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Topics - John Porno

Pages: 1 [2]
21
Off-topic Discussions / Homemade music
« on: August 08, 2015, 10:45:00 AM »
How about an alternative music thread where we only post music we have made/wrote/created/recorded ourselves; I've already met a couple of people in fonline who are writing music or are in a band and I'm interested to see who else got something.

I wont post my stuff just yet to keep up a false of cover of not having primarily created this thread in order to brag with my own shit so here goes nothing.

I'm a guitar pro guy myself so dont refrain from posting midi stuff )))))
I'd also be very much interested in collaborating on a song if the opportunity arises, be it either with midi or with actual recordings as I'm able to record bass and guitar in decent enough quality.

22
Events & Politics / TDM event 9pm Saturday 18.07.2015
« on: July 15, 2015, 04:27:56 PM »
With the intelligence gathered from the somewhat spontaneous tdm event yesterday, we will fix some issues and run it again properly next saturday at 9pm. The armors and weapons will be tweaked, proper ammo and perks added and other stuff.

Aside from that, rather than having to put up with me trying to decipher the log and porting everyone, it will now be possible to use ~joinevent and ~endevent after the event location has been created. The former will teleport you into a waiting room on the event map to speed up the whole process wile the latter will strip you of all items and scripts and allow you to leave the event without GM help.

The automatic squad formation will also be gotten rid of and replaced with a simple team vision so there is no need to drop and rejoin squads for the squadvision anymore.

I will post a small changelog with the detailed changes to the event items in the next days (probably at 8:59, rite)

23
Events & Politics / Time for Buggy event Tuesday 7/14/15
« on: July 13, 2015, 04:17:10 PM »


Spoiler for Hiden:
Just kidding I mean the other kind of buggy.

Tomorrow, tuesday at 8pm eurotime I will host a small Deathmatch style event, partly as a test to see if the recent stability fix worked out, partly to test next season's Tier 6 mockup and partly because why not. Here's the gist of it:

- The arena will be a very big Airfield with a new feature, explained in this video as well as the usual cover. The location will be in a blocked off area on WM, only enterable with GM teleport but can be left by dying on a non-event map. Event scripts probably need the char to be logged off for 3+ minutes to be disabled. Use main char at own risk.
- The script used will be the usual TDM with waverespawn and tickets.
- Each team has a separate respawn area with containers/vendors/npcs/whatever to allow players to choose their own weapons, on top of the random ones that come with the script. There are no grenades, spears, energy weapons, melee weapons or stealth boys, only stimpaks and bandages

- The only armor available will be a normal Leather Armor to go with the weapons
- There will be around 10 weapons of next season's Tier 6, some new, some already in the game but with different stats. The current weapons would be about tier 8-9 in strenght so the event weapons might seem weak.
- There is one weapon for each weapon class, all loaded with neutral 9mm ammo for simplicity's sake and, for the most part, no weapon perks.

1: Heavy Pistol / M29 44. Magnum Revolver
2: Automatic Pistol / M1911
3: Sub-machine Gun / PPs-43
4: Shotgun / Model 1912 Trench Gun
5: Assault Rifle / AK-47
6: Light Machine Gun / BAR
7: Battle Rifle / M1 Garand
8: Sniper Rifle / Kar98k Scoped
9: Big Gun Sniper / Mauser 1918 T-Gewehr
10: Medium Machine Gun / Maxim-Tokarev
11: Rocket Launcher / M20 Bazooka

(the supply of Big Guns might be limited, depending on how that works out)

As some weapons use new sounds and, obviously, new pictures so it's advised to run the updater a couple of hours before the event starts. (there is still one soundfile I have to polish and add)

Depending on the number of players, we might screw around with the number of teams, the randomness, the map or just go FFA.

Have fun and remember not to screw around in the teleporting stage and remember to check your squad status after respawning, depending on what method we use.

As usual, be there a couple minutes before and use ~help ASDAFASDASDFASD to show up in my window so I can port with ease.

24
News & Announcements / FOnline: Reloaded Wipe announced
« on: April 26, 2015, 11:17:57 AM »
Today it was officially confirmed that Reloaded would wipe next week. As it says in the post, it will not be the huge update that they are still preparing but it might be a good opportunity for some people, especially those who only ever played AoP, to check out another server without feeling like they had no chance at catching up with everyone in the middle of a season.

I personally will give it a go again for that good old 2238 feeling and I hope people wont feel guilty for playing another server.


25
Changelogs / 24-03-2015 Changelog
« on: March 24, 2015, 05:34:35 PM »
Fixes:
-Reputation fix for payouts not deducting rep on players logged off in their base
-Fixed throwing 200% not working properly with certain nades.
-Fixed an error with Mustard Grenades, damage should be applied more reliably
-Fixed client fps issue when holding a scope

Changes:
-Reduced respawn timer on robots in the office of robco
-Leadership buff Jomini now effects Molotovs, incendiary, ect.
-Added fuse time of 2000ms to incendiary grenade and contact fuse to stun grenade
-Slightly increased AP cost of all grenade (5ap)
-Increased speed parameter for grenades from default 400ms to 1200ms
-The utility mode (for throwing nades etc) will now only be deactivated with right click rather than any key
-Increased AP cost of Gauss from 65 to 75 and added the new Bolt Action trait (automatically jams after each shot)


Additions:
-Added future core map to use as a (deathmatch-) testing ground for things and stuff

26
Changelogs / 11-03-2015 Changelog
« on: March 11, 2015, 01:30:35 PM »
Fixes:
- Fixed an issue were temporary effects weren't properly removed upon death
- Removed reputation checks for buying platoon bases
- Fixed some doors that let you see through them
- Added missing blocker on vault tec enterprises

Legendary weapons:
- Fixed so that scripted weapons can be legendary
- Legendary progress shown for already legendary weapons too (% to next level)
- Fixed so stackable weapons can't be legendary
- Increased HoF for legendary weapons to 10
- fixed broken legendary progress indicator


Changes:
- Undeployed weapons cost 4x ap to fire, instead of 2x (temporary change)
- Mauser ammo now has 20% bleed
- Rocket Launcher: Perks changed and firing rate lowered from 1200 to 2000


Additions:
- Added 3 new locations: Polymer Lab level 2, Nuka Cola Factory level 2 and Robco Enterprises level 2
Nuka Cola:
There is a low chance to obtain a special NukaCola cap from drinking a nuka. These caps can be used on the four different Nuka Dispensers on level 2 of the nuka cola building to get a different special Nukacola. Drink at your own risk. Map and art by FrankenStone

Robco Enterprises Level 2:
The big room on the northern side of the floor has a chance to spawn special loot, including tier 3 weapons. Enter at your own risk.

Implemented the following weapons to be spawned in RobcoL2, among others: Pulse Rifle, Negev NG7, Bozar and G11

Leadership:
It is now possible for the leader to form control groups by pressing ctrl + a number key for quick selection, similar to any RTS game.

run updater to obtain new files

27
Off-topic Discussions / How about some crysis?
« on: February 01, 2015, 08:35:21 PM »
So, back in the day when crysis(1) was the shit, me and a couple of friends used to play a certain game mode and it was always kickass and I was always thinking about durmming up some people to play it again.

I'm not talking about normal crysis wars but a special gamemode we came up with ourselves which requires a total of 4 players. Here's the short version of it:

It's played 2on2 on the Mesa map in that one battlefield-like conquest mode. One team, the spies, have to survive for 1 hour. The hunters have to catch them. if just one spy dies, the game is over. Sounds simple right? As we were playing it we came up with a couple more rules to make it more fun.

- The spies have to capture a capzone on the map each 15minute mark (45, 30, 15) to reveal their location and prevent camping.
- Only jeeps and humvees are allowed, only the spies are allowed to use its machine gun.
- Hunters are only allowed to carry 1 sniper rifle in the team and only 1 primary weapon each char. No explosives apart from grenades
- spies can use anything apart from armored vehicles
- If one hunter is killed, the other one has to wait at his mate's location until he comes back and is not allowed to chase after the spies.

This covers the basis of it, we had an incredible amount of fun and it was probably one of the most nejoyable gaming experiences I've had so far.

So, if anyone wants to try this with me then just send me a message or, of course, reply here. We always played it over hamachi or tunngle back then, no legit copy required, technically.

28
Challenges & Accomplishments / Guess the secret modifier!
« on: February 01, 2015, 09:38:16 AM »
So apparently there are rumors that the new reputation payout formula has a secret modifier. Now, I'm pretty confident that noone will be able to guess what it's based on, but whoever gets close enough will get some ingame reward. Let's see how this goes.

Most creative replies might also get something.

edit: replies on IRC will obviously not be taken into account.

29
Changelogs / 27-01-2015 Changelog #3
« on: January 27, 2015, 02:02:52 PM »
Fixes:
- Fixed deployment bug


Changes:
- Reworked stats, traits and perks of Colt m1911, .223 Pistol and 14mm Pistol to give them a special playstyle, most notably the addition of Djibouty Shooty
- "Nerfed" machineguns:
Full auto mode: Decreased burstcount from 15 to 12 and decreased Ap cost to a smaller extent
Burst mode: Unchanged
Ammo: Generally decreased DTmod while increasing bleed. Dont use the wrong ammo in the PK
- UKM-2000p deals less damage than M240 but has greatly reduced deployment cost in order to make that an option as well

M60 remainds unchanged but has been "buffed" in perspective.

RUN UPDATER FOR NEW AOE GRAPHICS

And you should cirn0's post.


30
News & Announcements / PvP event 08.11.2014
« on: November 07, 2014, 02:54:19 PM »
Hello everyone

though on short notice, I'm thrilled to announce a little free-for-all event at around 8pm CET.

We'll be using a slightly modified good old Junktown map and for those who have played our DM before, there will be a couple of twists:

- Everyone will spawn randomly at the outskirts of the map in bluesuit and will not be assigned to a team
- Gear will be found in every container around the place and has to be scavenged
- Skills will not be affected, so bring your strongest (and probably most versatile) character
- There wont be any reputation penalties, though we might play around with Bounty a bit
- Since it's an FFA event, names might or might not be hidden

- There might or might not be certain points of interest on the map (PA)

In any case, if this turns out to be as much fun as we hope it to be, more of such events with different mechancs will follow in the future.

Reminder: Server port is back to 4000

31
Changelogs / 25.09.2014 Hotfix
« on: September 25, 2014, 03:12:03 PM »
Bugfixes:
- Defib always allowed for same faction
- Fixed bug where stealth remains when using Drop All with stealhboy on.
- More reroll fixes
- Minor description/dialogue fixes

Worth taking note of:
- Heart merchant only accepts true tier 3 weapons now
- New platoon names added for each faction

32
Deutscher Sprachraum / Offizieller Stammtisch
« on: September 06, 2014, 11:53:07 PM »
Los gehts Freunde! Hier kann sich jeder austoben der meint er könnte deutsch oder sowas sprechen. Google translate nicht erlaubt. Wer Hilfe braucht einfach hier rein posten und ich werde dann früher oder später dazu Stellung nehmen.

33
Changelogs / 06.09.2014 hotfix
« on: September 06, 2014, 10:52:17 AM »
Bugfixes:
- dialog fixes
- map fixes
- fixed exploits
- respawn timer is back which should fix the spawning workbenches
- lawyers mine merchant properly working
- bleed and poison properly finish you off now

Tweaks:
- some fixes to improve server performance
- removed forced encounters


34
News & Announcements / PvP Livestream
« on: August 30, 2014, 11:40:28 AM »
Hello guys!

From 8pm CEST on, the stream will be available under this address:

http://www.hitbox.tv/cirn0

Those who can't make it don't have to worry as the material will be available as a regular video, published afterwards in a future post.

EDIT: here's the hitbox.tv link to the stream: http://www.hitbox.tv/video/241395
We've been trying to transfer it to youtube from there, so far without success.

(Back to AoP game release date announcement)

35
Technical Center / AoP mapper
« on: May 28, 2014, 01:49:32 PM »
I have configured a stand-alone mapper that works with all custom sceneries. As usual, it requires a working client with either master/critter or fallout.dat. More info is in the readme file in the archive.

This package uses files from:
TLA SDK: https://xp-dev.com/svn/fonline_sdk
2238: https://github.com/rotators/fo2238
Lexx' Tiled Mapper: http://fodev.net/forum/index.php/topic,26058.0.html

Here is the link for the ~30mb big package. https://www.dropbox.com/s/k2790hd4cfx5efr/aop_mapper.zip

Anyone who is interested to make maps will be added to the contributors forum group to see tutorials.

36
General Discussions / Perks List
« on: February 25, 2013, 06:55:43 PM »
    Normal Perks:

    • Man of Steel
      You gain +2 Luck for the purposes of resisting critical strikes.
    • Toughness
      When you are tough, you take less damage.  This Perk adds +5% Damage resistance and +2 Damage Threshold against all damage types.
    • Improved Hemostasis
      Your body has adapted to better prevent hemmorrhaging. With +20% bleed resistance, you accumulate less bleed than normal.
    • Critical Strength
      When it comes to resisting nasty critical effects, you are exceptionally strong. You are 25% more likely to pass critical rolls vs Strength.
    • Critical Perception
      When it comes to resisting nasty critical effects, you are exceptionally perceptive. You are 25% more likely to pass critical rolls vs Perception.
    • Critical Endurance
      When it comes to resisting nasty critical effects, your Endurance is exceptional. You are 25% more likely to pass critical rolls vs Endurance.
    • Critical Agility
      When it comes to resisting nasty critical effects, you are exceptionally agile. You are 25% more likely to pass critical rolls vs Agility.
    • Lifegiver
      You get a one time bonus of 20 Hit Points.
    • Quick Recovery
      You are quick at recovering from being knocked out or knocked down.
    • Quick Recovery II
      You recover 20% faster than normal from temporary ailments such as disorientation, suppressive fire and being winded.
    • Armor Efficiency
      You know the weak spots of your armor by heart and you have learned to overcome them. A partial armor bypass is 15% less severe for you.
    • Dodger
      You are less likely to be hit by single shots in combat if you have this Perk. You get +25 to your Armor Class.
    • Action Boy
      Each level of Action Boy (insert Girl if you wish) gives you +2 in Agility for the purpose of Action Point regeneration. This allows you to perform tasks faster.
    • Bonus Rate of Fire
      This Perk allows you to pull the trigger a little faster and still remain as accurate as before. Each ranged weapon attack costs 10% less action points to perform.
    • Fast Reload
      Years of practice has finally paid off. You can reload any weapon 10% faster than before.
    • Psychopath
      You don't care about people dying; you care about striking the final blow yourself! Whenever you kill another player, you instantly regenerate 15 action points.
    • Hawk Eyes
      Your eye sight is phenomenal. You get +2 Perception for the purposes of determining sight range.
    • Sharpshooter
      You have a talent for hitting things at longer distances.  You get a +2 bonus to Perception for the purposes of determining range modifiers.  It's easier than ever to kill at long range!
    • Weapon Handling
      You can wield weapons much larger than normally allowed. You gain a +2 to your strength for the purposes of Strength checks when trying to wield weaponry.
    • Educated
      Adds +2 skill points when you gain a new experience level. Skill points are given retro-actively for previous level-ups.
    • Gain SPECIAL
      +1 to the selected stat
    • Fearless
      Your awareness on the battlefield have made you less afraid of stray bullets. You are 30% less likely to suffer from suppressive fire.
    • Autonomous Regeneration
      Every time your body regenerates hit points, there's a 40% chance that one of your crippled limbs will spontaneously heal itself. You also gain +2 to your healing rate.
    • Adrenaline Rush
      Physical pain makes the adrenaline flow. The lower your HP get, the more DR and DT you get (up to +10/4).
    • Nerves of Steel
      You have nerves of steel! You get +10 DR and +10 CR (instead of -10 CR) whenever you are disoriented, winded or suppressed.
    • Do or Die
      Like Rocky, you get better after taking a beating. Your AP regen increases up to 2/s as your HP drops.
    • Silent Hill Death
      Your brutality has reached mountainous proportions. The weaker your enemies are, the more damage you inflict (up to 30%). When using melee, you might actually cleave someone in half!
    • Living Anatomy
      You get +3% crit chance, and you can see exactly how much Bleed damage any patient (or target) has, as well as the bandage level.

    Skill related perks:
    (these are still normal perks, but they require 100 in the corresponding skill in order to appear on the list.)

    • Faith Healer
      You're able to stimulate a divine presence and power toward correcting disease and disability. Your patients get bandaged only half as fast as normal. You also consume basic med kits slower.
    • Field Medic
      "Medic! FA! Stich meh!" - That's you they're calling for. You're able to able to heal others with first aid and doctor skill 25% faster than before.
    • Dr. Strangelove
      You have learned to stop worrying and love the bomb. You get a 5% bonus resistance to explosive damage. You also heal 50 additional damage whenever you use the first aid or doctor skill.
    • Medicinae Doctor
      The skill bleed over between Doctor and First Aid is increased to 100%, and you unlock all item perks with the skill that you specialized in (your highest skill).
    • Light Step
      You are agile, lucky, and always careful. This perk gives you a 50% chance to avoid setting off a trap that you stepped on. You are also less likely to detonate a trap that you try to disarm.
    • Evil Scientist
      If anybody except you tampers with your armed traps, they are in for a shocking surprise. Literally. You also get +5% electric resistance.
    • Watchtower
      If there was an antonym for tunnel vision, that would describe you. You detect other sneakers to your front sides just as well as if they were standing in front of you.
    • Bloodthirst
      When you thirst for blood, it's easier to get away with murder. When sneaking, if you kill another player, you get a 30% run speed bonus for 10 seconds.
    Post lvl-24 perks
    Perks that you can only get after level 24. These shouldn't significantly affect PvP, rather they ought to be convenience perks. Nice to have, but not crucial.

    • Strong Back
      AKA Mule.  You can carry an additional 25 kg of equipment.
    • Rad Resistance
      You are better able to avoid radiation and the bad effects radiation causes.  Each level of this Perk improves your Radiation Resistance by 20%.
    • Snakeater
      Yum! Tastes like chicken. For each level of this Perk, you gain +20% to your Poison Resistance.
    • Mr. Fixit
      A little late night cramming never hurt anybody, especially you. For each level of this perk, you get +50% to your engineering skill, for the purposes of repairing items (not capped at 200).
    • Dismantler
      With this perk you are able to retrieve more materials when sciencing items. For the purposes of disassembling weapons, you get +50% science with each level of this perk (not capped at 200).
    • Pathfinder
      The Pathfinder is better able to find the shortest route.  With this Perk, your travel time on the World Map is reduced by 25% for each level
    • Hoarder
      Your hoarding has officially broken the laws of physics. While in the safety of your headquarter, there seem to be no limit to how much stuff you can carry. You probably should see a psychiatrist.
    • Competitive Eater
      With each level of this perk, you come one step closer to mastering the art of mind over matter. You can eat one more food item before getting full. Bon appétit!
    Free perks
    Perks that you get for "free", either by completing some quest or simply through dialogue.

    • Awareness
      With Awareness, you are given detailed information about any critter you examine.  You see their exact hit points and information about any weapon they are equipped with.
    • Silent Running
      With this Perk, you now have the ability to move quickly and still remain quiet.  You can Sneak and run at the same time.  Without this Perk, you would automatically stop Sneaking if you ran.

    37
    General Discussions / Awareness
    « on: February 25, 2013, 02:13:54 PM »
    I implemented a little quest which doesn't really work right now due to the removal of random encs, but there is a new npc in the family courtyard that you can talk to about awareness.

    He will give you a little assignment, killing 10 geckos, dogs and rats to obtain the perk. The dialogue checks for the killcount, so if you already have these kills on your character, you should be able to get the perk right away.

    AFter that, there is a second quest which works the same way, except it checks for 10 deathclaws and there also is a reward.

    Since it checks for the killcount that you can also see in your character sheet, every type of gecko counts as gecko, there is no distinction between golden or silver ones.

    Soon, a similar npc will be added to the lawyer base to enable lawyer chars to get awareness for free. Once that is done, awareness will be removed from the perks list.

    The quest has no level requirement, it is possible to obtain it at level 1, theoretically.

    38
    General Discussions / Weapon Perks List
    « on: February 22, 2013, 06:03:38 PM »
    heres the list with the available weapons perks. Each tier 2 and tier 3 weapons, which applies to about 80% of the weapons, are tier 2 and have 5 perks, unlocked at 15, 715, 200, 225 and 250 skill
    Code: [Select]
    #define WP_FASTER_RELOAD                   (1)      //10% faster reload
    #define WP_BONUS_DAMAGE                    (2)      //5% more damage
    #define WP_KNOCK_BACK                      (3)      //20% chance to knock back
    #define WP_SUPPRESSION                     (4)      //20% chance (per bullet, even if missed) to suppress
    #define WP_ACCURATE                        (5)      //+30% hit chance (aka +3% max range)
    #define WP_BONUS_RANGED_DAMAGE             (6)      //+2 damage per bullet
    #define WP_HIT_THE_GAPS                    (7)      //10% DR and DT reduction
    #define WP_IGNORE_AC                       (8)      //WIP: Ignore 10 AC
    #define WP_SCOPED                          (9)      //WIP: +1 Pe for sight bonus purposes
    #define WP_MORE_CRITS                      (10)     //+2% base crit chance
    #define WP_BETTER_CRITS                    (11)     //+5 to crit strength roll
    #define WP_MORE_BLEED                      (12)     //+30% chance to cause bleed (relative to original bleed chance)
    #define WP_BETTER_BLEED                    (13)     //+20% bleed strength
    #define WP_RELIABLE                        (14)     //WIP: less chance to critically fail
    #define WP_KNOCKOUT_STRIKE                 (15)     //-2 for target's stat roll when crit roll to cause KO.
    #define WP_BETTER_KNOCKOUTS                (16)     //+20% knockout duration
    #define WP_AP_DRAIN                        (17)     //20% chance that target will lose 15 AP
    #define WP_SLOWER_DET                      (18)     //WIP: slower deterioration
    #define WP_BLINDING_STRIKE                 (19)     //-2 for target's stat roll when crit roll to cause blindness or disorient
    #define WP_CRIPPLING_STRIKE                (20)     //-2 for target's stat roll when crit roll to cripple limb


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