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quake leagues: a potental fix to the unbalanced world of q1 multiplayer

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  • #16
    I find encouraging the new players or the more seasoned players is always a good thing.
    if they consistently make an error, like graplling too often or something, I'll inform them to be more random and precise. An in-game smile goes a long way when the newbies have a tough time. or I encourage them to ride elite players.
    Some play to remember...
    Some play to forget.

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    • #17
      Originally posted by bta.monster View Post
      or you guys could stop running shitty archaic proquake servers that can be easily exploited/crashed by flooding with simple client commands. run darkplaces servers with a decent user-friendly mod utilizing csqc that balances out the weapons and fixes the most obvious shit that's wrong with stock q1 dm

      Hmm i agree darkplaces servers are better but how does client-side quakeC eliminate hacks? Or how does csqc balance weapons? What commands in poquake cause flooding? Is your dp server still up?
      can weapon stay help balance weapons for newbies?
      can anyone gain satisfaction from playing on a server where its all down to just pressing the attack button?
      doess anyone really care anymore?
      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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      • #18
        Originally posted by R00k View Post
        does anyone really care anymore?
        My Avatars!
        Quake Leagues
        Quake 1.5!!!
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        • #19
          can anyone gain satisfaction from playing on a server where its all down to just pressing the attack button?
          That's all I do, and I completely suck. It's not satisfying.
          http://www.nextgenquake.com

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          • #20
            I think the whole argument against dm is kinda like a new player trying to play Chess with the mindset of checkers. Then bitching because different peices can move differently and its all to confusing.
            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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            • #21
              Originally posted by R00k View Post
              Hmm i agree darkplaces servers are better but how does client-side quakeC eliminate hacks? Or how does csqc balance weapons? What commands in poquake cause flooding? Is your dp server still up?
              can weapon stay help balance weapons for newbies?
              can anyone gain satisfaction from playing on a server where its all down to just pressing the attack button?
              doess anyone really care anymore?
              I think Mr. Burns can anwer these questions.
              I saw him posting a lot of 'non-standard' Quake servers, running mods which does the mentioned above. Cobalt is as far as I know also implementing a lot of neat ideas into his server.

              I am no multiplayer (I couldnt even connect to a server, because I am stupid). But I think a lot of Quake mods are available that alter some things, and others alter a lot of things.

              Isnt it just a question of download upon first connection to these servers ?
              Downloading the mods .pak files the first time and then play it ?
              If it is as easy as this, then doing all the things that syluxman2803 requested is possible (or better said has already been done multiple times).

              But again, I am a single player and do not know anything about multiplayer. Just reading stuff from Mr. Burns and others...

              Best of luck.

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              • #22
                Hi Seven

                If I have understood it correctly I believe some of Rook's questions were primarily aimed at clarifying the logic and technical reasoning behind monster's statement. However, generally the mods we run don't normally make changes , such as altering settings, on your system when you connect to the server. I know from conversations with Gunter that FVF does make some very limited changes but Painkeep, DMP, RQP, FFA, and deadzone2 don't AFAIK

                Painkeep requires a mod download as it requires client side content (sounds, models, textures, etc) but apart from custom maps the others don't.

                As far as the server engine is concerned I'm sure that there are some advantages in replacing the current executable with Darkplaces but it's a trade off between DP advantages against the possibility of losing non DP users.
                The best of both worlds would perhaps be to run a DP/FTE server that allows any client to connect seemlessly and I know some work has been done in that area but we'll have to wait a see I suppose


                Kind regards

                Monty
                Last edited by Mr.Burns; 05-17-2014, 04:24 AM.
                Mr.Burns
                "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
                WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
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                News: JCR's excellent ctsj_jcr map is being ported to OOT

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                • #23
                  I have had this on the back burner for years, I have even gone so far as to make my mods compatible with dp/fte in a rudimentary state. Not pretty, but at least load-able. The only reason not to hit prime time (besides the polish (no not sausage)) is because the mainstream players are old player who are to encrusted in their ways. Sure if we wait long enough old clients wont work and they either have to migrate to the modern world or leave. Or gain new players with the richness of modern clients. It's a toss up and only a gamble of time.

                  But in the future it will be DP and FTE we will play i guantee it!
                  www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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