Originally posted by Baker
View Post
Announcement
Collapse
No announcement yet.
NewDM: A new look at Quake Deathmatch
Collapse
X
-
I moved them back
/Just trying to keep new item'd threads more clean.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 ...
Comment
-
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
-
Omicron, back in the early days of Quake, there were a ton of different mods for Quake.
Check this link for examples: http://www.quaketerminus.com/addon.htm
Even if you don't like the mod Canadian Sniper is making, there are 3 things that this means to you:
1. Yet another person is getting experience running a server and working on mods (Canadian Sniper). The more people with experience running servers and experience coding and debugging mods, the better off everyone is.
2. DarkPlaces server is getting a test drive. DarkPlaces server has features like the ability to render wallhacks useless and Quakeworld style map/model download, among other things.
3. Even if you don't like this mod, in the future some of the ideas or participants in making the mod might make or help work on something else that you do like.
I don't see your problem.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 ...
Comment
-
What I like and don't like from my experience there:
What I like about
----------------
1. It is more like FFA DM than any server. I like vanilla FFA DM and playing on diverse maps reminds me more of the Quake that I remember when I first played Quake. A little Wind Tunnels, a little E4Mx, the Installation, etc.
2. I like the lack of backpack dropping. I thought I would hate this and at first I did. Then I realized this means no one can camp the rocket launcher all day and all night because they have to leave to get ammo. I like this.
3. I like self-damage and no grappling hook and having to find guns/ammo. It is more like real Quake than CA and Rune Quake.
4. I don't mind the 30 second Quad respawn. Since backpacks don't drop, there isn't someone with 100 rockets anywhere.
Things that could be better
1. When the map is good, I like it. When the map sucks, I don't. Because the speed of play is not as fast as CA or Rune Quake, a bad map is really bad in this. I personally am addicted to fast game play like CA, Rune Quake and RA and I get bored really fast if the action is thin.
2. This server needs vote-map in the worst possible way and this is by far the largest negative to the server.
3. DarkPlaces server seems to disconnect regular Quake clients every once in a way and it seems like it drops DarkPlaces clients on map change.
4. DarkPlaces server prints ^7 after everyone's names. I wish it didn't. I hope this can at least be changed when the "Quake" protocol is being used.
5. Since DarkPlaces can do custom maps, it would be really nice to have some. I love Aerowalk, UltraV, ztndm3 and some of the other classic custom maps. At least available for voting.
xCTF has the most straightforward map voting system of an open source mod I know. The code is simple, efficient, battle tested and it works.
Even if you want to "write your own", you should see how Bam wrote the code in xCTF. Bam is a QuakeC veteran and writes great code.
xCTF source code: http://www.quakeone.com/index.php?in...ile&file_id=42Quakeone.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 ...
Comment
-
Originally posted by Baker View Post3. DarkPlaces server seems to disconnect regular Quake clients every once in a way and it seems like it drops DarkPlaces clients on map change.[/url]Also thank Supa for helping me get a useful log to LordHavoc. He seems to disconnect more than I do
note to everyone: I'm thinking of reducing the rocket ammo gained from picking up GL or RL from 5 to 2. Rocket ammo still gives you 2,4 and lots of maps are cluttered with rocket ammo. I just think that there's way too many rockets than there should be. If this becomes a problem, I'll add weapon drop on death.Last edited by Canadian*Sniper; 06-13-2007, 02:08 AM.
Comment
-
Originally posted by Canadian*Sniper View PostIt does? I thought it was only non-dp clients.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 ...
Comment
-
Originally posted by Baker View PostIt seemed like you were disconnecting on map change. I was just describing what I thought was happening.
edit:
k Lardarse I'll reword it
Just so everyone knows, I'm updating the first post on what you can all expect on the weekly updates. It also shows the current stats on the features people want. If you want to support and disagree with one or more of them, let your voice be heard here!Last edited by Canadian*Sniper; 06-13-2007, 02:22 AM.
Comment
-
Originally posted by Baker View Post4. DarkPlaces server prints ^7 after everyone's names. I wish it didn't. I hope this can at least be changed when the "Quake" protocol is being used.
Comment
-
Originally posted by LordHavoc View PostI stayed up another half hour to fix this, a new beta build has been uploaded, so if the server upgrades this issue will go away.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 ...
Comment
-
I've been unable to connect today. I get Connection Accepted, then i get the: <-- Server to client keepalive message twice, then I'm not connected. I know others aren't having this problem, as there are five people connected and playing. Any idea what the problem is?
Note: I can connect to other servers.
Comment
-
Originally posted by oberlin View PostI've been unable to connect today. I get Connection Accepted, then i get the: <-- Server to client keepalive message twice, then I'm not connected. I know others aren't having this problem, as there are five people connected and playing. Any idea what the problem is?
Note: I can connect to other servers.
Comment
-
adding to my todo list:
* deadlier traps (a maybe)
* death messages (a must for the shubby area)
* fix that bug at RL in END (read below)
* step down stairs like you would run upstairs without the OOF noises (a see if people like it addon) - DarkPlaces feature
I noticed a funny bug on the server where if you grab the RL at the same time the shubby area kills you, you're dead, your body is standing, you can't respawn, and you're no longer solid. Here are two demos showing the bug. Not sure if it's Darkplaces or a vanilla quake bug. Most likely a vanilla quake bug. I will look into it.
The new DP beta didn't fix the non-dp disconnect. Peg, Supa, or anyone else who wants to help fix this, run a non-dp client with this command "developer 1;". Then when the match is about to end (15 minutes or 23 frags), type in this command "cl_shownet 2;". It's a very spammy log of what's happening network wise. Also, before starting quake, use -condebug to log the console information. If you do all 3 of these steps and disconnect, please send the log to LordHavoc so this bug can be fixedThanks!
Last edited by Canadian*Sniper; 06-13-2007, 03:23 PM.
Comment
-
Originally posted by Canadian*Sniper View Post* step down stairs like you would run upstairs without the OOF noises (a see if people like it addon)
Comment
-
Originally posted by LordHavoc View Postsv_gameplayfix_stepdownstairs 1 would do that, however it had some other less desirable effects as I recall, which is why it is not on by default.
Comment
Comment