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NewDM: A new look at Quake Deathmatch

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  • #31
    I'm not 100% about the backpack idea now. There's a 8 player game going on right now and no one seems to be running out of ammo. The more people on the server, the more we die and start with no weapons again Keep giving feedback though and I will listen.

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    • #32
      I think the backpack should be left out of the server since we get killed too quickly to worry about running out of ammo.

      SNG is the best on that server. Period!

      And an idea I had was to make the spike traps more lethal or deal more damage. It would make the server that much trickier.

      But anyway I love it so far!

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      • #33
        The only other thing I'd mention is that on "end" the platform where Shub Niggurath would sit deals damage to you. I think that sucks that you get hurt there since the rocket launcher is in the middle of it.

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        • #34
          Originally posted by Canadian*Sniper View Post
          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.
          I've never heard of this problem, interesting, more details please?

          Originally posted by Canadian*Sniper View Post
          OK, unless anyone disagrees with putting the backpack drop back in the mod, I'll be putting it back in within a week.
          You could make players drop the weapon they were using with a standard amount of ammo (like in Quake3 and Nexuiz), this gives them the gun and some ammo as reward, but doesn't help them get a huge load of ammo for multiple guns.

          Personally I like packs though, they make the most powerful player also the biggest target as you know that if you get his stuff you're suddenly halfway to ownage (just need armor and megahealth, or a quad).

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          • #35
            Originally posted by QuadRaptor View Post
            The only other thing I'd mention is that on "end" the platform where Shub Niggurath would sit deals damage to you. I think that sucks that you get hurt there since the rocket launcher is in the middle of it.
            This is a map issue, it can be fixed by loading up that map in singleplayer and typing sv_saveentfile, then editing out the trigger_hurt entity in the maps/end.ent file, then that edited file will override the map in future. OR add the line "spawnflags" "2048" to the entity so that it doesn't exist in deathmatch.

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            • #36
              I like it when shubby's power harms you at the RL area I have to make those custom death messages again.

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              • #37
                Thoughts:

                Biosuit needs to regen health faster. It doesn't feel very useful right now.

                Armor system is weird. I'd much rather see something like max armor in green mode being 150, and green armors boosting your current armor when you pick them up, that way a second one isn't useless.

                Ammo seems fine. I would up the rocket packs from 2/4 to 3/6, though.

                Health seems very low. Upping trhe random gain from 5-10 to 10-15, and making the large pack be 20-30 would smooth things out a little. As for the mega, removing health rot might improve game flow.

                Weapons are an interesting point. SG feels underpowered now, with all of the other weapons. Upping the damage to 50 may help (you may want to increase pellet damage to 5 or 6, btw). SSG feels far too random to be useful except at touch range. NG is more helpful now. but perhaps increase nail damage to 10. SNG is interesting. Do I detect an increase in fire rate with time? GL and RL still rock, although the reuced ammo availability means that theya re no longer the superstars. LG seems very powerful, though. It feels far too easy to get a lot of ammo for it. And the Axe could be upped to 30 perhaps, and given a little extra range. Ring axe is funny though, and very scary...

                One way you could shake up the maps is by spawning a random weapon in at each location. That way, the map is less predictable. I don't know how to make sure that at least one of each weapon appears if possile, but I guess it's easy. You could then extend that by having a random ammo item appear in each place at each respawn...

                Oh, and fix the shoot on respawn bug, please!
                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

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                • #38
                  Originally posted by LordHavoc View Post
                  Oh, and fix the shoot on respawn bug, please!
                  Press JUMP if you don't want to shoot on respawn . I'll take note of that

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                  • #39
                    Originally posted by LordHavoc View Post
                    I've never heard of this problem, interesting, more details please?
                    That's pretty much it for details. Whenever a DarkPlaces mod changes maps, non-dp clients often lose their connection to the server. I knew about this but never said anything.

                    What's new to me is how Peg and Supa were disconnecting in game when we were playing in e4m1. I think Supa was using Baker's Proquake while Peg was using Qrack. They both disconnected at the same time, after about 7 minutes in game. This happened twice.

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                    • #40
                      nice mod! i need to play it more to give any more detailed feedback tho..

                      these are the only details concerning the disconnect on mapchange i can provide.. (i'm on qrack 1.8 )

                      Code:
                      Unknown command "cl_serverextension_download"
                      
                      ===========================
                      Host_Error: CL_ParseServerMessage: Bad server message
                      ===========================
                      this is what i got when i lost connection during the game:

                      Code:
                      Read error
                      
                      ===========================
                      Host_Error: CL_ReadFromServer: lost server connection
                      ===========================
                      Last edited by =peg=; 06-11-2007, 07:17 PM.

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                      • #41
                        (Apologies in advance for broken english, as usual I haven't had much sleep lately..)

                        Hi. Since C*S so politely asked us to post feedback, I thought it'd be nice of me to post. =)

                        Firstly a bug - on e4m1 I got dropped from the server twice - the first time I had just fired the SSG, the second time I wasn't doing anything in particular, so I've no clue on how to reproduce it. I'm using Baker's ProQuake (kitchen PC and all..) if it matters. The specific error I recieved read 'Host_Error: CL_ReadFromServer: Lost server connection'. I'm sorry for how vague this sounds, but we didn't really get a chance to investigate it further before the map changed. : /

                        That said, I *love* this mod - it's like id106, but actually fun. Of the tweaked weapons I like the SSG best, SSG duels are immensely fun. =)
                        I didn't think the increased SNG firerate helped all that much, it felt like it did as much overall damage as the id106 SNG but spread out over a longer time.. That said I should note I've played far more 3WCTF than I have id106 FFA, so I'm used to my Strength'd SNG mowing down players easily. =)

                        Thirdly, please add Quad drop when you get a chance - even better, if you went with full strength Quad drop rather than the dropped Quad inheriting the old owner's timer *. A full strength Quad getting passed around from player to player would *really* add to the chaos. =)

                        * Meaning, if the old owner had ten seconds left, you'd only get ten seconds of Quad
                        Attached Files

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                        • #42
                          Great server except getting D/C every once in a while. Very good connection too.
                          e|------------------------0---------------
                          B|---------------0^1----------------1----
                          G|---------------2------2------0^2-------
                          D|---------------2-------2--2-------------
                          A|---------------0------------------------
                          E|----------------------------------------

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                          • #43
                            Personally, I kind of disagree with the Quad drop. Why would that be benefficial is all I'm asking? I think passing it on is kind of out of the ordinary, and a "Shmack type thing".
                            uakene.com

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                            • #44
                              At first, I didn't think I'd like some of the ideas about the server, but I like most of the ones I've seen and hope to join in the next time I see a few players on whitehot.

                              One thing about DP server + regular Quake client that I really hope can be fixed (at least when the Quake protocol is being used):



                              Notice the ^7 tacked on the end of the names when players talk.

                              I am very glad to see DarkPlaces server being used.
                              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 ...

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                              • #45
                                I Lol'd

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