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Topics - umaksharmoota

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Suggestions / ALL by default
« on: April 18, 2014, 00:48 »
I suggest make it so when you are moving stacked items from/to your inventory and the menu comes up for you to choose how many, it starts by default with maximum number, as if 'ALL' button was pressed, instead of starting at 1. Or at least make it an option. please! :)

Survival Guides / Game Help / throwing build questions
« on: March 20, 2014, 15:25 »
- ST determines max range, and heave ho increases range, but if you have 10 ST will heave ho perk still add extra range?

- does BroF work with throwing weapons?

- does fast shot work with all throwing weapons or just throwing knives? Does it still give +5 damage to grenades?

- is it worth investing in max critical chance for thrower?

Suggestions / base robot modules
« on: March 14, 2014, 23:03 »
It has been said there will be some kind of robot u can buy for a base that will science stuff or repair, etc

If implemented, I have idea for another function. Actually it would be cool if you buy a "basic model" robot to start, then you can upgrade it with various modules that you buy, for example:

1 repair module: goes around repairing items on ground (ideally in one limited area)

2. Science module, in special hex area will science all loot and drop mats somewhere else (u won't get xp for sciencing, the robot does!)

3. Surveillance module: will keep a timestamped list of all players it "sees" - helpful for detective work after base rape ;)

4. Guard module: will attack people. Can be configured to attack unauthorized names, or anyone who takes loot from locker/ground, or just anyone but it's owner ("beserk mode")

Suggestions / Add number of people on server to f1 screen?
« on: March 14, 2014, 01:35 »
is it possible to add how many people are online to the F1 screen?

Bugs / linux client crash
« on: March 14, 2014, 01:32 »
linux client crashes every once in a while. cant figure out what triggers it. here is a crash dump (sometimes they are just blank):

Code: [Select]
Name        FOnline
Version     0438
OS          Linux / 3.10.17-gentoo / #9 SMP Thu Dec 12 19:09:19 EST 2013
Timestamp   13.03.2014 20:20:46

Signo   Segmentation fault (11)
Code    Invalid permissions for mapped object, SEGV_ACCERR (1)
Errno   Success (0)

Thread 'Main' (4107660544, current)
/home/pb/fo2/Fonline2/FOnline(_Z18TerminationHandleriP7siginfoPv+0x2d8) [0x8281e58] [0xf7735410]
/lib/ [0xf773f422]
/lib/ [0xf773fd0c]
/lib/ [0xf773ff32]
/lib32/ [0xf725ed20]
/lib32/ [0xf725f1a7]
/lib32/ [0xf770d007]
/lib/ [0xf774512e]
/lib32/ [0xf770d5e2]
/lib32/ [0xf770d084]
/home/pb/fo2/Fonline2/FOnline(_ZN6Script18LoadDynamicLibraryEPKc+0x306) [0x82e1dc6]
/home/pb/fo2/Fonline2/FOnline(_ZN20ScriptPragmaCallback10CallPragmaERKN8stlp_std12basic_stringIcNS0_11char_traitsIcEENS0_9allocatorIcEEEERKN12Preprocessor14PragmaInstanceE+0x94c) [0x82e567c]
/home/pb/fo2/Fonline2/FOnline(_ZN12Preprocessor10CallPragmaERKN8stlp_std12basic_stringIcNS0_11char_traitsIcEENS0_9allocatorIcEEEES6_+0xb5) [0x81bba55]
/home/pb/fo2/Fonline2/FOnline(_ZN6Script11CallPragmasERKN8stlp_std6vectorINS0_12basic_stringIcNS0_11char_traitsIcEENS0_9allocatorIcEEEENS5_IS7_EEEE+0x84) [0x82de234]
/home/pb/fo2/Fonline2/FOnline(_ZN8FOClient13ReloadScriptsEv+0x8268) [0x8207838]
/home/pb/fo2/Fonline2/FOnline(_ZN8FOClient13Net_OnMsgDataEv+0x3a2) [0x820c662]
/home/pb/fo2/Fonline2/FOnline(_ZN8FOClient10NetProcessEv+0x870) [0x8218430]
/home/pb/fo2/Fonline2/FOnline(_ZN8FOClient11ParseSocketEv+0x31) [0x82185d1]
/home/pb/fo2/Fonline2/FOnline(_ZN8FOClient8MainLoopEv+0x5d0) [0x8218c30]
/home/pb/fo2/Fonline2/FOnline(main+0x166) [0x8118be6]
/lib32/ [0xf7152ad5]
/home/pb/fo2/Fonline2/FOnline() [0x8119f79]

Since once you shoot a rocket or energy weapon, the target is hit instantly, but the projectile goes more slowly, this can look weird when shooting multiple times from great distance. I suspect syncing the explosion/hit with the projectile is hard, and probably not even a good idea. But is it possible to just speed up the rocket projectile / laser/ plasma so it at least moves about 2x faster? I think it might feel better and would help it look less weird with when you are shooting lots of these from range.

How hard would it be to add a feature where you can take a holodisc to NPC and then add text to the disc at a cost of 100 caps per line (a line being defined as whatever you can fit with "say" function in dialog). You should be able to add virtually as many ;lines as you want, up to whatver the hard-limit on displaying the text in messagebox would be.

It would be great for leaving messages for teammates at base, or RP purposes, or just fun, etc. I think if implemented it should be easy to get disc and write on it, so it can actually be used, which is why the npc who writes on them should also sell the discs. Put him in NCR, that place needs more reasons to visit

Suggestions / show +hp over heads
« on: March 06, 2014, 01:42 »
just like minus hp, show +hp over peoples heads when they get fa'ed or use fa/stims/etc

Shotguns underused. I dont know if this would make them used much more, but I think it would be cool and makese sense :

single shot: you hit targets in 3 hex radius around where you shoot.

burst: you hit targets in 5 hex radius around where u shoot

** but only applies if target is more than 2 hex away?

Closed Bugs / re-roll for people with over 200% lockpick
« on: February 25, 2014, 16:36 »
pleeeeeeeeeeease?  :)

(as of recent update max effective lockpick is 200, anything over 200 is waste)

Suggestions / Make robes fully hide player name
« on: February 20, 2014, 21:34 »
you can still see people's nicks when they're wearing robes. (if you hover mouse name shows) I think this should be fixed so the robes actually hide the name, not just make it slightly harder to see

For full effect, robed persons name also should be replaced with *** when they talk, or make it so nothing shows in status window when they talk.

Thanks to the new caravan system I was able to go on a caravan yesterday with several russian-named players. (couldnt type their nicks before)

I was a bit apprehensive at first, but I decided to give them a chance and we all had a great time doing many caravan runs (until some pk come during SF run and kill all). So it's true, not all russian nick are evil pk monsters! East/West relations, icy for years in the world of FOnline, are now finally improving! Devs deserve nobel peace prize!

PS how do you change text input to cyrillic?

Sell / WTS ammo or trade for rockets
« on: February 20, 2014, 16:12 »
I have
5000 .223
5000 7.62
10000 5mm AP

-also have some needler AP, 10mm JHP / AP, 5mm JHP, .45 cal

I trade for caps and AP rockets.

Bugs / critical hit messages all wrong
« on: February 19, 2014, 16:01 »
Message in status box after critical hits are all wrong. Some just don't make sense, others say a cripple happened when it didnt, etc.

Not sure if the fake cripple message is related to new ST weapon/cripple chances rules - maybe when these pop up, it's because it would have been a cripple but it got avoided due to extra ST? But it happens pretty often for this to be the answer.

Can a dev just paste all current critical hit messages here so we can fix them? We can easily fix the english mistakes then the only issue will be when it says a cripple has happened but it hasnt

Suggestions / Event : Capture the Flag
« on: February 18, 2014, 16:29 »
I'm sure this would require a lot of work and scripting and coding and such... but ..

New event idea: Capture the Flag

How it works:
-players come to even naked, talk to gm, get spawned to special CTF map, divided into 2 teams randomly, enemy team appears with red name automatically

-CTF map includes 2 bases, 2 jails, middle battle ground

-Goal is to get the flag located in the enemy base and bring it back to your flag, in your base.

-If you die, you spawn in the enemy's jail. You remain there unless a teammate comes and toggles a switch which opens the jail doors "Jailbreak!"

-if someone takes flag and is killed, flag drops on their location for 45 seconds before respawning at base (and it can only be picked up by team who can capture it, not defender)

-If you bring enemy flag back to base, round ends and your team wins. (BUT flag cannot be captured unless your flag is in base)

-2k xp per enemy kill
-3k xp for jailbreak
-5k xp for grabbing enemy flag from base
-10k xp for capturing flag
-each member of winning team gets  caps and gets to choose item from reasonable list (ca mk2, plasma rifle, lsw, etc)

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