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NewDM: A new look at Quake Deathmatch

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  • #16
    problem: other netquake clients will get choppyness when the dp server runs QUAKE protocol. FIXED BY LORDHAVOC
    I'll d/l that beta and see if users get better pings. Thanks LH!

    EDIT: I d/led the Jun 11 one, and now all the stock ID levels are in black. As if theyre not being found or something O_o

    EDIT: D/led Jun 10 one, now it works
    Last edited by Monster; 06-11-2007, 08:06 AM.

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    • #17
      Originally posted by QuadRaptor View Post
      0 = crashed DP
      33 = current DP
      400 = Qrack

      It's odd how different pings can be based on what engine you use. Just wanted to point that out.
      Since CanadianSniper's comment on this was kind of vague I figured I should give you a mroe solid answer - this is a bug in the DP server with non-DP clients (a wrong assumption about rate limiting, so it was incredibly laggy with a non-DP client, it was trying to only send 1KB/s data to you), I fixed it as soon as CanadianSniper reported it, so if the server is updated it should run fine with other clients.

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      • #18
        Originally posted by QuadRaptor View Post
        Yeah basically DP comes with a completely different game, and I can't figure out where the maps to it are unless they really are on the server (which shouldn't be because the two "starts" would conflict).

        I'll screenshot a few of the levels later today and make a seperate topic for it since I don't want to get into it on Sniper's topic.
        DarkPlaces includes no data, no game, just the executable and some dlls and a source zip, it sounds like you're describing an unofficial release by someone else packaged with data (like openquartz for example), the idea of replacing the data goes directly against the purest nature of DarkPlaces engine, and would make it kind of useless as a multiplayer engine.

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        • #19
          Originally posted by Monster View Post
          I'll d/l that beta and see if users get better pings. Thanks LH!

          EDIT: I d/led the Jun 11 one, and now all the stock ID levels are in black. As if theyre not being found or something O_o

          EDIT: D/led Jun 10 one, now it works
          There is no Jun 11 one yet, just two betas on Jun 10, I have no idea where you found a Jun 11 one.

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          • #20
            yes , those 2 i downloaded wre both June 10, but one was uploaded on June 11.
            The first june 10 beta has some missing textures in some custom levels. The textures arent there, its as if theres a whole in the wall/floor.

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            • #21
              Originally posted by Monster View Post
              yes , those 2 i downloaded wre both June 10, but one was uploaded on June 11.
              The first june 10 beta has some missing textures in some custom levels. The textures arent there, its as if theres a whole in the wall/floor.
              Figured out and fixed the missing world bug (and am triggering a new beta build), it was to do with some reworking of the level startup code that fixed a different bug but apparently caused this as well.

              No idea about any missing textures however, that's something else.

              Edit: fixed the missing textures (broken map - they are unnamed textures - which was messing up the engine's texture loader).
              Last edited by LordHavoc; 06-11-2007, 11:14 AM.

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              • #22
                I made a topic about my DP mod's alternate game.

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                • #23
                  Server Updated (again)!
                  Bug Fixed!
                  Come Play!

                  Thanks for your input so far. I can understand your point on the limited ammo and the pack dropping. I would like to see a 16 player FFA to see how the ammo situation is as well.

                  My reasons for disabling pack drop was to force people to move around the map for ammo. Frenzy also said that it makes the players use their ammo more wisely instead of spamming attacks, improving their aim. The reason you're given less rockets was because the RL and GL are awesome weapons, but I didn't want players using the RL all the time. So it's almost like the mod is forcing a new standard on what weapons you should use in different situations.

                  Again, 2-3 people have complained about the no back dropping feature so I won't be ignoring the request.

                  edit:

                  Could someone put whitehot.quakeone.com in the server list please?
                  whitehot.quakeone.com NewDM Testing Server NewDM 00/16 map
                  Last edited by Canadian*Sniper; 06-11-2007, 12:41 PM.

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                  • #24
                    Just played a few games on NewDM. We played on e1m2 and e1m3. E1M2 worked good, reliance on different weapons and stuff. E1M3 is a really fun map, nice to hide around corners and attack them. That whole map we were relying on the RL however.. Maybe there should be a little less ammo in the big RL packs.. Like 1 less rocket. About the packs dropping.. maybe let them drop, but only get like 1/4 of the ammo and don't get the opponent's weapon. or, get the weapon, but no ammo. Just throwing out ideas

                    The insane SSG is really fun, a couple of times Canadian blocked me from jumping off to the armor in e1m2 with a blast from the SSG, and instead I fell in the water. This could become a tactic weapon, stop your opponent from jumping so they fall in the water, then use the RL to get some easy shots in

                    The starting nailgun does seem useless, I always do more damage with the SG. Maybe speed up the nails just a bit or add more damage on them.

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                    • #25
                      From playing around 10 games on the mod now, I can give my analysis on the weapons thus far:

                      axe: useless unless you have eyes. Great for getting a free shot in that wasn't expected
                      shotgun: this starter weapon sucks but does well with good aim
                      nailgun: this start weapon sucks but does well in long hallways
                      Super Shotgun: Awesome at close range. No splash damage to worry about. Easy to get an instant 120 damaging shot in when behind someone
                      Super Nailgun: Awesome in long hallways
                      Grenade Launcher: same old weapon. Shoots fast with great damage around corners
                      Rocket Launcher: same old weapon. Very efficient at medium range
                      Lightning Gun: Will do insane amounts of damage if aimed well. Great for countering Super Shotgun users

                      Quad makes the SSG, SNG, GL, RL, and LG insane weapons I've noticed.

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                      • #26
                        I would imagine e1m2 would change quite a bit with NewDM, though you still have the armor near the spikes. The rl room would be less of a control-trap, bringing more flow to the map beyond MH/Armor raids.

                        e1m3 does seem like it could yield itself to SSG ambushes quite well (whether coming out of the sewers to the levels end, or coming up the elevator back to the beginning).

                        I admit, I actively want to play more of this mod when I get home today.

                        I noticed the lack of pack dropping myself, but it didn't bother me... I can see ammo replenishing becoming a problem however. In this case, it wouldn't hurt to take a page from Q3A's book. Weapons respawn every 5 seconds, if you are below minimum pickup ammo (like 100 for sng, 40 for ssg, 5 for rl/gl etc) then it sets it back to that, if you are at or above it, you get +1 to the ammo type. Players stay stocked, but cant horde easily, and it makes the sng or lightning whores easy to spot because you know they will be running the pickups =)
                        Inside3d - Because you can't be Outside 3D!

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                        • #27
                          I made a quick needed update to the mod which changed the ammo cost of the SNG from 2 to 1. Now you won't eat ammo so quickly with the weapon and will be able to fire it with double the duration.

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                          • #28
                            Ok, I've toyed around a bit on the mod, and I must say it's rather enjoyable. We just had like 5? players on the server. I remember back when I started Quake, I was playing DM servers with 16 people, weapon stay, and it was so much fun. Anyways, I kinda got that feeling again there for minute.

                            I love the SNG, it is soooo sexy.

                            Don't forget CanadianSniper, fix the bug when warped to The Installation CA+ map.

                            Also, the pak dropping thing, I almost feel it's a necessity if you're going to have larger games, that way shotgunners can kill a guy with an RL, grab his pak, and takeover. And with the limited ammo / timed respawn on it, I doubt anybody would ever get too many rockets, maybe there would be 1 pak floating around with an abundance of rockets. But as far as Positive vs Negative, I think it's a positive moreso than negative to include pak dropping.

                            I do like the ammo boxes, like you stated that I have said previously, it makes players use their ammo more efficiently, and makes them focus on aim, thus improving their skill overall wether they realize it or not.

                            Also, something has to be figured out with the exits. Wether somebody dies when they try to jump in one (like back in the day), or you turn it into a teleport. Because as we noticed on whatever map it was, Door to Chthon? I jumped in the exit, but then became trapped. Either way, it's up to you guys, the community I guess since CanadianSniper is very happy to receive input on the mod.

                            I will add more soon I'm sure, this is it for now
                            You're doing a great job you Canuck
                            uakene.com

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                            • #29
                              For now I'm leaving the server on noexit 2. Which means you will be telefragged when trying to exit the map (except for START).

                              About the disconnect on map change. That's to do with the DP server and I've known about it for a while. I will address this problem to LordHavoc. The problem is when DP hosts a QUAKE protocol server, map changes sometimes disconnect non-dp clients.

                              For the time being, just reconnect if the server disconnects you

                              I can always make the exit teleport you to a player spawn point. Like Frenzy and I have mentioned in this thread, it's the community that will determine how this mod turns out.

                              OK, unless anyone disagrees with putting the backpack drop back in the mod, I'll be putting it back in within a week.

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                              • #30
                                + Very nice mod !
                                + server runned extremely smooth for ping 100-133 !
                                + I like the nailgun.

                                - 1 disconnect when the map changed
                                - no backpack when u fragged someone.


                                Suggestion :
                                spawn with shields.
                                This mod is just asking for "new" levels.

                                1 more thingy , i would be happy to run this beta mod on one of the flanders servers for europlayers.
                                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

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