Author Topic: ts::railz setup?!  (Read 14742 times)

Offline dy

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ts::railz setup?!
« on: October 11, 2006, 09:25:35 AM »
What's the deal with railz now using the base q2 dll instead of tourney's? No more chasecam, scoreboard FPH, etc.
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Offline Whirlingdervish

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Re: ts::railz setup?!
« Reply #1 on: October 11, 2006, 10:05:22 AM »
noticed that too after we made it to the later maps in the rotation that it would normally skip when it reset. anyone know if we changed the mod? wheet?
« Last Edit: October 11, 2006, 10:18:44 AM by Whirlingdervish(Q2C) »
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Re: ts::railz setup?!
« Reply #2 on: October 11, 2006, 10:18:50 AM »
yea was wondering the same with that also?
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Offline Wheet

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Re: ts::railz setup?!
« Reply #3 on: October 11, 2006, 10:29:45 AM »
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.
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Offline Wheet

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Re: ts::railz setup?!
« Reply #4 on: October 11, 2006, 10:40:01 AM »
The old mod used to crash, it was closed source so it would have been quite the challenge to patch it. The only decent way to fix the problem was to code a new mod to replace it.
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Offline X'tyfe

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Re: ts::railz setup?!
« Reply #5 on: October 11, 2006, 11:25:20 AM »
hey cool its ready now?
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Offline Whirlingdervish

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Re: ts::railz setup?!
« Reply #6 on: October 11, 2006, 11:30:36 AM »
yup. it's ready and it's been running on the Rail server for at least a day now.
Check it out!

oh yeah, Thanx Wheet, for using your time to code a working rails mod for us.
It roxxors!

I was wondering if would be too much work for you to add in some spectator/chasecam code for those that like to sit around and spec while the rest of us get fragged... Think you're up to it?



« Last Edit: October 11, 2006, 11:42:26 AM by Whirlingdervish(Q2C) »
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Offline Wheet

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Re: ts::railz setup?!
« Reply #7 on: October 11, 2006, 11:41:22 AM »
There is a variable for spectator mode, just type 'spectator 1' in console. That's the classic spectator mode style. I don't know what chasecam offered over spectator mode though. Was it just different angles and the ability to go into first person?
« Last Edit: October 11, 2006, 11:43:07 AM by Wheet »
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Offline Whirlingdervish

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Re: ts::railz setup?!
« Reply #8 on: October 11, 2006, 11:46:43 AM »
pretty much.. I think the major difference was the in-eyes 1st person mode.
The stock spec mode works pretty well though... That's about all it lacks.
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Offline console

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Re: ts::railz setup?!
« Reply #9 on: October 11, 2006, 12:41:54 PM »
Three cheers for Wheet!   :beer:

BTW, we're trying to think up a name for this mod.  At present, the code is a combo of the simple mod I wrote that runs vanilla and mutant, providing spawn protect and entity-remapping features, plus all of the super-configurable features Wheet just added.

The theme is maximum configurability... leading me down the path of names like chamelion, w00tcfg, etc.  But haven't come up with any names I really liked yet.

So if anyone has any cool name ideas for this "max config" mod, please post 'em.  (Even if they're cool names that aren't in any particular theme.)


Regards,

:mrgreen:
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Re: ts::railz setup?!
« Reply #10 on: October 11, 2006, 03:11:13 PM »
nice job wheet, thanks!

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Re: ts::railz setup?!
« Reply #11 on: October 12, 2006, 04:42:29 PM »
What's the deal with railz now using the base q2 dll instead of tourney's? No more chasecam, scoreboard FPH, etc.

Yeah, I gotta agree with Dy here. This newb relied heavily upon those stats. It was nice to see my progress in efficiency, FPH, and accuracy numbers. As for the spawn protection...I fail to see this....a lot of invasions of personal spaces. I'm spawning right under peeps' noses.  It's nice to see some older maps back into rotation though.
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Offline console

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Re: ts::railz setup?!
« Reply #12 on: October 12, 2006, 05:23:49 PM »
Yeah, I gotta agree with Dy here. This newb relied heavily upon those stats. It was nice to see my progress in efficiency, FPH, and accuracy numbers. As for the spawn protection...I fail to see this....a lot of invasions of personal spaces. I'm spawning right under peeps' noses.  It's nice to see some older maps back into rotation though.

Hi,

We were not able to get the old mod to stop crashing.  It was not an open source mod, so there was little practical means to fix it.

The new mod does show the FPH for the top five players in your console when the map ends.  But it doesn't keep track of high scores or anything.  Since the new mod is open source, it would be possible to add some high score / stats features... provided someone wants to write the code.

As for the spawn protect, it should have no effect on "invasions of personal spaces."  Like the invulnerability powerup, spawn protect does not save you from telefrags.  It should make no difference as far as spawning right under people's noses either, although I'm not sure I understand what you mean.

Regards,

:afro:
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Offline [BTF] Reflex

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Re: ts::railz setup?!
« Reply #13 on: October 12, 2006, 08:22:06 PM »
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Re: ts::railz setup?!
« Reply #14 on: October 13, 2006, 05:02:11 AM »
i like the simple route

just call it the TS mod ;)
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