If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You may have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.
If you'd still like to learn QuakeC, lurk the #qc irc channel and I can show your way around the source code. I happened to have the more difficult bits already coded from a previous mod, so that made turnaround much quicker.
Also do tell if you enjoy it, and report any bugs please.
This is multiplayer online right? The best play testing happens when it goes on server / players like myself and others can jump onto the server / run it through the paces!
This is multiplayer online right? The best play testing happens when it goes on server / players like myself and others can jump onto the server / run it through the paces!
I don't know anything about hosting a server, I just figured if the mod was fun enough someone would
host it.
------------------------------------------------------------
very very trivial update. just makes the "coins" deploy more
fantastically, forgot to do that on last release.
I could not test seriously, but I noticed the player does not start with red armor and they get the keys and its frag point is not reset to zero. It should be trivial to fix.
About the coins, what did you do exactly? I tried suiciding with rockets, but I could not get anything from my remains.
Since there is no way to replish resources (a part of dying), it would be nice that once you pick-up a backpack another one with the extra ammo is spawned. (There is a tutorial in inside3d about how do that)
I will host it guys, do not worry. I just need few days (bad moment right now)
I could not test seriously, but I noticed the player does not start with red armor and they get the keys and its frag point is not reset to zero. It should be trivial to fix.
Thats because I was lazy and used a new stat in place of frags.
I didnt want to go through the code and look for every place where a frag
was modified. Thinking back though, its likely only modified on death and
suicide, so I'll go change it back to modifying frags directly.
This should also be good for setting game parameters the standard way.
For giving all armor and weapons I just used the id impulse 9 cheat. Ill look into it.
About the coins, what did you do exactly? I tried suiciding with rockets, but I could not get anything from my remains.
I set every death to drop a head for every head you had collected plus your own. not sure why
suiciding doesnt work, but if you want to see the effect, kill a grunt. they are set
to carry 10 heads by default for testing purposes.
Because I generally make single player mods. So I had netquake code laying around.
I'm told many of the mods in play are netquake anways, if the general concensus is that quakeworld
is desired I can port it over.
Since there is no way to replish resources (a part of dying), it would be nice that once you pick-up a backpack another one with the extra ammo is spawned. (There is a tutorial in inside3d about how do that)
You mean the ammo past what you can carry? That would leave a lot of trivial little backpacks laying around. If its what you want though I can do that.
You start with the axe and shotgun and work your way up to better weapons, or back down if you get blasted.
---------------------------------------------------------------------------------
RDM
-Red armor is now given.
-Keys are not
-You now drop your own head when you die (as was noted, you didnt previously)
-heads are now counted as frags and not as weight
-lives are still hardcoded. you have 3. I'll need to look into how to make that a setting.
my understanding is you register cvar in darkplaces or fte, but the extension is required.
I think by hosting using fte i can use the extension.
I would host with darkplaces-dedicated, so if you need its extension it should be fine.
About spawning the backpacks with remaining ammo, I see your point. But rember you cannot gain ammo anyway a part of dieing. However a timeout of a minute or so might be a good idea.
Other sets of weapon/ammo are a good idea, if you discover how to use server variable we can make a settings.
Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.
since spike is here I guess I will use fteqw, if I can compile it as there is no package for archlinux
Seeing some QuakeC code I think we can safely use the deathmatch and coop variables if we cannot add new ones.
For example deathmatch might contains the number of lives and coop a bitset of unavaiable weapons.
E.g.
0 all weapons available
1 axe not available
128 lightinbolt not available
224 rockets launcher, grenade launcher and lightingbolt not available.
Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.
ezzetabi, autocvars (fte/dp only), or the set command(a large number of clients) already provide ways to create additional cvars if needed, so it shouldn't be an issue.
mindz, yes. beware of the default port though.
(if you ran an old version of fte, you might also need/want to set sv_listen_nq to 2, to override a value that may have been saved into your config).
Comment