Author Topic: New Server - WODX Central  (Read 5730 times)

Offline beaver{KEA}

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Re: New Server - WODX Central
« Reply #15 on: November 11, 2017, 06:30:57 PM »
awesome! thank you ill take a look through it all n see what i can do!
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Re: New Server - WODX Central
« Reply #16 on: November 12, 2017, 01:13:34 PM »
alright i got the server running... not quite sure how to switch it to CTF mode?

but here it is! WhaleWarz CTF Chicago!      216.52.143.109:27911

sent quadz msg to add wallfly so should be there eventually :)

is the source available somewhere i can build the latest version?

not much concern for CTF balance at the moment, id like to try out CTF mode with all the current Whale server settings/weapons etc

i still need to read through the WODX guide and learn about everything..  i always have fun when i play on that server using mainly just railgun and +hook5  any random weapon i pick up is always fun to try too!


is it possible to change the hook speed and hook pullspeed? 





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Offline r1

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Re: New Server - WODX Central
« Reply #17 on: November 12, 2017, 05:42:35 PM »
Cool!

Here's the latest version, plus server_ctf config you can use to run your CTF server.

http://http.tastyspleen.net/~p1/quake2/weapons/maps/wodx26linux.zip

As instructed use the server flags app to generate custom flags you paste into the above config to limit the unwanted features.
To always spawn with railgun use the following in your config: set start_gun 9 (currently it's set to -1 or random weapon)

The hookspeed isn't an exposed variable, but potentially I can make hook5 speed even faster.

You'll need to edit the maplist_ctf.txt map list file, and download the ctf maps from here:
http://http.tastyspleen.net/~p1/quake2/weapons/maps/?C=M;O=D

The rest of the files such of sfx, you should have downloaded from Whale. If not, they can be found here:
http://http.tastyspleen.net/~p1/quake2/weapons/
« Last Edit: November 12, 2017, 07:36:26 PM by r1 »
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Offline beaver{KEA}

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Re: New Server - WODX Central
« Reply #18 on: November 13, 2017, 09:42:12 AM »
in addition to the current
hook2
hook3
hook4
hook5
if we could add :

hook6 (TMG Railwarz lazer hook 1900/900)  or if we could program it to the default +hook ?
https://bitbucket.org/jwaggoner/tmg

hook7 maybe (hook1)(expert CTF hook.  they use 420 hook pullspeed that can be configured differently. not sure what the actual hook speed is but its seems like it connects very fast then pulls you in slow fluid movement.. hard to explain but you can connect n see what it feels like here Expert CTF Chicago      216.52.143.109:27920)

https://bitbucket.org/QwazyWabbit/expertctf


Client Side Air Control:

 that could be turned on and off. (people who enjoy air control could turn it on... and others who dont could leave it turned off.)


Display Capture Times:

When we capture the flag if it could display the time in seconds that it takes a player to capture the flag.
this is a great tool for comparing hook speeds by doing flag runs. see how fast you can cap a flag on certain map and keep trying to beat your time.

the way a hook "feels" can be so subtle and the map design plays a factor too.
hard to tell much by experimenting alone...
best way to experiment is on a busy server with lots of players.
--------------------------------------------------------------------------------


ive noticed hook2 3 4 and 5 all work in WODX each a little different

2 and 5 are the ones i like the most. but i am also interested in the other hooks, or the possibility of several different types of hooks players could choose to use if they wished.

what are the current settings for hook2 and hook5? 
max_velocity?
hook_speed?
hook_pulspeed?
other settings?

they feel slightly different than the TMG hook we use for Railwarz, but its still very smooth and responsive i like the way all 3 hooks work. both the WODX hooks and TMG hook.  Id like to try them all out during a busy game of WhaleWarz CTF if possible

we use hookspeed 1900 and hook pullspeed 900

not sure if we use max velocity at all for TMG or how that works but i think its set to 0

i had experimented a long time ago with max velocity and air control settings i think chief was trying to help me get TMG mod to feel more like lithium hook with air control.

i think we set max velocity to 2000 or 20000 or something in TMG railwarz and the hook felt a bit more like the way WODX hook feels.


is it possible to expose the hook speed cvars for wodx so clients could pick their own hook settings?

hookstyle 
hookspeed
hookpullspeed
max velocity


--------------------------

WhaleWarz CTF Game Play Balance.. Theory..

this can all develop in time.. as more people learn about all the extra weapons and features WODX has to offer.












« Last Edit: November 13, 2017, 09:58:43 AM by beaver{KEA} »
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Offline beaver{KEA}

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Re: New Server - WODX Central
« Reply #19 on: November 13, 2017, 11:23:23 AM »
how would i make it so players start out with every weapon and unlimited ammo?
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Offline r1

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Re: New Server - WODX Central
« Reply #20 on: November 13, 2017, 06:45:18 PM »
Current speeds:

hook2
speed: 1800
pullspeed: 850

hook5
speed: 2000
pullspeed: 950

I exposed the following variables for hook5 so you can control its speed from config, and to match the TMG speed you'd use:

http://http.tastyspleen.net/~p1/quake2/weapons/maps/wodx26new.zip

//in config_ctf.cfg
set hook_speed 1900
set hook_pullspeed 900 // or 420 for Expert CTF

You'd have to point me to where these are implemented in the source code you provided and how they work:
max_velocity or air control

TMG looks almost identical to the hook2/hook5 code so with the above variables it should be the same. Does Expert CTF offer something unique not offered by the other hooks?
Unlimited ammo in a mod such as this is generally not a good idea. But if you like, you can set infinite ammo with one of the dmflags (aka deathmatch flags from r1q2's start network server menu), and +set cheats 1 when running server then type "give all" in console to get all weapons.
« Last Edit: November 13, 2017, 07:33:45 PM by r1 »
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Offline beaver{KEA}

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Re: New Server - WODX Central
« Reply #21 on: November 14, 2017, 01:33:03 AM »
awesome! got it all working! with this!
http://www.wiseup.org/tools/flagulator/

only need wallfly now... and some players to test out the waters :)

just want to experiment with all the weapons / unlimited ammo and give everyone a chance to learn with out having to search around or run out of ammo before they can try a certain weapon

ill have to look into the velocity and air control stuff  they aren't very high priority just some ideas of things to mess with for the future.


Expert Mod  i guess the only difference about the hook is its not a lazer hook.. its a smokey trail looking hook.. if you refire quickly you can see 2 or maybe 3 hook trails at a time..

the Expert hook is also just another idea to play with nothing too important for right now..

exposing +hook5 for now is great for testing.

im having a hard time deciding which hook i like better the TMG hook, or the WODX hook.. they are both great! will have to wait til i play in some big games to get a better feel!

thank you for all the help!


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Offline beaver{KEA}

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Re: New Server - WODX Central
« Reply #22 on: November 14, 2017, 01:51:45 AM »
i guess the only thing missing now would be...

Display Capture Times:

When we capture the flag if it could display the time in seconds that it takes a player to capture the flag.
this is a great tool for comparing hook speeds by doing flag runs. see how fast you can cap a flag on certain map and keep trying to beat your time.

« Last Edit: November 14, 2017, 02:15:12 AM by beaver{KEA} »
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Offline beaver{KEA}

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Re: New Server - WODX Central
« Reply #23 on: November 14, 2017, 03:37:56 AM »
seems like WODX mod crashes quite a bit noticed this both on WHALE server and on WODXCTF server is there anything we can do to fix this?

in FFA/DM mode this might not be quite as big of a deal.. but during CTF matches people will get frustrated and quit if they cant finish a whole game with out server crashing.

did a bit of testing... when i hit the capture limit server crashes every time.

Qwazzy Wabbit has done a lot of cleaning up on the TMG code we use for Railwarz and made a ton of improvements over the past year or two!

i wish we could combine the TMG Code with WODX code some how..

I love everything about the WODX mod i almost think the hook feels way better than the TMG hook ive been using the last 20 years!

Things from TMG mod i wish could be ported over to WODX...

1.) stability (no server crashes) 
2.) score board
3.) player hud stats n stuff
4.) highscores at end of map,

5.) ability to hook the sky

6.) when the hook connects to a surface to emit sparks

ive yet to actually see how the scoring works in WODX CTF but in TMG Railwarz we get
1 point per frag
2 points for defending base
2 points for defending flag carrier any where on map.
3 points for fragging Enemy Flag carrier
1 point for returning flag.

when you capture the flag you get everyone on your team gets 10 points... the person who actually capture flag gets an extra 5 points. so 15 all at once for the flag carrier.

all of these points can be configured differently but thats the scoring system we have been using the past 20 years.
L-Fire CTF uses the same Scoring system as TMG

LMCTF and Expert CTF scoring system is quite a bit different. ive always preferred the LFire/ TMG Scoring system :)

-----------

if it was the other way around porting WODX features to TMG... i wish we could bring over all the weapons, power ups, extra map features??? i guess the sprites or whatever is used to decorate the maps with extra effects, spawning monsters, air strikes, ability to use several different +hook options into the TMG mod probably still a lot i have to learn about WODX mod once i do ill wish all of that was available in TMG as well!

---------------------

Things from other Mods i wish TMG/WODX CTF could have in the future..

1.) offensive and defensive MVP awards from LMCTF.. they are displayed on scoreboard at end of map.

2.) Railwar and Rocket Arena intermissions from L-Fire / Threewave CTF played at end of map... once the capture limit is hit there is a short railwar (rail only) or Rocket Arena (all weapons) round that is played each player spawns once.. after being fragged they are out... team with most frags / last player(s) standing wins the intermission
after intermission the map rotates.

 some type of FFA intermission built into end of map would be fun also before map change.  both a Rail only and All weapon FFA.. maybe a 2 minute frag fest... or maybe each player only has 1 spawn and last player standing wins.

if there were 3 or 4 different types of intermissions only 1 would be played before map rotates...


3.) some type of King of the hill, or Domination mode where you get points for controlling a strategic point of a map, maybe the strategic points can rotate.  played this in Call of duty black ops long time ago was pretty fun..  just a dream for quake2 someday.. not a game mode i would want to play all the time like CTF / DM but could be a fun intermission type thing

« Last Edit: November 14, 2017, 05:00:45 AM by beaver{KEA} »
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Offline r1

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Re: New Server - WODX Central
« Reply #24 on: November 14, 2017, 08:19:57 AM »
I shall be able to fix any crash bug that's easy to recreate, especially if it happens every time.
I'll also be able to port the other TMG features, but it might take some time.

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Re: New Server - WODX Central
« Reply #25 on: November 14, 2017, 12:41:23 PM »
Amazing!

Thank you!

No rush, take by ur time! Dream come true!
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Offline r1

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Re: New Server - WODX Central
« Reply #26 on: November 19, 2017, 04:43:24 PM »
I wasn't able to recreate the crash at capture limit.

Try to extract these files first into your weapons folder in this order:
http://netdoo.com/wodx/files/weapons.rar
http://netdoo.com/wodx/files/update11.rar
http://netdoo.com/wodx/files/update12.rar
http://http.tastyspleen.net/~p1/quake2/weapons/maps/wodx26linux.zip
http://http.tastyspleen.net/~p1/quake2/weapons/maps/wodx26new.zip

To test, modify your server_ctf:
set capturelimit 1
map q2ctf2

 Run your server with server_ctf (from wodx26linux.zip) and maplist_ctf and make sure you have the following maps on your server
q2ctf2
q2ctf3
q2ctf4a
q2dm1-b
q2dm8-b
marics_ctf14
marics_ctf3
mintro-b
q2ctf05b
q2ctf1

Also you could try to create "sound\tunes" folder on your server as well, or try a smaller starting map.

« Last Edit: November 19, 2017, 07:58:24 PM by r1 »
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