Author Topic: ts::railz setup?!  (Read 14335 times)

inhuman

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Re: ts::railz setup?!
« Reply #30 on: October 13, 2006, 08:47:09 PM »
i love the grenades...  ;)

and i love the new railz mod... just like old times... and the old map rotation rocks

and also, i do feel like the new mod is smoother and has a nicer feel to it... but i do agree with some of the other posters... the stats and accuracy stuff is really nice
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Offline X'tyfe

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Re: ts::railz setup?!
« Reply #31 on: October 14, 2006, 08:29:32 AM »
How about removing hand grenades?

how gay is that? :O
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Offline Wheet

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Re: ts::railz setup?!
« Reply #32 on: October 14, 2006, 11:19:45 AM »
Someone was doing a killer job with the hand grenades while I was playing. I ended up winning the map so it couldn't have made a huge difference but I was being cautious of the grenades. With falling damage on and hand grenades you have to be a little more careful. It mixes it up a little more than just straight railing but I think it's worth keeping them in there as some people seem to enjoy using them.

The OSP mod was most likely filled with a bunch of extra features. The engine has to execute code on a loop a few times every second and when it has a bunch of extra code to handle it will make a large impact. Plus you have to factor in how well of a coder the guy who made the OSP mod actually was, he could have just ripped code from other open source projects and put them all together. I am an assembly programmer so I normally make it as efficient as possible; being able to look at code from the machine perspective makes quite a difference.

I will take a look at the spawn function and see if I can improve it in any way. It's possible I could add a variable to make the client loop for free spawn pads until one is clear. Though in a situation where every spawn pad is taken the clients would be stuck in an infinite loop until one is free unless I added in some triggered catch. I will see what I can do with that and the first person chasecam.
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Offline [BTF] Reflex

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Re: ts::railz setup?!
« Reply #33 on: October 14, 2006, 03:28:14 PM »
 :notworthy:   Specially for the first person perspective,  would be handy to have,  mutant and vanilla too  :righteous:
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Sometimes I think it’s a sin when I feel like I’m winnin’ when I’m losin’ again

Offline Bleach

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Re: ts::railz setup?!
« Reply #34 on: October 14, 2006, 04:35:19 PM »
Quote from: {SX}Reflex on October 14, 2006, 03:28:14 PM
Quote from: {SX}Reflex on October 14, 2006, 03:28:14 PM
:notworthy:
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Offline DWxchzrles

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Re: ts::railz setup?!
« Reply #35 on: October 14, 2006, 04:59:51 PM »
Yeah, I coded up a new tourney mod with everything we would need for the new railz server plus some extra stuff that the old one lacked such as a spawn protection interrupt option and disallowing weapon drop and weapon release on death. I am open to suggestions on things to add in to improve it but I have many other projects I work on also so it might be a while before I can get to improvements.

Something I still plan on adding is a top player times to reach fraglimit per map, kind of like how Sheridan has the high streak and high score.

 ;D good work
« Last Edit: June 29, 2007, 10:11:00 PM by DWxchzrles »
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Offline dy

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Re: ts::railz setup?!
« Reply #36 on: October 14, 2006, 08:56:41 PM »
What about 3rd person option for actual gameplay? Been wanting that in a q2 mod forever, though I know it was done as the main focal point of a mod years back, that never really took off. I straight love playing a FPS in 3rd person, though.  :bigshades:
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Offline Art

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Re: ts::railz setup?!
« Reply #37 on: October 15, 2006, 02:14:16 PM »
Here we go with farthest vrs spawn random again. I'm a ffa spawn farthest person myself for reasons I've already given here.

Quote from: [BTF]X'tyfe on October 13, 2006, 04:39:51 PM
Quote from: [BTF]X'tyfe on October 13, 2006, 04:39:51 PM
spawn frathest was turned off some time ago yes
it was possible to know exactly where someone would spawn if that was on

I'm not sure how that's possible unless it's just yourself and another player ingame. Even then, you spawn fully armed in railz.

Quote from: {SX}Reflex on October 13, 2006, 07:59:47 PM
Quote from: {SX}Reflex on October 13, 2006, 07:59:47 PM
as for telefrags,
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Offline UUD-40

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Re: ts::railz setup?!
« Reply #38 on: October 15, 2006, 10:03:57 PM »
Grenades are fun, especially if its a crappy map...

WTF!!!! GIVE US THE BLASTER!  again :evilgrin:
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Offline X'tyfe

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Re: ts::railz setup?!
« Reply #39 on: October 16, 2006, 04:51:31 AM »
Quote from: [BTF]X'tyfe on October 13, 2006, 04:39:51 PM
Quote from: [BTF]X'tyfe on October 13, 2006, 04:39:51 PM
spawn frathest was turned off some time ago yes
it was possible to know exactly where someone would spawn if that was on
I'm not sure how that's possible unless it's just yourself and another player ingame. Even then, you spawn fully armed in railz.

in a big arena map yes its certinly possible, and even if you were armed it would be to late to even shot before your killed

in a closed map, you could roughly figure out that they would spawn on the other side of the map
I'm not sure how that's possible unless it's just yourself and another player ingame. Even then, you spawn fully armed in railz
« Last Edit: October 16, 2006, 05:20:28 AM by [BTF]X'tyfe »
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Offline [BTF] Reflex

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Re: ts::railz setup?!
« Reply #40 on: October 16, 2006, 05:12:29 AM »
you quoted that perfectly!
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Offline X'tyfe

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Re: ts::railz setup?!
« Reply #41 on: October 16, 2006, 05:21:13 AM »
fixed
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