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Mr.Thi Mar 21 2014, 3:34am replied:

You could manage them as a Stack or something like that. When doing the scripts for the Sectore mode I divided most otherwise for or while operations in function to be called inside a Rule wich increases an index by a setable amout to work on arrays.

As you have changing entities you could either collect the new array while processing an old one over time as a rule. or you could create a Stack with Entities wich are removed if killed.

I always failed at that because I was not able to get individual ships on runtime in an efficient way.

+1 vote     media: Battle damage and Fuel Auto Docking for AI
Mr.Thi Mar 21 2014, 3:27am replied:

Jea... Well they use the same system with Dawn of war 1 and 2. But the really ugly part is, that the bullet will always follow it's target to hit if it was determined to Hit by engine. (At least if target random will not lead to empty space.) I noticed that the first time when I managed to jump a ship with a short range jump and a good amout of bullets chaned their direction to hit at new destination.

^^ ... HW Technerd discussion *Like*

+1 vote     media: Battle damage and Fuel Auto Docking for AI
Mr.Thi Mar 20 2014, 2:53pm replied:

HW1 had a lot of mechanics that where superior to HW2 ones. Comparing the Performance and Physics HW1 was much better. The Bullets where much better ... in HW2 every Bullet is basically a homing missile with a chance to miss... In HW2 hitting the target was more realistic. If a fighter was moving short before the bullet hits, it simply won't hit. In HW2 ... the shot will follow the fighter. I also think this mechanism made battes much more CPU intense. HW1 was able to handle way more ships in Battles then HW2 can.

And the whole harvesting and asteroid system ... was much better... Well I shuold stop now :-P

+1 vote     media: Battle damage and Fuel Auto Docking for AI
Mr.Thi Mar 20 2014, 2:47pm replied:

X System is cool, but it's load is enourmous and I'm pretty sure it would be much bigger then the load their script is creating, if you use it on many ships.

I tried to control ship speed with X-System for my EVE mod... And the results where very nasty. It's simply not efficient for many ships.

+1 vote     media: Battle damage and Fuel Auto Docking for AI
Mr.Thi Mar 19 2014, 2:36pm says:

Ehm ... I like the Idea and all this. But .. have you checked this with let#s say ... 200 Fighters?

I would think this might cause heavy lag or stuttering.

At least that's what I remember when the last one tried this.

+1 vote     media: Battle damage and Fuel Auto Docking for AI
Mr.Thi Dec 28 2013, 12:08pm replied:


The reason i use Data and not Big, is that I see no need to do so. But this discussion has been done before. When I think, there is a Version wich will not change very much, I may create a Big-file.

In addition I think the modding beginners can start to mod it, even without having to extract it first...

Best Regards.


For the Crash take a look at my Comment above.

+1 vote     mod: EVE: RTS
Mr.Thi Dec 28 2013, 12:05pm replied:

Hey bongiovonni,

This might be a common problem with the Shaders.

Please take a look at my first post.

+1 vote     mod: EVE: RTS
Mr.Thi Dec 28 2013, 12:03pm replied:

Hey Sid,

look at my new Comment at the Top. It gives some info.

+1 vote     mod: EVE: RTS
Mr.Thi Dec 28 2013, 9:17am says:

thx to all of you still following my mod.
I did not manage to work on it since the last picture update.

Currently there is nothing new, wich is playable in any form.

I can not promise anything, but maybe I'm able to release another gamemode candidate next year. But I'm pretty sure that, if that is happening there will only be a limited number of ships - like in the first release.
Titans, Dreads and Stations are also pretty unlikely.

Best regards
Mr.Thi / -=[F@LC0N]=-

P.S. Regarding Crashes
Please Check this:
- Have you got an ATI / AMD card? (delete/rename shader folder)
- is the a race selected? (not random)
- is the map working? (try another)
- check HW2.log for other hints. (Maybe send it to me via pm)

+2 votes     mod: EVE: RTS
Mr.Thi Nov 23 2013, 6:07am replied:

You can send me your Hw2.log via PM, i'll take a look.

Maybe you should try to remove the "" around the target.

Otherwise .. simply PM me if the problem is still there.

+1 vote     mod: EVE: RTS
Mr.Thi Nov 23 2013, 6:04am replied:

They where planned but currently I simply lack time.
Also the size difference seems too big after all... -.-'

The game would go to be too slow.

+1 vote     mod: EVE: RTS
Mr.Thi Nov 23 2013, 6:02am replied:

The Plan was to have them, but no time to implend.

+1 vote     mod: EVE: RTS
Mr.Thi Nov 23 2013, 6:02am replied:

Currently there is nothing big going on.

Time is low at the moment.

I spend most of my time for University and a bit on X Rebirth.

But I have done some work on a new random Map system. Wich will work with Jumppoints similar to Freespace and B5 Capture mode.
(Only to Buy stuff - not for travel)

Currently this is only working on matlab ... still need to implend it into hw2 lua.

+1 vote     mod: EVE: RTS
Mr.Thi Apr 6 2013, 3:51am replied:

No? - I simply lack of time at the moment.

+1 vote     mod: EVE: RTS
Mr.Thi Apr 3 2013, 3:58am says:

A shame you are not going to add this one :-(

+5 votes     media: UNSC Infinity
Mr.Thi Mar 3 2013, 7:59am replied: the readme? ^^ You should find everything you need under summary section too. If you are stuck somewhere or if the game is not loading PM me your HW2.log

+1 vote     mod: EVE: RTS
Mr.Thi Mar 1 2013, 6:26am replied:

For me it works perfect, no Problem on WIN 8 64Bit.

Have you patched your HW2?

PM me if you still have problems.

+1 vote     mod: EVE: RTS
Mr.Thi Feb 5 2013, 5:15am replied:

... would be cool. I got it working on lan and hamachi, but both players have the same ingame IP -.-

+1 vote     download: Hacknet v1.23
Mr.Thi Feb 5 2013, 1:25am says:

Hey I searched at Google and the whole comments section but did not find a solution for the Problem of having the Same IP for both Players in Multiplayer matches.

Anyone got a solution / fix for it? . . . It's pretty annoying. :-/

Detail: If you start multiplayer and hack to your opponent you may notice that he has got your IP if you check the logs. In addition forkbomb on your system will crash him too. (Same for the trap)

+2 votes     game: Hacknet
Mr.Thi Jan 11 2013, 3:01pm replied:

THat's the plan.

+1 vote     mod: EVE: RTS
Mr.Thi Jan 2 2013, 9:11am replied:

please pm me your hw2.log, so I can see whats wrong.

+1 vote     download: Sector Gamemode Patch V2.0A to 2.1A Vaygr ONLY
Mr.Thi Dec 31 2012, 4:50am replied:

No panic ^^, . . half a month should be enough XD.

I thought about 15-30 minutes to call them in.
And at least the requirement of an Outpost. (15-30 minutes)
If you played HW2 you will notice that this amout of time should not be too much. As moving ships and all this takes time and attention too. While Sectors increase the amout of stuff to do, bigger ships need more time to get, but you'll have a lot of methods to get them. So it will take long to repleace losses in a single sector but the general Production speed should still be enough because you have several sectors.

Industrials and Frighters give additional opportunity to speed up buildprocess. This way those shpis will get their use too.

+1 vote     media: First two EVE Outposts ingame.
Mr.Thi Dec 31 2012, 2:49am says:

Impressive as always. :-)

+1 vote     media: Destroyer "at sunrise"
Mr.Thi Dec 31 2012, 2:48am replied:

If they'll really make it ingame, I think that time will be the critical Factor to get them. Players already need a Big Fleet when Titans become available. Calling / Buillding them should take a while. But it's still a long way to go before I have to mess around with them.

+1 vote     media: First two EVE Outposts ingame.
Mr.Thi Dec 30 2012, 9:51am says:

This is just what I saw, when I first loaded the Map with the new Gate.

+1 vote     media: Gallente Bordergate ingame. 0o
Mr.Thi Dec 29 2012, 5:24pm replied:

Nope, it's the inside of an Gallente Outpost Egg.

I Going to try them out as stage one for an Outpost before it is spawned. Egg will start at low HP. When fully restored, it will spawn an Outpost at low HP, wich will regenerate over time. Maybe there will be another step. At least this is what I want to try.

+1 vote     media: Anyone kowns what this is ;-) ?
Mr.Thi Dec 26 2012, 3:37am says:

I must admit ... this environment looks amazing!

+1 vote     media: New Map
Mr.Thi Dec 25 2012, 6:54am replied:

I don't think so, sorry. - But you can play skirmish singleplayer.

+1 vote     mod: EVE: RTS
Mr.Thi Dec 24 2012, 1:36am replied:

At the downloads section ? 0o

There is
Version 0.13A
Version 0.21A

Sector Gamemode V2.0A
Sector Gamemode V2.1A Patch

+1 vote     mod: EVE: RTS
Mr.Thi Dec 21 2012, 3:16am says:

Due to lack of feedback, I did not really find motivation do do anything . . . No sorry bad joke ;-), but a bit more feedback would really help a lot.

While doing rl stuff I thought about some litte additions / changes to the gamemode (nothing major)

I will try to add a bit life to the sectors by dividing the Automatic ships into builders, collectors and controllers.

Best Regards

+1 vote     mod: EVE: RTS
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