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Each group above contains 10 articles in chronological order. Each article has links to the top or bottom of the current group, where you may go to another group or up to the home page for the complete works of sluggo.


Article 1 [ top | bottom ] Subject: Re: Discussion on new pb and base labelling From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/04/28 In article , jgoodma1@cc.swarthmore.edu (Joseph Goodman) wrote: > In article <3nr9jh$nnv@news.bu.edu>, y-tony@bu.edu (Yan Lee) wrote: > > > I am not sure whether I am the only one who has this problem because I > > play on and black and white computer. I think it is a great idea to > > label the pbs because it gives better communications. However, I cannot > > tell how badly the pbs have been damaged now that they are labelled. I > > suppose I could label and unlabel them constantly, but it is not > > convenient. Rignt now I can't think of a good solution. Does anybody > > have this problem too? > > Yeah, this is a problem (happens in color too). I think a solution would > be to have the labels placed to the side of the pill rather than on top of > it? > Doh, why not just hit cmd-p when you want to identify which pillbox you are looking at and then toggle the labels off again when you are going to attack? It really doesn't matter much which pill you are firing at once you are already firing, but the labels help identify which pills are placed where, so that when you see an x appear on the display, you can say "oops, there goes that pill back on base 2". Personally, I think it is fine just the way it is. sluggo
Article 2 [ top | bottom ] Subject: Re: BIG bug on 0.995.... pill taking by pushing other tanks From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/04/29 In article <3nv2cc$e48@news.bu.edu>, y-tony@bu.edu (Yan Lee) wrote: >Stuart Cheshire (cheshire@cs.stanford.edu) wrote: >: What do you do to something that's caught between an irresistable >: force and an immovable object? > >: Someone just gave me a good suggestion: You destroy it. > >: Sounds good to me. What do happens to a tank when it is pushed into an >: immovable object? It explodes, potentially damaging the tank doing the >: pushing too. > >: Any objections? > >: Sounds like an interesting new way to take out newbies, without >: fundamentally changing the game play. > >Heehee, it wil sure add some flavor to tank vs tank battles! > >Tony >aka Hedgehog Woo hoo!!!!!!! Demolition derby!!!!!!!!!!!!!!!!! sluggo
Article 3 [ top | bottom ] Subject: Re: Things to be discussed/fixed about .99.5 From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/04/30 In article , cls6@midway.uchicago.edu wrote: >1. Command-V does not map to Paste. > yeah, this needs to be fixed >2. Pushing a tank onto a pill is a cheap way of taking pills. WM and I >took 16 pills in 2 minutes by just pushing each other onto them. > I think this was a result of fixing the bug in 0.99.2 which let you build a pillbox underneath your tank. Perhaps a better solution would be to disallow building of a pillbox underneath the tank in the same manner as buildings were not allowed to be built underneath the tank in 0.99.2. Also, in 0.99.5, this behavior (buildings underneath tank) is changed such that rather than just a message saying "you cannot build under your tank" a building is built then crushed into rubble. My personal preference would be to have the building of a wall or a pillbox result in a "the man cannot build underneath a tank" message. Something that I haven't seen mentioned yet that I really like is the new feature that a tank landing on top of an enemy base does not convert that base as it did in 0.99.2. This eliminates the problem of base-lagging while, at the same time, preventing people from stealing a base by leaving alliance while on top of the base. >3. Map Overview should either (my opinions here): > > 1. be removed. > 2. be an option, like allowing hidden mines or bots. > I disagree completely with (1.) but I could see (2.). Map Overview is really the biggest new feature of this release and, although it still has a few flaws to be ironed out, is on the whole a really cool addition. >The reason being: > 1. It favors those with larger monitors who can display it with > greater ease and size. > 2. It favors those who have fast computers, since it takes > computing cycles to map. > 3. It takes away from spirit of the game, where you used to > only see what was happening in your area, or limited to your > pill view. > 4. It, in my experience, creates lag. > Well, (1.) and (2.) are certainly true to some extent, which is probably the best argument for making it an option, as allowing brains which provide mapping or other enhancements which may not be equally available to all players in the game is an option currently. I do not agree with (3.), however, as the map overview is done in such a way that the areas of the map which are actively visible (or are intended to be, sans pill view bugs) are the same tank view and pill views which were visible, albeit not as readily, in 0.99.2. As for creating lag, I haven't really experimented with it enough to tell the difference in whether it is your perception of lag (jumpy graphics) or an actual increase in ring delay or network errors which is influenced by the increased amount of processing necessary to continually uipdate the overview map window. Although, I will say that in the past I have seen people blame everything from frame rate to waving a bloody chicken foot as a cause of lag. >4. Pillbox and base numbers should be changed, to either: > 1. Smaller numbers > 2. Numbers *beside* the pills or bases > 3. Flashing (like someone else suggested) > >The reason being: > It is currently impossible to see the damage of a pill > the way it is currently numbered. > Umm, it is *really* easy to turn pill/base labelling on or off by just hitting cmd-p (pillbox) or cmd-b (base). I think the way that it is implemented right now is perfect, actually. If you want to see which base or pillbox you are looking at, just toggle the labels on for a second then turn them off again when you want to start shooting at them (although I would not recommend shooting at the red pillboxes because they shoot back). >5. Lockout should: > 1. Be announced when you select it. > 2. Only affect that computer that has it selected. (I've heard > conflicting reports on how it affects other people in the ring.) > I don't really see that (1.) is necessary, and it was my understanding that the current implementation is (2.), that is, no one can join *your* ip once *you* disallow new players. > >6. Autoscroll is confusing... even more than ever. I now have bullets >flying at me from the edge of the screen. > Autoscroll is implemented a little differently, but it is consistent with what people have been asking for on r.g.b. for a while as far as I can tell. It may take a little while to get accustomed to, but I would suggest using it for a while before making a judgement of whether it is better or worse. In my first few games I didn't even realize it was different, being so used to constantly hitting cmd-a and cycling the arrow keys (which, btw, don't *have* to be the arrow keys anymore). >Overall - great job, Stuart! Love the modal dialogs! Yes, many thanks to Stuart and congratulations on a job well done. The movable modal dialogs are really nice, especially when grabbing that ip from BoloFinder without having to completely quit (although having cmd-v fixed would be even nicer :)). A couple more of my favorite new features: 1. Multiple keys for functions. Woo hoo!! now I can have those extra gunsight keys on my mouse-hand side! 2. Status window shows tank/pill/base indicators during countdown. A lot of people don't use this much anymore (I guess they enjoy watching trees growing on their tarmac maps) but I like the idea of seeing how many players are in the game and who you are allied to, etc. before the countdown runs out. Bolobolobolobolobolo, sluggo
Article 4 [ top | bottom ] Subject: Re: -knowing- From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/05/03 In article <3o6uck$t25@nntp.Stanford.EDU>, Stuart Cheshire wrote: >In article , >nobody@yale.edu writes: >>I do not like ... the new lag effects ... > >My hope was that the new networking code should reduce lag. > >Given a particular ring delay, building should complete quicker, mines >should explode more promptly when you hit them, and effects like >"enchanted canoe" should be eliminated. > >One nasty bug that bit me once (I'm not used to playing with high lag) >is where you can drive full speed off a road onto a boat and go so >fast that you're over the other side and into the deep sea before the >game notices that you should have boarded the boat. That should be >fixed too. > Yes, this is one of the nicest features of the new version, IMHO. I now don't need to run over a base or pillbox several times to capture it, and don't have to slow down to a crawl in order to get onto a boat and leave the shore. >The important question I'd like answered is whether high-lag games are >now more like low-lag games, or less like them. > >>I take way more damage [when attacking a pillbox] > >If you mean "more than in a high-lag game" that makes sense. If you >mean "more than in a no-lag game (like practice mode)" then that is >surprising. > >Which is it? > In the games that I have played so far over the net, it seems that walls are more consistent in that they absorb shots more like they would in an appletalk or low lag game. Of course, the connection between UCLA and the rest of the world seems to suffer from heavy packet loss and frequent network errors, particularly during daytime hours, and these effects usually bring any game to a grinding halt before I can really determine how much better the new version really is. The new Dead Reckoning feature does also seem to help smooth things a bit when playing in net lag, although it does have a few strange side effects as well which may take a bit of getting used to (i.e., ghost images from previous pill/tank views and tanks "skating"). slugmo
Article 5 [ top | bottom ] Subject: Re: 0.99.5 and autoscroll From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/05/03 In article <3o8fu5$l32@savoy.cc.williams.edu>, Llan (Thomas Reid) <97ttr@williams.edu> wrote: [bunch of stuff in support of the new map overview] Yeah, what he said. sluggo
Article 6 [ top | bottom ] Subject: Re: Benefits of BoloSounds From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/05/03 In article <3o8s1n$s56@mark.ucdavis.edu>, ez006626@chumley.ucdavis.edu (David Clancy) wrote: > In article <3o8hme$13tn@bigblue.oit.unc.edu> you wrote: > > : If it helps you any, Santa and i never use sounds. I guess you get used to > : playing without them. Even when we get the opportunity we don't use them. > > > : grinch > : -- > > If it helps any, I never use graphics. In fact, even if I happen to have > a monitor at the time, I rarely hook it up. I find all the movement and > explosions and stuff distracting. > > I do you use a keyboard, though, and I highly recommend it. > > --xav Keyboards are for wussies. I never use keyboard or a mouse or a monitor or sound or a computer to play Bolo. I find that using a computer to play bolo just detracts from the simplicity of the game. I think it should be an option in the next version of Bolo to disallow computers from the game. That way, no one will have an unfair advantage by actually using a computer to play Bolo. slugmo
Article 7 [ top | bottom ] Subject: Re: evil new Bolo web page From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/05/04 In article <9-0405951111590001@mark-brown.umeres.maine.edu>, 9 (Mark Brown) wrote: > >Hey Puppy Love. Am I not worthy to be on your list of players to beat? >Personally I think I'm worthy enough to be put on the list. One other >thing, I beat Beastmaster* yesterday but for some reason I can't post it >on your page. > >Grandwizard¨ > >-- >-Beastmaster* Yeah, I had the same problem posting my victory over Standard Autopilot on Biggest Swampiest Map Ever. What gives? sluggo
Article 8 [ top | bottom ] Subject: Re: Odd bug: no pb or base info at start. From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/05/05 In article <3oe48s$ek0@chem.Stanford.EDU>, koehler@chem.Stanford.EDU (Michael Frederick Koehler) wrote: >Has anyone else experienced this? I joined a game on Everard last night, >and when I was in, and started driving around, I noticed that there was >nothing in the pb and base status windows. I mean nothing. Just the >base symbol and pb symbol in the middle. After about 10 seconds, the >pills came up, and after 30 more seconds, I got the base information. Was >this just a lag hiccup? > >Grimm This happened to me once the other day. I just hid and unhid the windows using cmd-h and everything was fine, so I never really thought about it again. It does seem that this is a bug of one sort another, although it's occurrence does seem to be very infrequent and, unfortunately, I didn't really make a note of the circumstances associated with its occurrence. slugmo
Article 9 [ top | bottom ] Subject: 0.99.5 "New Game" bug From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/05/06 I was messing around with 0.99.5 and noticed a rather unusual bug. If your builder is killed and you select "New Game" from the File menu then join or start another game, your builder will still be dead. On one hand, this could be a good thing in that it would deter somewhat people who like to quit and rejoin a game in which they have just lost their builder. On the other hand, I would hate to end one game with a dead builder then start a new game on a map that has giant walls or deep sea where my builder will ultimately land. Of course, my usual strategy is to shoot my own builder within the first 30 seconds of any game to make my tank lighter for the base rush, so I guess the point in my case anyway is moot. sluggo
Article 10 [ top | bottom ] Subject: Re: base lagging solution From: chdillon@seas.ucla.edu (Charles H. Dillon) Date: 1995/05/07 In article <3oi5a8$pra@news.ycc.yale.edu>, tempest@minerva.cis.yale.edu (William Bayliss (SM 1996)) wrote: > This seems silly but it is probably an easier way to fix all those nasty > base lagging bugs from .99.2 > > Have the tank take damage when it reduces the armor in an ememy base > by running over top of it. > > As it is, once armor is reduced to a certain level--"x"ing the base > even if there is some little armor in it the tank can run over that armor > and destroy it. > > If you make the tank take hits equal to the square of the armor in the base > it will be very very impractical to lag bases by putting a tank on top of > a base--and this can preserve the ability to run over bases that have > very very little armor in them. (the formula can be adjusted so that that > little armor destruction causes no damage) > > This will also make tanks get destroyed when they wall "lag" a > base--possibly killing their builder. > > The pill tank destruction while on top of a pill will be horrifying > in builder race situations. You rebuilt it in time, but because of lag, > the enemy blew up on your pill and killed your builder. aaarg. > > T > E T > M S > P E In case you hadn't noticed, the base lagging problem has already been solved in 0.99.5. A tank no longer kills a base by landing on it. So even if you accidentally lag on top of a base, it will not be killed. Also, you can no longer steal a base by leaving alliance while sitting on top of the base. sluggo


home   previous   next

I  II  III  IV  V  VI  VII  VIII  IX  X 
XI  XII  XIII  XIV  XV  XVI  XVII  XVIII  XIX  XX

Each group above contains 10 articles in chronological order. Each article has links to the top or bottom of the current group, where you may go to another group or up to the home page for the complete works of sluggo.