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NewDM: A new look at Quake Deathmatch

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  • Originally posted by PapaSmurf View Post
    I object to the statement about the super nailgun being so inferior.
    Against a skilled player with a rocket launcher it loses consistently, regardless of range.

    With the increase in velocity it should win in longer range battles.

    CS didn't change the damage per second at all, he just tweaked the fire rate - 9 damage per nail, 20 per second, rather than 18 damage per 2 nails at 10 per second.

    Comment


    • Suggestions :
      Maybe change the fraglimit to 30 ?
      Add some good custom maps.
      Add observer modes.
      More ammo !
      My servers for the gamers:
      bigfoot.servequake.com / damage.servequake.com

      port 26000 EuroQuake
      port 26001 EuroQuake Coop


      newyork.quakeone.com
      Offline ATM
      fvf.servequake.com
      flanders.servegame.org / flanders.servequake.com
      Offline ATM
      newdm.servequake.com
      port 26010

      http://bigfoot.servequake.com (EuroQuake)
      sigpic

      Comment


      • Originally posted by PapaSmurf View Post
        Question: what is the current status of the SNG?

        Old SNG = 100 ammo (2 nails are consumed with each shot), 18 damage/nail, 10 nails/sec, results in 180 damage/sec.

        C*S, didn't you up the damage and rate of fire and velocity of the SNG?
        Old SNG = 30 Nails on pickup, rest you mentioned above

        NewDM SNG in 0.03 (currently running) = 50 nails on pickup. 400 ammo (1 nail cost), 9 damage/nail, 14 nails/sec, results in 126/sec

        NewDM SNG in 0.04 so far (updating this Sunday) = same as 0.03 except for increased nail velocity (1000 to 2000).

        I'm aware of the crappy SNG on the server now and was debating either increasing the damage from 9 to 13 (182 damage/sec) and/or increasing the nail velocity. Right now I've only increased the velocity.

        The reason I nerfed the damage from 18 to 9 was because it was TOO good with the increased firing rate. It made the SSG a joke as well because you could circle around your SSGing opponent with the SNG and cream him in seconds.

        ^ This is my reasoning. Now discuss I just did the calculations. Now that I think about it, I should increase the damage up a tad shouldn't I? But then again, I made the nails fast. That would result in more hits than it did before. hmmmph..

        Originally posted by LordHavoc View Post
        CS didn't change the damage per second at all, he just tweaked the fire rate - 9 damage per nail, 20 per second, rather than 18 damage per 2 nails at 10 per second.
        Sorry if I was misleading. I just did the calculations now.
        Last edited by Canadian*Sniper; 06-15-2007, 08:27 PM.

        Comment


        • Originally posted by Canadian*Sniper View Post
          It's interesting how episode 3 and 4 include their secret levels in the deathmatch rotation. Same goes for runes where they appear in deathmatch except for the episode 1 rune.
          That's because of entity order.
          16:03:04 <gb> when I put in a sng, I think I might need nails
          16:03:30 <gb> the fact that only playtesting tells me that probably means that my mind is a sieve

          Comment


          • Also, I didn't change the GL. And I kinda disagree with LH about the GL being a lower tier than the SSG. I got more kills with the GL than I did with the SSG in newDM. I tend to aim down and bounce them off the ground/walls to confuse my opponents.
            Last edited by Canadian*Sniper; 06-15-2007, 09:40 PM.

            Comment


            • I get far more kills with SSG than GL, it is my second most sought after weapon in most levels after the RL, and sometimes the SSG is better than the RL.

              Many SSG kills are not at point blank (using it as a melee weapon is incredibly effective, but not always possible), but simply repeated peppering with bullets from midrange, especially effective if interrupting a fight between players with tier 3 weapons.
              Last edited by LordHavoc; 06-15-2007, 10:24 PM.

              Comment


              • decision made for now. Upgrading SNG firing rate from 14/sec to 20/sec with 9 damage. It just hit me that the SNG was basically just a NG that fired in a straight line with 4 extra nails. :/

                Comment


                • Here's what you can expect for the weapons in NewDM 0.04 unless I make any more changes to them:

                  Code:
                  [COLOR="Pink"]AXE 40/sec
                  AXE + EYES 160/sec
                  SG 48/sec
                  SSG 120/sec
                  NG 90/sec
                  SNG 180/sec
                  GL 200/sec
                  RL 150/sec
                  LG 300/sec[/COLOR]
                  
                  [COLOR="PaleTurquoise"][U][SIZE="4"]QUAD[/SIZE][/U]
                  AXE 160/sec
                  AXE + EYES 640/sec
                  SG 192/sec
                  SSG 480/sec
                  NG 360/sec
                  SNG 720/sec
                  GL 800/sec
                  RL 600/sec
                  LG 1200/sec[/COLOR]
                  These are the statistics of the weapons at their best. Not a single bullet missing.

                  *NOTE* this whole SSG vs SNG balance is giving me a headache I'm debating changing the SSG reload time back from 1.0 to 0.7.

                  edit:

                  OK! I made a few changes and probably won't change them until I get feedback on the next mod update (when I finish the rest on my list. It's time to update)

                  Here are the weapon stats:
                  AXE: nothing changed from Vanilla Quake except for x4 damage with EYES
                  SG: no change. normal pellet damage (4 damage).
                  NG: no change. normal nail velocity (1000)
                  SGG: widespread attack every second costin 4 shells firing 30 pellets that do 6 damage each.
                  SNG: fires nails twice as fast as the NG with nails moving at 2000 velocity. Does 9 damage per nail.
                  GL: no change.
                  RL: no change.
                  LG: updates 2.5 times faster but it 2.5 times weaker. In theory, this weapon does the same amount of damage it would do in Vanilla Quake.

                  Here's the update in the damage/sec:

                  Code:
                  [COLOR="Pink"]AXE 40/sec
                  AXE + EYES 160/sec
                  SG 48/sec
                  SSG 180/sec
                  NG 90/sec
                  SNG 180/sec
                  GL 200/sec
                  RL 150/sec
                  LG 300/sec[/COLOR]
                  
                  [COLOR="PaleTurquoise"][U][SIZE="4"]QUAD[/SIZE][/U]
                  AXE 160/sec
                  AXE + EYES 640/sec
                  SG 192/sec
                  SSG 720/sec
                  NG 360/sec
                  SNG 720/sec
                  GL 800/sec
                  RL 600/sec
                  LG 1200/sec[/COLOR]
                  Picking up a weapon will now give you the same amount as a large ammo box
                  Shells: 25, 50
                  Nails: 50, 100
                  Rockets: 2, 4
                  Cells: 12, 24

                  Weapon drop will be in the next update as well. Hopefully ammo shortage will not be a problem.
                  Last edited by Canadian*Sniper; 06-16-2007, 12:13 AM.

                  Comment


                  • I recoded items.qc to save me the future headaches. Picking up a weapon gives you LARGE ammo box amount. Picking up a dropped weapon gives you SMALL ammo box amount or less.

                    Code:
                    // removed all magic numbers. Good grief -.-; <-- Canadian*Sniper
                    float MAXSHELLS =	200;
                    float MAXNAILS =	400;
                    float MAXROCKETS =	40;
                    float MAXCELLS =	200;
                    
                    float SMALLSHELLS =	25;
                    float LARGESHELLS =	50;
                    float SMALLNAILS =	50;
                    float LARGENAILS =	100;
                    float SMALLROCKETS =	3;
                    float LARGEROCKETS =	6;
                    float SMALLCELLS =	12;
                    float LARGECELLS =	24;
                    edit:

                    I'm dumb. rocket ammo is now 3,6
                    Last edited by Canadian*Sniper; 06-16-2007, 02:43 PM.

                    Comment


                    • Did you nerf the LG from the last version?? When I played whitehot I thought it was uber pwnage...
                      e|------------------------0---------------
                      B|---------------0^1----------------1----
                      G|---------------2------2------0^2-------
                      D|---------------2-------2--2-------------
                      A|---------------0------------------------
                      E|----------------------------------------

                      Comment


                      • The LG in the current version updates every 0.03333 of a second <--- sys_ticrate. Of course this might be unstable. In the mod it updates every 0.01 of a second.

                        The newer version will fix this by making the LG update every 0.04 of a second. The LG should be just as powerful as it was in vanilla quake. Just updates more often.

                        Comment


                        • Canadian Sniper you're a motherfuckin pimp.
                          uakene.com

                          Comment


                          • Originally posted by Frenzy View Post
                            Canadian Sniper you're a motherfuckin pimp.
                            Darkplaces is becoming a stronger quake protocol server the more people report bugs This is very beneficial me thinks

                            Comment


                            • Hey if ammo still becomes a problem, I have an alternative idea for the weapon stay code. If you already have the weapon, you can still pick up Small ammo box ammo from it if you have less of that amount.

                              Comment


                              • It has been brought to my attention that aiming is a little off (typically down and to the right, but the direction actually depends on where you're aiming) in non-DP clients on whitehot.

                                This is an existing and rather famous Quake client bug (which means I can't fix it on the server), it is documented all the way back to 1997 or so on Quake related websites, and seems to still exist in ProQuake, JoeQuake, and Qrack, as well as any others that have not adopted my aiming fix.

                                On ProQuake servers this is normally hidden by the precise aiming that ProQuake servers support for ProQuake clients (which JoeQuake and Qrack identify themselves as), obviously whitehot is running DP and hence no precise aiming is active, and hence the bug in the ProQuake/JoeQuake/Qrack client becomes visible.

                                I can not make the server claim to be a ProQuake server, so the precise angles feature of ProQuake/JoeQuake/Qrack does not apply.

                                The fix for the frequently off-center shots is simple, but getting everyone to upgrade to a new version of these engines may not be so simple, and it is still worse than precise aim...

                                Note that DarkPlaces clients on Quake-protocol DarkPlaces servers do not get precise aim either, but they at least have this bug fixed (I fixed it years ago).

                                Here's the fix, in common.c:
                                void MSG_WriteAngle (sizebuf_t *sb, float f)
                                {
                                // 8bit angle rounding fix by LordHavoc (fixes the off-center shots bug on quake protocol servers)
                                //MSG_WriteByte (sb, ((int)f * 256 / 360) & 255);
                                MSG_WriteByte (sb, (int)floor(f * 256 / 360 + 0.5) & 255);
                                }

                                Baker and R00k: please adopt this fix.
                                Last edited by LordHavoc; 06-16-2007, 07:01 PM.

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