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August 30th, 2006, 04:50 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: Drukman and Shooter Unearthed!
They both come up totally clean with AVG Free and McAfee enterprise AV at work.
Further, I checked for the telltale signs of that trojan, and found none of the registry entries it creates. HijackThis comes up with nothing supicious after having run Drukman.exe.
I think you have a false positive.
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August 30th, 2006, 05:43 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
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Re: Drukman and Shooter Unearthed!
A number of other AVs find nothing. 2 or 3 have a false positive for a Worm.Franvir, but all of the major AVs (kaspersky, clam, mcafee, f-prot) show clean in a scan with http://virusscan.jotti.org/ . Definitely a false positive here.
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August 30th, 2006, 05:44 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
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Thanked 14 Times in 12 Posts
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Re: Drukman and Shooter Unearthed!
I guess. But there can be no Drukman at work. [img]/threads/images/Graemlins/Cold.gif[/img]
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September 26th, 2006, 05:46 AM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
Posts: 2,325
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Re: Drukman and Shooter Unearthed!
I never got to give you an opinion when you gave me what I assume was the beta as messenger stopped responding.
I found 2 things a bit difficult.
1. The fact that the enemy can come up behind you and yet when you fire at them after they pass they move faster than your shots.
2. Those mines are almost impossible to see. Hard to hit with the ship I was using, and whats more the level didn't seem to end. It was about the 3rd level and I played for like 20 minutes before I realised it wasn't going to end, so I quit. The first 2 levels were much shorter.
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September 26th, 2006, 01:34 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Thanked 12 Times in 10 Posts
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Re: Drukman and Shooter Unearthed!
Randall:
Yeah, the version I sent you just had a test loop for level 3. It is fully implemented now.  Also, I made weaponry move a little faster in general.
About mines: They are cloaked, you know. You want to see some real insanity? Try hitting 6 from the menu screen to go to the level 6 test bed (not on the keypad, the other 6).
Dogscoff:
You, good sir, are nuts! Heh.
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September 27th, 2006, 01:14 AM
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Captain
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Join Date: Nov 2003
Location: At work or sleeping
Posts: 821
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Re: Drukman and Shooter Unearthed!
I can't get past level 3 dammit.
__________________
Aa Turam Empire
Geekdom is eternal... you will be assimilated... resistance is futile.
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September 26th, 2006, 06:45 AM
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General
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Join Date: Mar 2001
Location: UK
Posts: 4,245
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Re: Drukman and Shooter Unearthed!
Wooha! Go Fyron!
A suggested feature:
- Have it pick up shipsets from SE4's races folder and include them in the game.
- It could even read the AI files for the shipset and adjust the ships' behaviours accordingly (organic races get green weapons, races with high defense dodge around more, races with propulsion experts move quicker etc)
Of course, coding this kind of thing is easy when you're asking someone else to do it...
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