Yeah
#7331 posted by R.P.G. on 2005/03/03 16:23:19
Zombie-Hulk is a much better mental picture than zombie fellatio.
#7332 posted by - on 2005/03/03 16:51:54
I love bear's dreams of me. 10 points to bear! u r4wk!
.
#7333 posted by necros on 2005/03/03 17:59:41
there's a freudian slip if there ever was one. ;)
3d 'fantasy City' Compo
#7334 posted by cant map on 2005/03/04 04:05:05
Holy Moly
#7335 posted by Friction on 2005/03/04 04:22:39
Eh
#7336 posted by Zwiffle on 2005/03/04 20:37:21
http://www.funnyjunk.com/movies/51/Kitty+Cat+Dance/stream/medium
funny little cat dance song, you've probably seen it by now but if you haven't enjoy!!!
PHP Gurus...
#7337 posted by . on 2005/03/05 00:17:27
What can you tell me about ini_set? PHP.NET is rather scant on details, esp. user comments. I need to know how I can set the upload_tmp_dir so I can let my client upload small image files. I hope I don't have to consult with a host each time I need this done. I've heard you can set this via .htaccess, and I've heard you can't. I'm confused. Here is a script I'm testing (mostly) straight from the manual:
$uploaddir = 'members/img/';
$uploadfile = $uploaddir . basename($_FILES['member_avatar']['name']);
if (move_uploaded_file($_FILES['member_avatar']['tmp_name'], $uploadfile)) {
echo "File is valid, and was successfully uploaded.\n";
} else {
echo "Possible file upload attack!\n";
}
At the top of the script (theres more form checking stuff before the upload bit), I have:
ini_set('upload_tmp_dir', 'tmp/');
When I upload a file, it throws the error check message - "Possible file upload attack!" -- FYI, the directory has been chmodded properly. I even tried using the main /tmp/ directory of my account w/ proper permissions, and have the same problem.
Either I'm doing something wrong, or there's different way of doing this. Appreciate the insight.
Also ^
#7338 posted by . on 2005/03/05 00:19:01
I don't know why this was shortened: $_FILES['membe...
It's actually 'member_avatar'
Er...
#7339 posted by . on 2005/03/05 00:21:22
Line 02: [ ' member_avatar ' ] [ ' name ' ]
Line 03: [ ' member_avatar ' ] [ ' tmp_name ' ]
without spaces of course
Phait
Just leave the ini setting alone - PHP is probably running in safe mode and restricts this, anyway. It should work without modification, anyway, because by default, PHP uses /tmp I think. It's of no interest to you anyway, since you move the file out of there anyway.
Well...
#7341 posted by . on 2005/03/05 00:49:29
Either way, if I don't mess with ini_set, and spec. a custom final dir - I still have it report 'possible attack'. I'm stumped.
Coop Levels
#7342 posted by R.P.G. on 2005/03/05 13:06:56
It's been discussed quite a bit before, but how about some reminders about what makes a good level for coop play? I'll start:
* Plenty of ammo and enough space for 2-3 players to navigate in any area.
* Some sort of quick access from the start area to mid-sections of the map so when a player dies he doesn't have to wander through all of the map to get back to the action.
* Not many places that limit how many people can engage in a fight at once. (e.g. ducking behind a corner in a narrow doorway when fighting a shambler = bad. Forcing or encouraging the players to go into the room and then giving them sufficient cover = good.)
Who will add the next guideline or two?
Coop Levels
#7343 posted by Kinn on 2005/03/05 13:12:46
* non-linear gameplay, so two players can do different "missions" simultaneously - i.e. one gets the SK, the other gets the GK.
Coop
#7344 posted by Kell on 2005/03/05 13:25:51
for Q1, something to note is that weapon pickups should not be used to trigger other gameplay events. This is because the weapons stay in coop ( obviously ) but the code only causes a trigger to occurr when an entity has 'died'; in the case of weapons, this means once it is no longer spinning in place.
The effect can be simulated by putting a 32x32 trigger_once over the weapon entity though, so it will still 'feel' like the weapon pickup is triggering the subsequent event.
Then...
#7345 posted by necros on 2005/03/05 13:26:55
what's the point of coop? you may as well just play half the map in sp...
Alright Then, 4 Players
#7346 posted by Kinn on 2005/03/05 13:33:44
two teams of two :P
I'm not saying the players have to go their separate ways, I just think non-linearity can have a use in coop.
#7347 posted by Kell on 2005/03/05 13:38:05
Split up and head back to the surface! And see if you can get some of those fighters to follow you...
Hrm
i'm playing the original splinter cell and i'm stuck :(
here: http://notoriousray.spawnpoint.org/stuck.JPG
trying to reach extraction point after getting the encryption key from ivan, on top floor and i get to this room and theres no way to go to the other side. walkthroughs i've looked up mention some guys and a forklift but for the life of me i can't figure wtf i'm supposed to do.
anyone?
Try Up !!
#7349 posted by JPL on 2005/03/06 01:13:57
I mean, is there any air conditionning pipe you could use to go out this area ?? .. i didn't remeber this part of the game...
More Re: Coop Levels
#7350 posted by R.P.G. on 2005/03/06 10:16:44
* Similar to non-linear layouts, you could design puzzles or actions that the players need to complete, but ones that go faster with 2+ players. (e.g. killing Cthon in E1M7.)
Come on. I know you guys have more insights than what you've said so far.
A Friend Of Mine
#7351 posted by cyBeAr on 2005/03/06 12:08:02
has spoken very fondly of the ps2 "half-life something" game with levels designed for co-op.. maybe there are some good ideas to be found there?
That's Not Very Conducive Of Discussion, Though.
#7352 posted by R.P.G. on 2005/03/06 14:17:22
But thanks for commenting.
Maybe...
#7353 posted by necros on 2005/03/06 19:13:23
something like a crusher that gets activated by a button in a different room. one player goes in, lures out some monsters into position under the crusher, and the other player hits the switch to turn it on...
little scenarios like that could be fun, but would sort of depending on prior knowledge of the map to know what to do on short notice like that.
Necros
#7354 posted by - on 2005/03/06 21:52:35
you could make a message appear for "the bait" that says "RUN AWAY LIKE A LITTLE GIRL!" at least then there's a better chance they'll make monsters chase them.
Coop
#7355 posted by necros on 2005/03/07 10:28:51
well, maybe a monster that attacked you and arrested your movement and required another player to rescue them.
that would add an interesting twist to coop gameplay...
or maybe intentionally spliting the players up -- teleporting them each to seperate areas, where they are still fighting together, but must try to join up again... like they are teleported into a big arena at opposite ends of it and each have to fend off their own set of monsters, and work towards the center so they can combine firepower more effectively...
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