I've been meaning to convert CAx to FTE but been lazy. This would allow qw clients from Europe (or wherever) to connect (using prediction), and netQuake client to lag. I see no problem with this as most nq players ping sub 50ms. But then QW players could rj-bunny-strafe-strafe runaway but then who cares, dm3 is kinda small anyways
Though it would be fun to have a NQ vs. QW tourney!
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NQ and QW players really ought to have the same physics.
I'm just hesitant to impose that (as it would need to be QW physics, or prediction would have to die which I'm not prepared to do).
There's a couple of tricks like server-side anti-lag (logging positions of players and tracing against the recorded positions instead), which could be used to reduce the ping differences with respect to aiming, but that sort of stuff has major issues with knockbacks and stuff, and cannot reliably work with rockets (I really need to test that stuff for nq too).
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One can simulate the qw physics in QuakeC. Ive done this with speedball.
A little push when jumping. not 100% but.... raw LAN-Quake for the win?
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There's no point in the qc pretending to be a qw server, especially if the server *is* a qw server. Besides, it would probably affect both client types and break QW clients. :s
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I could not compile the fteqw server (or better I could not link it), so I started the darkplaces-dedicated.
(I could not test, it might be anything!)
+connect turing.lesalab.netContradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.
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@gnounc
Weird thing, the red armor seems on. But it does not protect.
You can pick up the heads and doing so gives frags, but your score does not reset on death.
Strangely you have only the thuderbolt as weapon, even if you start with rocked launcher.
I used darkplaces both as server and as client (previous message for address)Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.
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r00k, DP_SV_PLAYERPHYSICS is evil and will break all prediction, as will any velocity nudges as they are not replicated in the client (knockbacks are often overlooked! but at least they're not persistant inaccuracies).
ezzetabi, there are pre-built current binaries for FTE at Index of /moodles
(assuming you use one of those operating systems...)
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http://dl.dropbox.com/u/1776436/gnou...rdm-%200.5.zip
Red Armor issue and Weapon switching issue addressed.
Ill have to see the frag issue in play.
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Updated the copy on the server.
It seems so unreal, my dream quake mod might be in playable state before I have few solid hours to devote to it...Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.
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From my point of view there are no problem at all: you are not just allowed you are encouraged. Just I would wait that respawing the frags are reset to zero. There is still some work to do, but I think it is a good begin.
But the author is gnounc, so you should wait his answer.Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.
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and make sure you tell us the address ; so we can check it out.Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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http://dl.dropbox.com/u/1776436/gnounc-rdm-0.6.zip
fixed the respawn issue
the only issue i see remaining is the "blessings".
enviro suit, invulnerability, invisibiliity and quad damage
are supposed chosen at random, and doled out to a random player every 3 minutes and last for 1 minute.
this leaves 2 minutes in between where no powerups should be active.
But the timing appears to be off or something.
bugs and requests welcome.
And yeah, host away, the more the merrier, I'd like someone to host using fte if you would.
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At the moment I would remove the life limit. While we do not have matches
this feature just hinders. It is the reverse deathmatch, so it is expected
that new players are than existing ones as expected.
So the next step would be implementing matches. Here is my idea, the
server can be in one of this two states:
game running: player who finished lives and new players are observers.
The other players play the game until only one player has lifes left
or it had picked up enough heads. When it happens the scores are shown,
the server goes in game not-running state and the new map is loaded.
game not-running: when a new map is loaded all players are observers and are
asked to press the fire button, when each player pressed the fire button
at least once (or a timeout passed?) the game starts and the server goes
in game running state.
Implementig matches is probably the most difficult part.
What do you think?
About blessing, I think I have a better idea.
It is possible that when a player tries to pick up a Quad Damage, a Suit
a Pentagram or a Ring there is a chance that it actually works instead of
disappearing with a puff?Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.
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I can remove the life limit for now yeah,
ill have to ask around about observer mode, i can probably lift the code from another mod.
If percent chance to work is what you want on powerup pickups i could do that, i thought this was a good adaptation of what you requested though, assuming it worked.
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