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  • Perfect CRMOD: Input needed.

    I want to collect information on what would be "perfect" CRMOD.

    I know the following things about CRMOD could be improved. I don't play much DM, but I just want to have a list going of deficiencies in the mod.

    1. Do not allow certain colors, especially in a 1 on 1. I know I have trouble spotting someone using color 1 1 on most maps and certain maps color 3 is nearly impossible to see in many area. And I've seen demos where someone was a hard-to-see color and refused to switch to a reasonable color (that's really gay).

    2. Seemingly slow weapon switching. Mindzfield pointed this out once. There is a chance it isn't the mod, but some server setting.

    3. There was an incident a few weeks ago when a disruptive player actually made a bind and was literally changing teams mid-game.

    4. Pack-drop gayness. I've seen games where someone did a bind that switched weapon to RL to fire and back and if you killed this player, of course you wouldn't get a weapon or any ammo. In Quakeworld they fixed this exploit in their mods and I believe the best weapon and ammo for that weapon drop when someone is killed. Quake shouldn't be about making scripts to capitalize on what is really a deficiency in the mod programming.

    5. Only supports 10 custom maps.

    Anything else?

    I also know that 2 weaknesses should be fixed engine-side by every mod.

    1. IP Masking should be done by the engine, not by the mod. There is a way to penetrate ip masking done by the mod via a brief instant where it doesn't apply. JJ demonstrated this over a year ago.

    2. The connect to server and spam messages for 1 second, get kicked, reconnect for a brief instance and repeat. This works because the ban file doesn't kick in for a second or 2. A better server engine would not allow someone to talk for, say, the first 5 seconds.

    Any other weaknesses of CRMOD or any mod in general?
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

  • #2
    disable the auto AFK -> kick feature.. this was nice on full servers.. but nowadays its just plain annoying..

    Comment


    • #3
      Originally posted by Baker View Post
      1. Do not allow certain colors, especially in a 1 on 1. I know I have trouble spotting someone using color 1 1 on most maps and certain maps color 3 is nearly impossible to see in many area. And I've seen demos where someone was a hard-to-see color and refused to switch to a reasonable color (that's really gay).
      What's stopping you from using color 1 or 3? I think that's a bit extreme. A lot of the colours in quake are hard to see. Red is a lot harder to notice than blue or yellow. Green is ridiculous on some maps. But then again when you see something that moves you shoot it :/

      Originally posted by Baker View Post
      4. Pack-drop gayness. I've seen games where someone did a bind that switched weapon to RL to fire and back and if you killed this player, of course you wouldn't get a weapon or any ammo. In Quakeworld they fixed this exploit in their mods and I believe the best weapon and ammo for that weapon drop when someone is killed. Quake shouldn't be about making scripts to capitalize on what is really a deficiency in the mod programming.
      Not a bad argument I can agree with a change in pack dropping.

      Originally posted by Baker View Post
      5. Only supports 10 custom maps.
      Custom maps are a must but realistically everyone just plays on dm6. Am I wrong?

      --

      Anti-wallhack!!!!!!!

      I can't think of anything wrong with crmod :] Perhaps it should force r_wateralpha 1 and gl_doubleeyes 0.

      Comment


      • #4
        Perhaps it should force r_wateralpha 1 and gl_doubleeyes 0.
        Nooo don't do that! if a map is not vis-patched (on the server i mean) it won't send any player info beyond the face of the water anyways.. and some maps have transparent water as a feature so don't kill that..

        Comment


        • #5
          Originally posted by =peg= View Post
          Nooo don't do that! if a map is not vis-patched (on the server i mean) it won't send any player info beyond the face of the water anyways.. and some maps have transparent water as a feature so don't kill that..
          Peg, connect to ctf.clanhdz.com and warp it to ctf3m2. That map is not properly vis'd and you can see entities underwater.

          Baker, I think a duel mode should be implemented in CRMOD for 1v1 purposes only. In this mode you can either limit colors to the solid primaries (yellow, blue, red) or force the shirt color to be always 0 (white). A color of 0 x, should show up pretty well on almost any map. The duel mode should also automatically disable any powerups (pent,quad,ring).

          Another idea I had about duel mode was to somehow implement "smart" spawning for the initial spawns when the match begins. It really sucks when you spawn very near your opponent, but you're in the less desirable spawn spot, and your opponent is able to take control of all weapons/items very easily. If there is a way to spawn the two players on opposite sides of the map, initially, I think this would be beneficial. This of course, is my opinion, so I'm not sure how others would view this. Additionally, I understand that 1v1 dm is a very niche type of gameplay, so this much thought might be overkill.

          Comment


          • #6
            Baker, I think a duel mode should be implemented in CRMOD for 1v1 purposes only.
            isnt that what the (slightly undocumented) INDIVIDUAL mode was for?
            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

            Comment


            • #7
              I think the spawn points should be left alone. Knowledge of the spawn point order should earn you a few extra frags

              Comment


              • #8
                I certainly appreciate your efforts Baker.

                If anything can be learned from QW's KTPro and KTX mods, it's this: Expand, don't limit. Why waste time limiting colors?

                Also, in QW you drop the weapon that is selected, not your best weapon. Your understanding of the fix for boomstick scripts is backwards. The fix that was created just made it so everyone could use a feature like the boomstick script without having to change their configuration. Regardless, during the time you're firing a weapon, any type of script is worthless.

                If you change it so you always drop your best weapon then there goes a very large part of the game.

                Do what KTPro and KTX have done; 1on1, 2on2, 3on3 and 4on4 settings. Implement a rpickup voting option that randomizes teams. Forget "admin" voting, let anyone start a vote for anything. During "warmup" make players have god mode with unlimited ammo so they can shoot around instead of running around with shotgun.
                Last edited by Cataklysque; 01-19-2008, 02:04 AM.

                Comment


                • #9
                  Originally posted by by papasmurf
                  Baker, I think a duel mode should be implemented in CRMOD for 1v1 purposes only. In this mode you can either limit colors to the solid primaries (yellow, blue, red) or force the shirt color to be always 0 (white). A color of 0 x, should show up pretty well on almost any map. The duel mode should also automatically disable any powerups (pent,quad,ring).
                  i fully agree! see how warsow implemented this.. its a really nice feature that quake should have!

                  short feature list:
                  - powerups (quad/pent/ring) disabled.
                  - items like ARMOR and MEGAHEALTH do NOT spawn until 15 seconds into the game so the initial spawnpoints of the players have no big impact on the game.
                  - if there are more then 2 players on the server you can "ready up" which will enter you in the challengers cue (i think it's winners stays on, loser gets replaced with the next challenger in line). typing spec(tator) will put you back in to the spectators lineup (observers)
                  - in warm-up-mode the game is fully playable with all items spawning like usual including all weapons and armor.. just no score count (i think.. don't quite remember)
                  i think the spactator mode should be like CAx with the default being EYECAM not chasecam.

                  a new weapon-stay mode would be nice as well.. that is.. the method that runequake uses.. weapons stay and in the high-up position they supply extra ammo.. (mix of dmm1 and dmm3) this in addition to the normal weaponstay mode cr-mod has now (dmm3).
                  all these modes should be vote-able IMO so no admin-interference is needed.

                  Originally posted by by papasmurf
                  Peg, connect to ctf.clanhdz.com and warp it to ctf3m2. That map is not properly vis'd and you can see entities underwater.
                  well if the map is not vis'd then seeing players in the water is either a feature or a major failure from whoever created the map.
                  in any case.. it will be the same for everyone..(unless you are using winquake/non-gl-software-whatever-u-wanna-call-it-quake, but who does??)
                  Last edited by =peg=; 01-19-2008, 04:43 AM.

                  Comment


                  • #10
                    Originally posted by =peg= View Post
                    well if the map is not vis'd then seeing players in the water is either a feature or a major failure from whoever created the map.
                    in any case.. it will be the same for everyone..(unless you are using winquake/non-gl-software-whatever-u-wanna-call-it-quake, but who does??)
                    Some of the CTF maps are rather unfair if you are using WinQuake because you can't thru the water and everyone else can.
                    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                    Comment


                    • #11
                      Originally posted by Cataklysque View Post
                      Do what KTPro and KTX have done; 1on1, 2on2, 3on3 and 4on4 settings.
                      What are the different settings for 2on2, 3on3, and 4on4?

                      Comment


                      • #12
                        Originally posted by Cataklysque View Post
                        I certainly appreciate your efforts Baker.

                        If anything can be learned from QW's KTPro and KTX mods, it's this: Expand, don't limit. Why waste time limiting colors?
                        It sounds like dual mode that limits colors like Papasmurf mentioned would be better.

                        I'm just mentioning this because it shouldn't take a modified engine with enemyskin support to play a fair game if someone else in a 1on1 is being gay and won't use a visible color [like they won't change from brown on DM6, for example].

                        Also, in QW you drop the weapon that is selected, not your best weapon. Your understanding of the fix for boomstick scripts is backwards. The fix that was created just made it so everyone could use a feature like the boomstick script without having to change their configuration. Regardless, during the time you're firing a weapon, any type of script is worthless.
                        Could you explain this in more detail, particular the details of the fix? Especially since my understanding is apparently wrong.

                        Do what KTPro and KTX have done; 1on1, 2on2, 3on3 and 4on4 settings. Implement a rpickup voting option that randomizes teams. Forget "admin" voting, let anyone start a vote for anything. During "warmup" make players have god mode with unlimited ammo so they can shoot around instead of running around with shotgun.
                        I know the process of organizing teams takes too long, that's for sure.
                        Last edited by Baker; 01-19-2008, 07:24 PM.
                        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                        Comment


                        • #13
                          Originally posted by Canadian*Sniper View Post
                          I think the spawn points should be left alone. Knowledge of the spawn point order should earn you a few extra frags
                          Well, there is no spawn point order. Since sometime in 1997, the spawns in CRMOD were randmized; but I'm not talking about changing that. All I'm talking about is changing the logic for the spawns at the very start of a match so that the two players don't spawn right next to eachother (this happens about 20% of the time).

                          Comment


                          • #14
                            Remove LG bug.

                            Comment


                            • #15
                              -200MAPS or more support.
                              -players should have the possibility to vote for deathmatch 1 and 3 or other mode.
                              -1on1 mode.
                              -2on2 mode.
                              -3on3 mode.
                              -4on4 mode.
                              -If there are only 3 people on the server , the possibility to add a serverside frogbot based teambot.
                              -serverside recording option.
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