[FGS] DXSG

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[FGS] DXSG

Post by Android »

Can i Host A FGS Stargate Server
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Re: [FGS] DXSG

Post by [FGS]Kalman »

Hmmm, I think you can host an SG server, but u need to be a FGS member to use the FGS tag in the name of server
Btw, how many servers have u got?
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Re: [FGS] DXSG

Post by [FGS]Kosh »

:ney:
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Re: [FGS] DXSG

Post by Android »

1 but thats For XDA atm but i can host 2 or 3
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Re: [FGS] DXSG

Post by [FGS]Kalman »

Do you host it on your own PC?
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Re: [FGS] DXSG

Post by Android »

yup
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Re: [FGS] DXSG

Post by [FGS]Kalman »

Hmmm, if your upload speed is under 1mb/s (not download, upload speed), don't host at home, rent a server instead
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Re: [FGS] DXSG

Post by ~[FGS]SaSQuATcH~ »

We can't approve you to host your server with the [FGS] tag on it as you're not a member of our clan. However there are a lot of public DXSG maps and mods that you can use as much as you want, check [FGS] or [A] download databases for instance.
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Re: [FGS] DXSG

Post by ShadowRunner »

I'm working on some unreleased SG stuff, which was designed for a zero grav server and which many FGS members helped.
I think it's a waste of time having the SG maps on the current altfire server, without neutron bombs it's not so much fun.
I'm also considering making a RPG which will work in conjunction with all existing SG stuff. Various options are available.

It's been a long time since SCLAW and neutron bomb has been seen, so consider a normal SG server as well perhaps.

In any case, interest in SG is a good thing.

A lot of the links for the SG maps are old/dead, so I will help you out and pass you the files you need to host the SG altfire maps.
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Re: [FGS] DXSG

Post by ~][FGS][Nobody~ »

Since I installed my DXWeaponSelector extension on altfire, the NeutronBomb should be back.
In theory the SuperRocket too, however the tnag replacer still replaces it with the rail driver yet.
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Re: [FGS] DXSG

Post by chin.democ. »

Would it be worth it to exclude the railgun from the tnag package and make a new smaller "Wunderlandtnag".
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Re: [FGS] DXSG

Post by Poor »

Or make a new tnag replacer that only replaces the original dx weapons.
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Re: [FGS] DXSG

Post by ShadowRunner »

Hmm.

That's great news about neutron bomb, thank you.

People will tend to vote the smaller fight maps that have extra weps, such as sabot, bio, assault rifle, gravity-rifle etc, e.g. Twinz, Prodigy. With neutron back, I predict a fair bit of SG voting too.

So it's more a case of stop railgun and devastator, than stop all the extra weps.

Previously we had looked into making specific altfire versions of maps, where e.g one map would not have pulse. One map would not have beretta etc, one or two maps have bio rifle etc. The idea being to vary the weps experience.
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Re: [FGS] DXSG

Post by ~][FGS][Nobody~ »

chin.democ. wrote:Would it be worth it to exclude the railgun from the tnag package and make a new smaller "Wunderlandtnag".
Doing that would make the package only approx 400-500KB smaller..

ShadowRunner wrote:Hmm.

That's great news about neutron bomb, thank you.

People will tend to vote the smaller fight maps that have extra weps, such as sabot, bio, assault rifle, gravity-rifle etc, e.g. Twinz, Prodigy. With neutron back, I predict a fair bit of SG voting too.

So it's more a case of stop railgun and devastator, than stop all the extra weps.
Due to the tnag replacer, we're now having the rail gun inside the big ring machine room in A51_v3_152.. I'll have to extend the tnag replacer, to ignore the weapon too.
ShadowRunner wrote:Previously we had looked into making specific altfire versions of maps, where e.g one map would not have pulse. One map would not have beretta etc, one or two maps have bio rifle etc. The idea being to vary the weps experience.
This would require to change all those maps which would cause a big flood of downloads. (I'm not sure if this is relevant these days anymore, though)
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synthetic wrote:and while every person is interesting in their own unique ways, there is some degree of uniqueness that a doctor can help with.
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