ctf is played a bunch on zero.quakeone.com (NY) and ctf.quakeone.com (HDZ- TX). There is not much action in the hating type ctf servers anymore, although I think the people who play runequake would enjoin it
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Lol true 40 plus ctf clan, sadly it would only have 3 people.Originally posted by Dilligaf View PostTrinicom, and that awesome hook that nobody liked except the clans that played there, was still up the other day...to my amazement. It was a little laggy however, even with my 5 meg pipe. Someone must have still been downloading porn
Wasn't the guy that wrote that mod from Sweden or something like that. Lars something or other I think... anyways, How many people here still play ctf? I'd like to play some on a Friday or Saturday night...semi late, 10 - 11pm or so. The wife is usually in bed and the kids aren't home yet. Heh, just writing that made me feel older than my 49 yrs. In a few years I think I could market the first Quake League for seniors? Bound to be some money made there some how or another!
Trinicom had two hooks, the first beign the MorningStar hook (3wave) which I believe pulls at about 600, (a normal rocket shoots at 1000u/s). Which really is too slow for any type of hooking except straight up. The second hook from 3312 actually had a bug. It that was to supposed to have a swing, which never happened after the 1st swing. In the fix, you could actually strafe as you hung there and create a swinging motion gaining speed again.
Dilligaf, I thought you ran the server??
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Not really, I think it was Gandalf's show to run, I was just there... ALOT..., along with Freepizza, Target, Ratkiller, and others that slip my mind at this particular moment. Actually I think a couple of trinicomers hang around here from time to time. Cool times though... clan 1999 forever!Originally posted by R00k View PostDilligaf, I thought you ran the server??*I chose the road less traveled... Now I don't know where the hell I am*
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ya, the bug was this (excuse the messy code this is directly from the original source)Originally posted by Dilligaf View Post3.3.12 server modules? that rings a bell...
The player's hook status gets set to (bitwise) HOOK_SWING if the length of the chain from the hook to the player is less than 100.Code:if (self.owner.hook_status & HOOK_SWING) { if (xn < 240) { acc = 2.5*xn; } else { acc = 600; } } else { if (xn < 100) { acc = 6*xn; } else { acc = 600; vo = '0 0 0'; } if (xn < 100 && vp*x <= 0) self.owner.hook_status = self.owner.hook_status | HOOK_SWING; }
The bug is that the player's hook_status never gets reset.
So " if (self.owner.hook_status & HOOK_SWING) {" is always true from then on!
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