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  • #46
    <old wise mode on>What I was thinking does not really matters, what it matters is what we can do<old wise mode off>

    One question. I think I am starting to like it, but how you had the idea of the heads following the player?
    Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.

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    • #47
      Originally posted by gnounc View Post
      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.
      I can write u up a quick how-to observer mode plug-in it's easier than u would think.. Svc_setviewport if anything
      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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      • #48
        @gnounc
        Thinking more... my idea is not so good either, I wanted to remove the resource domination aspect of the game and letting the power-ups working it stays there... The best is understanding what is the bug with your implementation or remove it altogether.

        The final step is setting the starting ammo proportionally at the number of players
        Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.

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        • #49
          Originally posted by gnounc View Post
          http://dl.dropbox.com/u/1776436/gnounc-rdm-0.6.zip
          And yeah, host away, the more the merrier, I'd like someone to host using fte if you would.
          Shit, I use Quakeworld Dedi... I hope its not that hard to set up FTE?I can't even find the downloads for the server, and I'm not sure if it will work with Quakeworld clients. Will it?
          Last edited by MinuteBracelet; 08-30-2012, 09:15 AM.

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          • #50
            NEVERMIND, found the dedicated server DLs
            somehow the lower half of the Downloads page didn't load
            Also, from what I pick up it seems the QW clients will, in fact, work on FTE

            EDIT: It seems that I can't run the thing; I guess I don't have permission. If someone could provide me with pointers I'm running the server remotely off of an Ubuntu VPS that also hosts a Minecraft server and used to host Gmod. I've already tried both 32 and 64 bit builds.

            Pls halp D:

            EDIT: I'm able to run the thing now but now it can't find the .fte directory
            with Quakeworld I downloaded all the files with the executable but this FTE thing came with nothing...
            Last edited by MinuteBracelet; 08-30-2012, 09:45 AM.

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            • #51
              gnounc, define your bprint like this, if u want multiple strings
              Code:
              void(string s, ...) bprint			= #23;
              then this will work

              Code:
              	bprint(e.netname, " has been blessed by the gods\n");//dont for get the \n !
              I'm still a little confused on the whole concept of the game. I read the 1st post, but has the rules changed? I fired up the server locally, and all i did was run around touching items that seem to do nothing but disappear, so why even have them on the map? Also that centerprint "frags:0" might be spammy online. I wouldnt mind tackling a few areas of coding if there was a todo list.

              - maps have no items (a part maybe temporary power ups like quad damage, but their respawn must be totally unpredictable)
              - players start or respawn with Red Armor, all Weapons, all Ammo and zero Frags
              - players has only n lives, after then can only stay as spectator
              All this is same as CA 9 rounds 9 lives...
              In RDM when u die you respawn immediately, and continue playing. But after u "run out of lives" what limits the player from just reconnecting to the server with more lives?

              - when a player dies drops one coin for each frags he has plus one. Coins not picked up disappear after a while.
              - picking up one coin gives one frag
              - the game ends when there in only one player with nonzero lives or he reached a certain number of frags
              When a player dies and drops his "coins", does he lose his frags(coins)?
              What's the purpose of these frags(coins) spilling all over the floor for others to steal who had nothing to do with killing the guy anyway?

              I'm bringing these issues up now, as most the focus is how to code, not so much as how to play.
              Last edited by R00k; 08-30-2012, 10:04 AM.
              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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              • #52
                Yeah centerprinting frags was for debug. i guess i forgot to comment that back out.
                Its in client.qc, search for gnounc or debug.
                When the player dies yes he loses his frags. and others can steal them.
                As for design, I dont really know, I just wrote what I read for the most part.

                And at the moment i suppose nothing prevents a player from reconnecting. That could get hilariously ugly.

                If you wanna take the reigns rook you go for it, I just read the thread and thought it would be something fast to code so why not.

                Im not really sure where they want the mod to go.
                Gnounc's Project Graveyard Gnounc's git repo

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                • #53
                  I just meant i could help, i dont wanna take over the mod.
                  www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                  • #54
                    Well at this point I've concluded that FTE Dedi is an utter piece of crap so I may as well just go back to using Quakeworld since it actually works

                    I hope this isn't a problem

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                    • #55
                      refering to things as an 'utter piece of crap' is a really good way to encourage people to help you with things, I find.
                      Yes, that's sarcasm.

                      Also, good luck with running a (net)quake mod in a quakeworld server. Yes, it is a problem.
                      Enjoy.
                      Some Game Thing

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                      • #56
                        Originally posted by Spike View Post
                        refering to things as an 'utter piece of crap' is a really good way to encourage people to help you with things, I find.
                        Yes, that's sarcasm.

                        Also, good luck with running a (net)quake mod in a quakeworld server. Yes, it is a problem.
                        Enjoy.
                        Let me rephrase that
                        "user unfriendly"
                        thanks for helping me anyways; I guess I'll have to use FTE after all

                        still, its giving me this whole thing where it claims it cant find a /.fte/fte directory

                        So I restructured the directory to be like this but then it says it can't find the qw and id1 folder

                        I had tried a bunch of stuff by the time of my last post so naturally I was a little frustrated.

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                        • #57
                          fteqw.sv -basedir /path/to/quake/directory -nohome -game foo

                          the -nohome part is optional, but will keep things constrained to only one (typically writable) directory.
                          Some Game Thing

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                          • #58
                            Originally posted by Spike View Post
                            fteqw.sv -basedir /path/to/quake/directory -nohome -game foo

                            the -nohome part is optional, but will keep things constrained to only one (typically writable) directory.
                            Ah I see
                            so I need to set it as a parameter on startup
                            thanks, will try now

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                            • #59
                              Originally posted by R00k View Post
                              All this is same as CA 9 rounds 9 lives...
                              In RDM when u die you respawn immediately, and continue playing. But after u "run out of lives" what limits the player from just reconnecting to the server with more lives?
                              this is the reason to remove the life limit until matches work.

                              Originally posted by R00k View Post
                              When a player dies and drops his "coins", does he lose his frags(coins)?
                              What's the purpose of these frags(coins) spilling all over the floor for others to steal who had nothing to do with killing the guy anyway?
                              The point of the game is winning. And you win when you get enough coins.
                              The style of game is up to you. You can try to kill anyone just like traditional deathmatch or await someone death and try to take the coins with the original killer still around, or try to kill him too.

                              Originally posted by R00k View Post
                              I'm bringing these issues up now, as most the focus is how to code, not so much as how to play.
                              And you did well, here is the answers.

                              But please... stay on topic, for example if anyone want to learn how to start a dedicated server open a thread maybe linking it from here and vice versa.
                              Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.

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                              • #60
                                This sounds a lot like Headhunters...
                                e|------------------------0---------------
                                B|---------------0^1----------------1----
                                G|---------------2------2------0^2-------
                                D|---------------2-------2--2-------------
                                A|---------------0------------------------
                                E|----------------------------------------

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