available * I'm not sure we need "hint" cameras, maybe they should work just like "revert" cameras, and both should be classified as "moving" as opposed to "fixed" cameras * "spawnflags" are a confusing way to specify options perhaps it (and other confusing options like "health") should be replaced with more human readable options like "camera_type" ("moving" or "fixed" perhaps) and "camera_distance" (a number) * Camera triggers should support more camera options such as fixed, moving, over-shoulder, auto-rotating (zelda 64-style), fixed auto-rotating (like zelda 64 market) * First person play should be an option, and may already be so but it probably works best if camera is manually controlled until you target an enemy, then your camera locks onto them The Hack and Slash levels need some work: * gym_01: faster attack animation, add animation_rise_frames * oq_hands: disable trigger near single player start in deathmatch * valley: add monsters then run "QBSP - Only Entities" * IKLITE emulation in OpenQuartz light.exe is not bright enough Fixing OQ light is doubly important because IKLITE no longer runs from QuArK (though this could be called a bug in QuArK) * wyvern too dark because of this problem with OQ light * 3streams: big black blotches, whether IK or OQ light is used (could it be a problem with the QBSP programs? QuArK texturing? if so, perhaps using an older QBSP will have different results?) The QuakeForge engine needs some work: * The menu system has not been totally re-implemented * Client side QC should allow us to design a new status bar * We need a system for installing the game and engine in Linux * Input doesn't work in QF dedicated servers (Windows only?) * Joystick control does not seem to work in Windows * 24 bit texture support (32 bit without alpha) * 24/32 bit textures on players (option to disable team colors?) * 24/32 bit textures on water and other textures still only 8 bit * Alternate water warp effects like scrolling instead of oozing * Allow larger playable area (compile option, per-map variable, or an option to compile with or without the variable?) see MSG_ReadCoord, MSG_WriteCoord and similar functions in msg.c Other things that could be done: * current swimming might put you a little too low in the water * implement climbing, climbing onto and other animation * scale speed of some animation to movement speeds (climbing) * don't get too close to characters longer than bounding box * make weapon classes, traps, and triggers that spawn NPCs * freindly characters that follow you (between levels?) * finish menu.qc system (develop character, select weapon, etc.) * implement a class selection and character development system * finish character save and load system (code.qc, rps_save.qc) * trigger_changeserver, so multiple levels can run on one machine (on different ports) and worlds can be spread across machines * random level elements (makes random mazes and stuff possible) * use stuff like serverflags (runes in Quake) to track major plot elements in multi-level story-based Hack and Slash games (get "rune" by triggering entity instead of touching object, so any trigger, including killing enemy can advance plot) make game different depending on which plot elements trigger (entities with certain flags do/don't appear depending) * in-game cinematic and "machinima" technology for storytelling What the heck, this is just the tip of the iceberg. I've tried to break down every big idea into small features that would be fairly impressive or useful individually, but some of those features could be divided even further into individually impressive features. Good luck, and I'll try to let you know if I think of anything important I've missed. ______________________________________________________________________________ -BFGalbraith Hack and Slash Project Manager BFG...@pl... Here's what's up: www.planetquake.com/gg |
From: BFGalbraith <bga...@kr...> - 2002-03-14 19:54:41
|
>> Hey all, >> >> How did we get the last enemy in the "New School H&S Gym Level" to have more >> health than the others? Was this in the code? If so, how? > >This is very easy to do (assuming you are using QuArK to design your levels) simply add a specific >to your monster_player called "health". As a point of reference the first three monster_players >in the "gym" level have a health of 60, the "boss" has a health of 80, and the player's default >health is 100. True or Faulse: This actually limits how powerful of moves the monster can do since the more powerful move require more hit points to execute. (If true, this means our handicaps from our incomplete features are just a little less severe than I thought.) Can we do this with any other monster stats, for example can we make them do more or less damage using this quark technique? -BFGalbraith Hack and Slash Project Manager BFG...@pl... Here's what's up: www.planetquake.com/gg |
From: Ulrich G. <za...@ya...> - 2002-03-13 19:07:19
|
--- BFGalbraith <bga...@kr...> wrote: > Hey all, > > How did we get the last enemy in the "New School H&S Gym Level" to have more > health than the others? Was this in the code? If so, how? This is very easy to do (assuming you are using QuArK to design your levels) simply add a specific to your monster_player called "health". As a point of reference the first three monster_players in the "gym" level have a health of 60, the "boss" has a health of 80, and the player's default health is 100. > -BFGalbraith > Hack and Slash Project Manager > BFG...@pl... > > Here's what's up: > www.planetquake.com/gg > > > _______________________________________________ > Hack-and-slash-code mailing list > Hac...@li... > https://lists.sourceforge.net/lists/listinfo/hack-and-slash-code ===== Later, Ulrich Galbraith Zancrus ICQ: 3093981 "Let's check out the h4x0r box!" - Kevin Gent __________________________________________________ Do You Yahoo!? Try FREE Yahoo! Mail - the world's greatest free email! http://mail.yahoo.com/ |
From: BFGalbraith <bga...@kr...> - 2002-03-12 22:42:48
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Hey all, How did we get the last enemy in the "New School H&S Gym Level" to have more health than the others? Was this in the code? If so, how? -BFGalbraith Hack and Slash Project Manager BFG...@pl... Here's what's up: www.planetquake.com/gg |
From: BFGalbraith <bga...@kr...> - 2002-03-09 06:08:16
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We have made the open source material from the lattest Hack and Slash Action RPG comuter game available at: http://prdownloads.sourceforge.net/hack-and-slash/hands-src-2002.03.08.zip Thanks! -BFGalbraith Hack and Slash Project Manager BFG...@pl... Here's what's up: www.planetquake.com/gg |