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  • A CAx update to look at

    bomber.quakeone.com
    I'm sorry about the shitty image, I don't like my quake fancy.
    Player damage points will be added below the player names soon.


    A lot has been going on behind the scenes with CAx. It has taken time, which I don't have a lot of, to add all the features people want to CAx. The purpose of them are either much needed ones, or just features to get out of the same boring routine.

    New Features:
    1. discharge push - You are allowed 2 discharges the first discharge sends a pulse pushing nearby players away.
    2. friendly fire - Currently, only armor can be damaged which prevents team kills. (50% armor and health FF damage?)
    3. grenade spam - It has become stricter and once spam protection is activated there's a 2 second delay between grenades shots.
    4. podium finish - At the end of a match the top 3 players with the most damage points are given a spot on the podium. The podium is displayed during intermission following the end of a match. (disabled for now due to small bugs)
    5. green team removed - Nuff said.
    6. map rotation - Map rotates dm3, q1edge, sanity, q3dm6qw, aerowalk and soon will rotate based on the number of players.
    7. network performance "lag" command - A player dependent command that disables gibs, bubbles, and most nails for that player (not the server). (mainly for my HPB ass :p)
    8. new vote system - This vote system no longer uses the warp menu. You only need to type the map name in the console. However, if you forget what map you want to vote for, type warp in the console for a list of maps.
    9. forced refresh of scoreboard pings - Before, the engine would update the scoreboard pings randomly, now it refreshes them every second.
    10. notification when MVP is taken - After the damage points are greater than 5 frags (1500 points) a sound is played & message printed everytime a player takes the MVP lead.
    11. better afk handling - It seemed like before 'afk' didn't actually simulate being AFK, now it does.
    12. default camera change - Eyecam is now the default camera instead of chasecam.

    Ok now here's an experimental idea (not added yet):
    13. team captains - This gives the 2 players with the highest damage points from the previous match to be a team captain, but the player can opt out of the opportunity. There must be 8 or more players on the server to enable captains. Captains can be voted on or off at any time.

    There is many more experimental ideas that COULD be added like I.E. being notified when somebody is tracking you.

    So give me your input on the current features, or features you want in the mod!!!

    bomber.quakeone.com
    Last edited by Bam; 02-10-2008, 10:26 PM.

  • #2
    nice work bam! some good stuff there

    one question tho..

    13. team captains - This gives the 2 players with the highest damage points from the previous match to be a team captain, but the player can opt out of the opportunity. There must be 8 or more players on the server to enable captains. Captains can be voted on or off at any time.
    what is the purpose of a team captain? does he get some super power?

    Comment


    • #3
      They choose the players for their team from the list of players. The 2 captains take turns choosing players. If this idea was popular it would be a vote-able option.

      Comment


      • #4
        How come I don't remember being in that shot with my name looking like that? I used my funky name tag, does the podium finish make funky names plain?
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        • #5
          GJ to everyone who contributed to this.

          Originally posted by Bam View Post
          11. better afk handling - It seemed like before 'afk' didn't actually simulate being AFK, now it does.
          Care to fill us in on what's handled differently to determine AFK?

          Comment


          • #6
            This is great.

            Unfortunately, "Spam protection" is not activated often enough, I hope this doesn't render the 2 second delay useless.

            I find spam protection very easy to bypass..

            Aside from that, all the changes are fantastic. Keep it up, we need changes like this in CA, I also really like the forced map change, podium standings, and perhaps we can get some killer "stat system" soon which I remember Baker mentioning.. such as who you killed and how many times, how much damage you did to each player.. and a better efficiency system.. etc

            very nice, I hope this all gets implemented soon.

            Comment


            • #7
              Originally posted by Rampage View Post
              This is great.

              Unfortunately, "Spam protection" is not activated often enough, I hope this doesn't render the 2 second delay useless.

              I find spam protection very easy to bypass..

              Aside from that, all the changes are fantastic. Keep it up, we need changes like this in CA, I also really like the forced map change, podium standings, and perhaps we can get some killer "stat system" soon which I remember Baker mentioning.. such as who you killed and how many times, how much damage you did to each player.. and a better efficiency system.. etc

              very nice, I hope this all gets implemented soon.
              So far only Bomber & Dredd have a forced map change which keeps it's integrity. Dreadful was saying something in the beginning of Speaknow that it would not become a one level server but it seems the server chose to go that route, which is fine, he can do whatever he likes

              Bomber as many know practically "grew up" with CAX as CAX was being developed and Bomber intends to use CAX to its fullest extent which one of the bigger features is it supports more maps then the old style CA. Myself and many others enjoy the forced map rotation and find servers with this type of attribute much friendlier to play on, which is a plus for any server. As it seems now what Baker and myself set out do achieve has happened, We've kept grievers at a minimum while keeping the fun factor up and gameplay fresh.

              There has been VERY little admining needed on either server dew to it's take no shit attitude towards troublemakers, these servers practically run them selfs! I really hope future servers catch onto this as new comers to Quake quickly will realize its a very community driven game (at least CA is) and notice trouble makers quickly and tend to give the game bad credit dew to it's tightly knit community.

              So if you want to play on a different server, thats your personal choice, but don't knock new things until you have tried it to it's fullest potential. Which CAX is pushing to new limits on Bomber.

              After all, when it comes to innovation Bomber and CAX go hand in hand!

              Thanks to R00k for his hard work, Bam for his hard work and current hard work and everyone who gave positive input on making Bomber running CAX a better server!

              For future note, Bomber will not sellout to becoming a one map server to gain popularity. We already have enough. Its time for a change!
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              Comment


              • #8
                Nice work!

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                • #9
                  I don't want to turn this into a "what about this idea/bug/feature" thread, because you've put a lot of work into this and it should be recognized.

                  However, CACE (clan arena championship edition) in Quakeworld can limit grenades without limiting rockets. I really think this is a far better solution than the spam protector, regardless of how it's configured. The standard is 10 grenades, 5 is also popular.

                  Comment


                  • #10
                    Na, that's perfectly fine. I made this thread so I could see what players think. The only problem with making grenades a separate ammo is how do you display how many grenades you have? How does quakeworld do it?

                    Originally posted by Canadian*Sniper
                    Care to fill us in on what's handled differently to determine AFK?
                    Before, jump, attack, and camera cycling reset the AFK counter. This means if you move around the map you're AFK counter is still counting down (ultimately become 'afk'). Now, I made it so any player velocity, impulse issued, jump, attack, or camera cycle is noticed it resets the AFK counter.

                    Originally posted by Phenom
                    How come I don't remember being in that shot with my name looking like that? I used my funky name tag, does the podium finish make funky names plain?
                    No, that isn't you haha, I loaded up a couple clients to test the podium and take a screenshot and needed some different names.

                    Originally posted by rampage
                    very nice, I hope this all gets implemented soon.
                    Everything I posted is already in the mod running on bomber.

                    Comment


                    • #11
                      How much of a difference does the lag command do for you, Mr. Quake's last HPB? I'm just curious.

                      I like the idea of consequences of friendly fire. At least some consequences.

                      Sounds like some excellent work there, bud.

                      Thoughts/ideas:

                      1. When you say you removed the "green team" does that mean a 4th team isn't available?
                      2. Just an idea, but to me the REAL MVP is not the guy who does the most damage, but the guy who does the most NET damage (damage less damage taken). Or maybe I'm wrong.
                      3. I kind of like the default chase-cam view, but I haven't seen what you've done. With eyecam, you can't easily tell what team you are riding.

                      Either way, awesome stuff Bam!
                      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


                      • #12
                        Nice! Keep up the good work!

                        1. discharge push - You are allowed 2 discharges the first discharge sends a
                        pulse pushing nearby players away.
                        Nice, the second one does what?

                        4. podium finish - At the end of a match the top 3 players with the most damage points are given a spot on the podium. The podium is displayed during intermission following the end of a match. (disabled for now due to small bugs)
                        VERY NICE!

                        5. green team removed - Nuff said.


                        7. network performance "lag" command - A player dependent command that disables gibs, bubbles, and most nails for that player (not the server). (mainly for my HPB ass :p)
                        good.. better than the global "performance: option...

                        8. new vote system - This vote system no longer uses the warp menu. You only need to type the map name in the console. However, if you forget what map you want to vote for, type warp in the console for a list of maps.
                        Works with custom maps?

                        11. better afk handling - It seemed like before 'afk' didn't actually simulate being AFK, now it does.
                        Sometimes players can lag out while running in a corner, or lagout shooting.
                        Since jump cant be repeated, +attack wasnt used as a trigger...

                        12. default camera change - Eyecam is now the default camera instead of chasecam.
                        Nice, when while watching demos, using c_a will give u their "chasecam" view, anyways... but recording in chasecam, cant allow you to see their eye-view otherwise.
                        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                        Comment


                        • #13
                          Originally posted by Baker View Post
                          How much of a difference does the lag command do for you, Mr. Quake's last HPB? I'm just curious.
                          If ticrate is .05 it works great, otherwise it doesn't matter if it's on or not.

                          Originally posted by Baker View Post
                          1. When you say you removed the "green team" does that mean a 4th team isn't available?
                          2. Just an idea, but to me the REAL MVP is not the guy who does the most damage, but the guy who does the most NET damage (damage less damage taken). Or maybe I'm wrong.
                          1. Green team is removed (wiped from the mod). I saw no advantages with the green team. If there is 3 players on the server it will be a 1v1v1, if there is 4 it's gonna be a 2v2, if there is 5 it'll be 2v3 or 2v2v1. Green only confuses teams, and besides CAx started out with 3 teams, I think I added it too.
                          2. (damage less damage taken) did you mean: damage given - damage taken = MVP? I would agree with that:what does everyone think?

                          Originally posted by Bam
                          1. discharge push - You are allowed 2 discharges the first discharge sends a pulse pushing nearby players away.
                          To be exact the first discharge takes 50 cells and pushes surrounding players away. The second discharge takes the players remaining cells with no discharge push.

                          Originally posted by R00k
                          Works with custom maps?
                          Yes

                          Originally posted by R00k
                          Sometimes players can lag out while running in a corner, or lagout shooting. Since jump cant be repeated, +attack wasnt used as a trigger...
                          I thought about that, and then I thought 95% of the time that is not the case. AFK will be more accurate overall doing it this way. I did find afk counter reset code in w_attack().

                          Comment


                          • #14
                            Originally posted by Bam View Post
                            2. (damage less damage taken) did you mean: damage given - damage taken = MVP? I would agree with that:what does everyone think?
                            Probably won't make that much of a difference but sounds good

                            Comment


                            • #15
                              Agreed. Sounds good to me.
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