Author Topic: Sunday Splatterfest!  (Read 121414 times)

Offline X7

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Re: Sunday Splatterfest!
« Reply #270 on: October 25, 2009, 06:42:01 AM »
Can we try megaman again tonight?   :bananaw00t:

q2server.fuzzylogicinc.com or goto happyfriar

remember,  :forceac: :rockon: ;)

This is the only MOD that I have seen that uses the bubbles sprites...





 :partytime2:


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Offline The Happy Friar

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Re: Sunday Splatterfest!
« Reply #271 on: October 25, 2009, 12:57:30 PM »
q2 uses the bubble sprites: fire your mg/chain under water.  :D
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Offline X7

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Re: Sunday Splatterfest!
« Reply #272 on: October 25, 2009, 04:06:33 PM »
q2 uses the bubble sprites: fire your mg/chain under water.  :D

Nope, not the bubble sprites.

 :yuck:




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Offline peewee_RotA

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Re: Sunday Splatterfest!
« Reply #273 on: October 25, 2009, 04:08:44 PM »
q2 uses the bubble sprites: fire your mg/chain under water.  :D

Actually that's only in certain updated engines (like EGL). Stock quake 2 uses a trail of gray particles. I think that this was probably a last minute decision to remove those and go with the particles for processing power or something. The supershotgun already did a number on processing power when fired underwater on computers back then. Imagine a P-100mhz trying to draw all that many bubbles in software mode.

Interesting enough there are also explosions and fire sprite sheets available in the pak as well. I think that those were used in the quake2 alpha. Someone around here has a download for that if you want to see them in action. I think i saw it on Jehar's site actually. I'd have to check.
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Offline The Happy Friar

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Re: Sunday Splatterfest!
« Reply #274 on: October 25, 2009, 07:06:50 PM »
hey, you're right: it's the trail sprites.  Assumed that was bubbles.  :D    It took ~a 600mhz machine to get the same fps as a 100mhz with a voodoo 2.  :D
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Offline X7

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Re: Sunday Splatterfest!
« Reply #275 on: November 01, 2009, 01:09:35 PM »


 :bump:   :bump:   :bump:



 :rocketright:





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Offline peewee_RotA

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Re: Sunday Splatterfest!
« Reply #276 on: November 01, 2009, 02:02:51 PM »
Is there stilll a tastyspleen server for Catch the Chicken?
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Offline The Happy Friar

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Re: Sunday Splatterfest!
« Reply #277 on: November 01, 2009, 02:44:03 PM »
*cluck cluck*
there is now! :D
q2server.fuzzylogicinc.com
goto happyfriar
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Offline X7

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Re: Sunday Splatterfest!
« Reply #278 on: November 01, 2009, 03:28:31 PM »


Same Time?

9:00pm ET ...


 :rockon:


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Offline peewee_RotA

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Re: Sunday Splatterfest!
« Reply #279 on: November 01, 2009, 04:28:20 PM »


Same Time?

9:00pm ET ...


 :rockon:


X7

 :righteous:

Yep, don't forget Daylight savings!

Quick players guide, as this is not the same as the classic version of the mod.

#1) Make sure you set allow model/skin downloads, there are new models that you need or just download the appropriate version at:
http://tastyspleen.net/quake/downloads/mods/catchthechicken/

#2) This resembles The Living Daylights(flag tag) in goldeneye. There are 4 teams, teams win by holding the chicken the longest.

#3) A team that has the chicken cannot attack. The player holding the chicken has no weapons, and his teammates only have an "egg gun" which functions similar to the air fist in chaosDM

#4) The play who holds the chicken cannot pick up items but may "pass" the chicken with the fire button. He cannot pick up the chicken for 3 seconds after throwing it and cannot throw the chicken until 3 seconds after picking it up. This helps prevent constant passing and gives the offensive team an advantage to picking up the chicken.

#5) For the team that possess the chicken, every 10 seconds of holding the chicken gets 1 point. Possession is 9/10ths of the law, the last one you keep
 :lolsign:

#6) As far as strategy goes, the chicken carrier is not a reliable person to control items. But he can toss the chicken to regain his health. This resets the clock and risks losing the chicken as you have 3 seconds before picking it up again and 6 seconds before being able to pass it. Often times this can prevent a team from gaining a much needed point before time runs out.

#7) Don't let one team have the chicken for half of the time limit. That's kind of obvious but be sure you are keeping your eyes on the clock, I've seen a CTC game go to the point of no return which is no fun. So be aggressive like none other!

#8) Control of the quad changes. Remember that the team with the chicken cannot attack, so your quad becomes useless. So you generally have the option of denying the other team by wasting it, or guarding it and saving it for when YOU will need to get the chicken back.

That's about it... Do you really want to live forever mother cluckers!?!?!?!?!?


EDIT:

Additional thingsi just remembered:

#9) the chicken will auto respawn after about 20 seconds of being left alone. When it auto respawns, it will spawn on top of a dm spawn point. It is very common to respawn on top of the chicken and knowing this narrows your search when it has respawned.

#10) As soon as the chicken is tossed, all players on that team switch back to their last weapon. So be mindful of teammates when tossing the chicken, and use this to surprise attackers :D

#11) The egg gun can be used on teammates. So if you want to use this to reach usually unreachable places, then shoot it at one of your clucking comrades to give them an extra push.

#12) The chicken carrier has a light effect around him and molts, so if you are looking for the chicken, follow the trail of feathers!

#13) This mod did not precache it's own models properly, so if you are missing one midgame, just reconnect and it will download. This will probably only affect the first few people who join and will not download the eggs for the egg launcher. You can avoid this altogether by downloading the mod from
http://tastyspleen.net/quake/downloads/mods/catchthechicken/

#14) Your team can only have the chicken for 20 seconds at a time, so you can only get 2 points without throwing it and picking it back up.
« Last Edit: November 01, 2009, 04:54:01 PM by peewee_RotA »
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Offline X7

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Re: Sunday Splatterfest!
« Reply #280 on: November 03, 2009, 01:02:20 PM »
Looks like you are missing the MOD files
pak0.pak









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Offline |iR|Focalor

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Re: Sunday Splatterfest!
« Reply #281 on: November 05, 2009, 12:10:36 PM »
Dawk-cru showed up to say "this is gay" and leave

Cru sucks. Dawk sucks. Suck squared. The end.
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Offline The Happy Friar

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Re: Sunday Splatterfest!
« Reply #282 on: November 08, 2009, 12:08:04 PM »
Ok... tonight's kind of a strange thing...

me & peewee want to test out a new mod we're working on.  It's currently only got a Windows binary so it's not on my server, but it's on my home computer.  It shows up on q2servers.com:
The Happy Friar's Wolf Test (74.46.11.148:27910)

But it doesn't seem to be letting people log on (no clue why).

So... backup...
Leper Q2: q2server.fuzzylogicinc.com or goto happyfriar

BTW, if someone knows of a linux distro I can: *run off CD/DVD, *compile C/C++ & *access all my drives then I can start compiling some linux binaries of mods. :)

EDIT: yeah, I do have a "virtual server" setup to let Q2 through.
« Last Edit: November 08, 2009, 12:16:55 PM by The Happy Friar »
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Offline m0n0LiTh0

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Re: Sunday Splatterfest!
« Reply #283 on: November 08, 2009, 12:35:37 PM »
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Offline The Happy Friar

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Re: Sunday Splatterfest!
« Reply #284 on: November 08, 2009, 12:40:41 PM »
has linux binary... will look in to!   :ilysign:
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