Is a fun server to play on. More people should play on it.
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Agreed, love the rebalancing CS did and the SNG is a lot of fun. For those across the pond in europe who haven't played this but fancy a go there's a new NewDM server available at:
Code:Flanders.servequake.com:26003
Hope this helps
MontyMr.Burns
"Helping to keep this community friendly, helpful, and clean of spammers since 2006"
WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
Servers: Quake.shmack.net, damage.servequake.com
News: JCR's excellent ctsj_jcr map is being ported to OOT
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Server fn Rocks!
Team fn Blows!Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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Originally posted by Magnus View PostCan't connect with the latest DirectQ
Connection accepted.
<-- Server to client keepalive.
<-- Server to client keepalive.
thats it.
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Thats what happens with Qrack for me brah.
This has to be a simple yet multi-engine reaching issue
I'm a fan of DP all the like but for online-gaming I prefer Qrack,and it simply fails me
I'm going to provide some feedback by trying to use DirectQ at newdm.quakeone.com right now....
Same issue for me,on DirectQ !!Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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Not really sure what's going on with that... I guess I'll talk to LordHavoc and see if he can throw me any hints to what's going on. Non-DP engines are supposed to be able to connect to the DP server just fine. I'll do some more testing with DirectQ, from the times I tried it today, it went straight through for me. Same with that Qrack beta I tried.
So for now I guess keep trying to connect and it'll eventually go through. Glad to see that you guys are enjoying the mod, hopefully these petty connection issues will be out of the way soon.
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It would be very neat if other clients would be able to connect as well.
As Baker is currently working on EngineX perhaps that feature could be added.
As it is, I would value tremendously the ability to play server bots when there is no one else to play with ATM.
-Thanks.
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Originally posted by bta.monster View PostNot really sure what's going on with that... I guess I'll talk to LordHavoc and see if he can throw me any hints to what's going on. Non-DP engines are supposed to be able to connect to the DP server just fine. I'll do some more testing with DirectQ, from the times I tried it today, it went straight through for me. Same with that Qrack beta I tried.
So for now I guess keep trying to connect and it'll eventually go through. Glad to see that you guys are enjoying the mod, hopefully these petty connection issues will be out of the way soon.
If it helps, I connect to the flanders version just fine using PQ 4.44. Most things seem to work ok and it's a first time I've ever seen a bot RJ!!
The map vote doesn't always work first time but that's just a minor issue.
Keep up the good work
MontyMr.Burns
"Helping to keep this community friendly, helpful, and clean of spammers since 2006"
WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
Servers: Quake.shmack.net, damage.servequake.com
News: JCR's excellent ctsj_jcr map is being ported to OOT
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I like the fact that you die so quickly. It make's it a fast paced game.
Even though I was MVP'ing, I was dying a lot. I was just trying to memorize the map, where the armor was, RL and SSG, and LG. The SSG is a great weapon. Blast someone in the face as they're bunny hopping by and you'll probably get a kill because they're already injured running away from somewhere else.
The maps are the perfect size too.
It'd be interesting to see how a TG would work on such small and NEW maps. With friendly fire on it might make it a pretty nerve racking game.
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Through my testing with DirectQ and Qrack it connects consistently for me everytime... LordHavoc stated that perhaps those engines don't have the client side NAT fixes that others do. Weird that I can get through when other people can't... All I can suggest here is:
-Use DirectQ 1.8.666b and make sure cl_natfix is enabled.
-Use Qrack version 2.010 (build 3201)
As far as EngineX goes... I'm going to guess here that it does not yet have those NAT fixes... Not sure if I can do much there. Map voting has worked fine under ProQuake for me the times I tried it... Make sure you aren't dead or observing when you try to initialize a vote command.
Originally posted by Q -Mark [0!0]Hey bta.monster congrat for your new server... fresh air to me
But like I said during our game toonight I die way too quickly for a pro like me hehe!
For serious a delay like in rune could be a good idea (I see the "pent" audio when chanaging map this could be great).
So far so good it's the only thing I can say negative... I'll give it a try for sure and will give you more comments on the fly!
I wanted to stay away from spawn shields for the most part. Right now you get a 3 second one when you first connect just so you can gather your bearings a bit without getting blown away. That and the DP server switches maps very quickly and everyone might not be done loading yet. So I may add something like spawning with a little extra health (125/130) and have it slowly rot back down to 100. If more people want a feature like that then I can add it in.
The original point of the mod was to balance vanilla Quake deathmatch while making it more fun, with more deaths. It is intentionally much harder to survive... the smaller health packs only give you a random value of health between 5-10. I'm starting to think the SSG is far more powerful than the SNG... Maybe I'll boost the nail damage a bit for SNG, currently its at 9 per nail.
Originally posted by Magnus View PostThe maps are the perfect size too.
It'd be interesting to see how a TG would work on such small and NEW maps. With friendly fire on it might make it a pretty nerve racking game.
NewDM supports teams at the moment, but its very barebones. Nothing as organized as CRMOD. You can change your pants color at will to choose what team to be on, and the team score isn't calculated correctly. Sooner or later that will have to be improved.
Thanks all for the feedback, each time I play I get more ideas for the modLast edited by bta.monster; 01-25-2011, 11:20 AM.
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