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Messages - Hellfire

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Quake / Re: Sunday Splatterfest!
« on: June 12, 2009, 07:47:29 AM »
The game will attempt and execute a .cfg file that matches the filename of the map that loads. It also executes (though not always, bug #1029120) class.cfg (for each class) when you change.

My config set has a lot of forced calls/re-execs to try and work around all the glitches. Sometimes it works, sometimes it doesn't. There's also a function called "myclass" that will manually execute your class config with a keypress.

It's a deep mod with some hilariously fun gameplay if you can get 10-20 people running at once. That and it has the deepest map library of any mod I've ever seen. Thanks for giving it a whirl!

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Quake / Re: Battle of the Sexes Mod
« on: June 02, 2009, 05:05:22 PM »
After a fashion.

A friend of mine and I hosted 4 of the primary q2 servers. I ran the "official" forums during the Q2 era and wrote the spec docs for the map rotation features added in the 3.0 line. I was part of the initial Q3A-BotS team and ultimately served as producer (among other things) for the released mod. At one point I had a brief stint as an adviser for the UT-BotS port heXum was running. There was an aborted TRIBES2 version in there somewhere as well, but we never got past an early skeletal alpha build.

oh, and I threw a pointer in DNS just in case I have to shuttle the server off to the downtown location instead of my office --

sk4.beafraid.com:27910

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Quake / Re: Battle of the Sexes Mod
« on: May 29, 2009, 12:53:13 PM »
I'll try and answer as many questions as I can...

re: docs -- There are no "real" server docs. I wrote the last set of them when the new voting system went in but a) can't find that doc and b) didn't do it very well to begin with. The rainbow under that gloomy cloud is I archived my servers as-is before decommissioning them and I was very, VERY anal about commenting the configs so everything is in there that one could need.

re: voting -- It's always been a kludge. Sorry. Under linux you'll also have issues with case sensitivity on some maps (from the name and/or textures) as q2/bots try to reconcile things. It was on the list, but dev on the q3a port took precedence over "fixing" linux compatibility issues. Note: Spinoza was pretty militantly anti-linux. tbp[Mutiny] did the initial clean-up/fixes to get the code to even consider working after I took over production duties on Q3A. Upside: It works "fine" under win32.

I've always run my stuff with q2admin, never had any issues with compatibility on that front. Can't vouch for any other combo though...

re: The state of things -- There was a LOT of fix-up work left in the q2 side when q3a came out. The decision was made to move out so we did. With some TLC the q2 codebase could likely be cleaned up and made into something pretty decent. q2admin's voting setup and bot detection are better than anything in there now so that could be stripped. The map-rotation code could be simplified. The code never really matched up to what I spec'd in the docs anyway. The game/gameplay themselves are solid, any work at this point would only need to be break/fix!

{{SK4}} is back up. I pushed it to 32 players this morning. The DC I have that vm in currently has 40mb down/20mb up and is largely unused. If it becomes a problem I'll ship it to the downtown location.


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