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?
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?
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