Author Topic: xatrix upgrade  (Read 3372 times)

Offline console

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xatrix upgrade
« on: April 01, 2007, 12:44:49 AM »
GREETINGS AND SALUTATIONS.

I've seen comments in the logs about the maps where people get stuck on top of each other on spawn points...

This reminded me, there is an updated xatrix mod with bug fixes on sourceforge.net:
http://sourceforge.net/projects/quake2plus/

I've downloaded and installed this mod. In addition to some bug fixes, it has some subtle tweaks:

  - You can be damaged by your own ripper gun bullets now. Your bullets still do MORE damage to the other guy (30 points, as before), but they now also do some damage to you as well (10 points). So, be a little more careful with the ripper spam!  :evilalien:

  - Traps on spawn points: Spawn points with nearby traps are now the least likely places for you to spawn. (From what I'm told, this change will only affect "Sniper". :) )

  - 1.0 second invuln on spawn (like vanilla/mutant/railz.)

One thing... For some reason this mod had changed how far you can throw a trap, and how long you can hold a trap before throwing it.  (Apparently this was part of a fix to make your trap always 'throw' once you had 'primed' it, instead of exploding like a handgrenade. Apparently that was a bug in the old code, along with the the trap-gets-stuck-and-shoots-off-at-100mph thing, which has also been fixed. I thought that was kind of funny, myself, but anyway, it has been fixed.)

Anyway, for some reason, even though you could now hold a trap longer, you couldn't throw it as far.  This seemed really lame.  You could hold a trap for 6 seconds and not throw it as far as you used to, holding it for 4 seconds.  I've patched the mod to try to make it so that if you hold the trap for 4 seconds it gets thrown about as far as it USED to... HOWEVER, I left in being able to hold the trap longer (up to almost 6 seconds) so you can throw traps extra far now, if you hold them longer. (I wish the person who made these changes would have left options to make it 'exactly as before' but that was not available... and I don't feel like trying to compare the old and new versions etc... so hopefully this is a good compromise: If you hold the trap like you're used to, it should be about the same. If you hold it a little longer, you can throw it even farther.)

ALSO: I added one new thing. Traps now care about quad damage. If you throw a trap while you have quad damage, the person entering the damage radius of the trap will get sucked into it at a velocity TIMES FOUR... which essentially means trap(s) you throw while you have quad damage are essentially inescapable/deadly to anyone who gets too close to them.

That's about it!

Seems to be functioning so far after restarting the server... feedback is welcome.


Regards,

:mrgreen:

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Offline [BTF]DeathStalker

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Re: xatrix upgrade
« Reply #1 on: April 01, 2007, 12:50:59 AM »
Traps with Quad suck. Hmmmm.
Might have to give ole Xatrix another try. :beer:
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Offline Quest

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Re: xatrix upgrade
« Reply #2 on: April 01, 2007, 11:04:10 AM »
hehe, awesome - sounds like some pretty interesting fixes :)  I'll be sure to hop on the xatrix server a bit later!
weeeeeeeee
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Offline X'tyfe

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Re: xatrix upgrade
« Reply #3 on: April 01, 2007, 11:10:05 AM »
i remember requesting this a long time ago :) nice to see you got around to adding it to the server haha
i like the changes, should be alot better IMO

however, it doesnt fix the bug where people can get stuck in walls/ ceilings from traps being to close to walls and certain other map architecture
it also seems to remove the BFG from all maps, do you think you might be able to add it back quadz?
« Last Edit: April 01, 2007, 11:16:00 AM by [BTF]X'tyfe »
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Offline m4$73r j14u

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Re: xatrix upgrade
« Reply #4 on: April 01, 2007, 11:10:38 AM »
Another thing is when you die you comfortably roll on the side....
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Offline console

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Re: xatrix upgrade
« Reply #5 on: April 01, 2007, 04:24:36 PM »
Quote from: [BTF]X'tyfe on April 01, 2007, 11:10:05 AM
Quote from: [BTF]X'tyfe on April 01, 2007, 11:10:05 AM
however, it doesnt fix the bug where people can get stuck in walls/ ceilings from traps being to close to walls and certain other map architecture

Yeah... I'm not sure why that happens exactly.  I looked at the trap code, and all it does is mess with the player's acceleration vector.  Ohhhh... wait, here's something...  I'll bet this is the culprit:

                if (best->groundentity)
                {
                        best->s.origin[2] += 1;
                        best->groundentity = NULL;
                }

If it really needs to lift you off the ground a bit, it would probably be safer if it gave you an upward acceleration vector and let the physics take care of it, rather than forcing your Z coordinate updard.  I suspect that's what gets yer head stuck in solid structures.


Quote from: [BTF]X'tyfe on April 01, 2007, 11:10:05 AM
Quote from: [BTF]X'tyfe on April 01, 2007, 11:10:05 AM
it also seems to remove the BFG from all maps, do you think you might be able to add it back quadz?

If I have time I'll take a stab at it.  Apparently the guy who made these tweaks to zatrix really hated the BFG and was a fanatic about removing it.  There's lots of comments like:

  // Nick - Remove BFG!!!
  // Nick - Remove BFG!!!
  // Nick - Remove BFG!!!
  // Nick - Remove BFG!!!
  ***BFG has been removed in total - it will not spawn in any map***

etc.


Listen, "Nick", if that is your real name.  :D  Hows' about next time making it a cvar so we have a choice to turn it on or off, kthx.


Regards,

quadz
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Offline plastik

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Re: xatrix upgrade
« Reply #6 on: April 01, 2007, 05:41:37 PM »
I noticed the problem with people spawning into each other is not entirely gone.  I don't know the name of the map by heart, but I saw this happening.  it did it only once so far.
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Offline console

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Re: xatrix upgrade
« Reply #7 on: April 01, 2007, 06:06:37 PM »
I noticed the problem with people spawning into each other is not entirely gone.  I don't know the name of the map by heart, but I saw this happening.  it did it only once so far.

Oops!!!!!!!!!!

Damn.  I looked at the code last night and thought it had the proper fix, but it doesn't at all.  :(

OK I'll have to add fix and recompile...


Thx,

quadz
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Offline console

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Re: xatrix upgrade
« Reply #8 on: April 01, 2007, 06:30:45 PM »
OK, should really be fixed now!  :-[
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Offline X'tyfe

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Re: xatrix upgrade
« Reply #9 on: April 02, 2007, 07:22:06 AM »
ahh :) thanks quadz i was gunna try it out today after you fixed those things
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Offline [BTF]Sigma

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Re: xatrix upgrade
« Reply #10 on: April 02, 2007, 08:20:18 AM »
My review of the new MOD:


 :purpleshock:
FUCKING AWESOME
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