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  • A Future "Progs 2.0" List

    I think I may have made one of these threads before but I can't find it. To solve that problem, I'm either going to put this in my sig or in my profile page somewhere so I never lose it.

    Vanilla QuakeC needs:

    1. The QIP bugs (some, most?) fix including the lightning fix.
    2. EF_BLUE and EF_RED support
    3. Deathmatch 3
    4. Vote-map
    5. Observer cam, possibly admin system
    6. Perhaps optional built-in frikbots
    7. Some of the generic fixes IEEE and Bam did that I think eliminates the possibility of ghost players.
    8. Telefrag spawn protection (check ahead) and some "push" method to avoid telefragging in coop when a map doesn't have multiple spawn points.
    9. Randomization of the spawn order.
    10. Maybe optional swim in water = fullspeed option particularly for dm and coop2 support?

    /Edit = Found old thread
    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
    Originally posted by Baker View Post
    I think I may have made one of these threads before but I can't find it. To solve that problem, I'm either going to put this in my sig or in my profile page somewhere so I never lose it.

    Vanilla QuakeC needs:

    1. The QIP bugs (some, most?) fix including the lightning fix.
    2. EF_BLUE and EF_RED support
    3. Deathmatch 3
    4. Vote-map
    5. Observer cam, possibly admin system
    6. Perhaps optional built-in frikbots
    7. Some of the generic fixes IEEE and Bam did that I think eliminates the possibility of ghost players.
    8. Telefrag spawn protection (check ahead) and some "push" method to avoid telefragging in coop when a map doesn't have multiple spawn points.
    9. Randomization of the spawn order.
    10. Maybe optional swim in water = fullspeed option particularly for dm and coop2 support?

    /Edit = Found old thread

    I have all these except #10 in cax. Maybe I should clean it up and make a tutorial.
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

    Comment


    • #3
      A tutorial on #5 would be something that has historically been in very high demand.

      A lot of mods aren't well suited for someone connecting who doesn't want to play.
      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


      • #4
        makes me want to limit the fps for observers and allow the players a larger portion of the bandwidth time-slice...
        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

        Comment


        • #5
          i have a "clean progs 106" with Bam's vote map and observer mode

          perhaps i should upload it by now?

          Comment


          • #6
            I'd like to see that and try it out. My QuakeC experience is fairly limited and I'd also like to take a look at how it works.
            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


            • #7
              ok

              qrf.mine.nu/~metch/obs and vote.zip

              the link at qrf does not work atm

              the site wont take my new text in the html

              oh but u can still get it

              Comment


              • #8
                I got the download to work, I'll check it out, test it and examine the changes.
                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


                • #9
                  I've checked it out a little, it's basic but it works. Could be improved to stuffcmd an alias for the "impulse 41" which toggles the observer mode and only allow the behavior at death and have chasecam view as an option.

                  Add to the "progs 2.0" list:

                  11. Built-in MOTD
                  12. The ability to set a cvar to indicate whether players should spawn upon connect or preferably observe upon connect.
                  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


                  • #10
                    13. CSQC support



                    edit:

                    I think on a side note that it would be cool to have in single player the respawning of monsters at each spawn point every 20 seconds after they die. Might be fun in coop in case you have to back track to complete objectives.
                    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                    Comment


                    • #11
                      I think on a side note that it would be cool to have in single player the respawning of monsters at each spawn point every 20 seconds after they die. Might be fun in coop in case you have to back track to complete objectives.
                      Wouldn't you run into some limits there?
                      Scout's Journey
                      Rune of Earth Magic

                      Comment


                      • #12
                        Originally posted by golden_boy View Post
                        Wouldn't you run into some limits there?
                        He said "after they die", so probably not. entities -1 ... entities +1 = balance.
                        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
                          possibly.

                          I'm not 100% sure how the counting works (edicts for example). If it's a simple as you say, sure, no prob then.
                          Scout's Journey
                          Rune of Earth Magic

                          Comment


                          • #14
                            Which basic multiplayer features should future mods (all mods) have?

                            If we assume a scenario where some people play on a RMQ server, either coop or DM, which features would be wanted? Would people want something like voting for maps?

                            We can't turn it into a Runequake or CTF clone, but we can make multiplayer more smooth and enjoyable. We can definitely add some runes, grappling hook, flags, and map voting, but I'm not a multiplayer kind of guy, so I don't know what's desirable and what isn't.

                            With RMQ, there are already features planned like dropping weapons for a teammate. There's also FrikbotX so it'll be easy to check it out.
                            Scout's Journey
                            Rune of Earth Magic

                            Comment


                            • #15
                              Originally posted by golden_boy View Post
                              Which basic multiplayer features should future mods (all mods) have?
                              1. deathmatch 3 (weapons stay) - link to code = here

                              Aside from that:

                              vote-map is absolutely vital.

                              Let's say there is a permanent coop server and let's pretend it is running id1. This could be hosted on a ProQuake server, DarkPlaces or ZQuake server (Quakeworld server supporting NQ progs.dat), for example, since all 3 support NQ progs.dat in a fully tested manner. (with some asterisks here and there).

                              When you connect to the server, how would you select what map to play? As a result, any mod without vote-map is guaranteed to be an absolute failure on a dedicated server.

                              Also:

                              Any multiplayer capable mod should have observer code to allow people to connect and just watch.
                              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

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