Author Topic: ts::railz setup?!  (Read 14338 times)

fanny

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Re: ts::railz setup?!
« Reply #15 on: October 13, 2006, 06:13:00 AM »
Instawheetz
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Offline console

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Re: ts::railz setup?!
« Reply #16 on: October 13, 2006, 06:57:10 AM »
Quote from: {SX}Reflex on October 12, 2006, 08:22:06 PM
Quote from: {SX}Reflex on October 12, 2006, 08:22:06 PM
But I think this mod is configurable beyond a simple instagib game

Right.  This mod also runs vanilla, mutant, dm, xquake, pygmy, ts500...


:shifteyes:

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Offline console

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Re: ts::railz setup?!
« Reply #17 on: October 13, 2006, 07:27:08 AM »
franken_mod ?   ;)
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Offline Wheet

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Re: ts::railz setup?!
« Reply #18 on: October 13, 2006, 10:43:05 AM »
I still think "set grenade_damage 5000" was a game of its own. Anyone in sight of a hand grenade was toast. That was my best offence against Elysium on the railz beta test server.
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Offline PANTONE 7717C

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Re: ts::railz setup?!
« Reply #19 on: October 13, 2006, 12:09:56 PM »
Hehe Wheet, that reminds me of Serious Sam's Kamikazes:  AAAAAAAAAAAAAAAAAA!!!!*BANG!!* :bomb:
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Sinful

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Re: ts::railz setup?!
« Reply #20 on: October 13, 2006, 04:37:54 PM »


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,Further

:afro:


Okies, i've come to learn...the "invasions of personal spaces," are called telefrags. I am sorry, I do not know all the proper q2 lingo for I have only been playing since February. However, Vigilante and I were discussing this morning about this very same subject and he too has never seen so many telefrags before.  As for the "spawning right under people's noses," I guess that's my n00b way of saying it appears Spawn Furthest is not on???
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Offline X'tyfe

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Re: ts::railz setup?!
« Reply #21 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
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Offline dy

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Re: ts::railz setup?!
« Reply #22 on: October 13, 2006, 05:18:40 PM »
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

This is mainly an issue with a duel/teamplay server. In FFA, I don't think the ends justify the means when spawn furthest is off. I'm seconding Sin here, and honestly...no disrespect, and a big thanks to wheet for taking the time to make a DM customization...but I'm really missing tourney. It just isn't the same anymore.  :miffed:
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Offline X'tyfe

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Re: ts::railz setup?!
« Reply #23 on: October 13, 2006, 06:07:20 PM »
in normal ffa no, but in rails in a big open arena map it certinly is
insta + spawn farthest + no protection = 5000 FPH
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Offline console

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Re: ts::railz setup?!
« Reply #24 on: October 13, 2006, 07:49:45 PM »
This is mainly an issue with a duel/teamplay server. In FFA, I don't think the ends justify the means when spawn furthest is off. I'm seconding Sin here, and honestly...no disrespect, and a big thanks to wheet for taking the time to make a DM customization...but I'm really missing tourney. It just isn't the same anymore.  :miffed:

Thing is, I'm pretty sure the dmflags didn't change...

ts::railz has been using: -pu -a -h +ia +fd +ip +qd -sf +ws
[      railz] dmflags: 26679
[      railz]   -allow-exit (ax,ae)
[      railz]   -armor (a)
[      railz]   +falling-damage (fd)
[      railz]   -fixed-fov (ffov)
[      railz]   -force-respawn (fr)
[      railz]   +friendly-fire (ff)
[      railz]   -health (h)
[      railz]   +infinite-ammo (ia)
[      railz]   +instant-powerups (ip)
[      railz]   -powerups (pu)
[      railz]   +quad-drop (qd)
[      railz]   +same-map (sm)
[      railz]   -spawn-farthest (sf)
[      railz]   -teams-by-model (tbm)
[      railz]   -teams-by-skin (tbs)
[      railz]   +weapons-stay (ws)


So I'm not sure why there should be any perceived difference in how players spawn.  I'm not saying there IS NO difference, I'm just not sure why there would be.  OSP was running with spawn farthest OFF, and the new mod is running with spawn farthest OFF.  Not only that, but we used to use a previous version of this new mod, to run the old railz, several months back, before we switched to OSP...

It's possible OSP uses some different algorithm for "spawn furthest OFF" than the default id code, but it's hard to know, since we can't look at the source code.

In any case... if you all could be as specific as possible about what you liked better about OSP, it would help.


Regards,

:exqueezeme:
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Offline dy

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Re: ts::railz setup?!
« Reply #25 on: October 13, 2006, 07:55:21 PM »
Don't worry man, nobody's trying to flame anyone here. It's difficult to explain besides the points that have been verbalized, but you have to admit tourney just feels different. I'm sorry, but no matter how well any of us describe how tourney *felt better*, I just don't see it being emulated. Thank you for being open to our concerns, though.  :beer:
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Offline [BTF] Reflex

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Re: ts::railz setup?!
« Reply #26 on: October 13, 2006, 07:59:47 PM »
Spawn farthest, yeah....  5000 fph,   I have demos of some nice runs on the same pad :)

as for telefrags,  there did seem to be a larger than average number of them,  but the rails server was kinda packed
when I was on there...  so who knows.
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Offline Krlll Mule

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Re: ts::railz setup?!
« Reply #27 on: October 13, 2006, 08:18:46 PM »
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.

Yea, it crashed every damn time I played... :frustration: ...but as usual TS admin responded. Thanks for the work Wheet, I look forward to trying it out. And console, thank you for facilitating all the map and mod makers who have something to offer to the game. People at the top with their ego's in check and doing things with class - how refreshing.   :beer:
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Offline console

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Re: ts::railz setup?!
« Reply #28 on: October 13, 2006, 08:26:46 PM »
Don't worry man, nobody's trying to flame anyone here. It's difficult to explain besides the points that have been verbalized, but you have to admit tourney just feels different. I'm sorry, but no matter how well any of us describe how tourney *felt better*, I just don't see it being emulated. Thank you for being open to our concerns, though.  :beer:

No worries at all.  :afro:  Just interested in trying to understand what the nature of the differences is between the two mods.

It seems there's definitely something different - but not everyone reacts to it the same way.  For example, the first PM I received after the railz mod was changed a couple days ago, was: "quadz, was wondering if i could get a hold of the railz mod thats now in place at ts... its so much nicer and smoother than osp..."

So at least one person thought the new mod felt better than OSP....  :exqueezeme:

Whereas, other folks are saying OSP felt better.

This tells me SOMETHING must be different.  But I wish I knew exactly what.   :evilalien:


Regards,

:dohdohdoh:
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Offline quadz

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Re: ts::railz setup?!
« Reply #29 on: October 13, 2006, 08:34:09 PM »
How about removing hand grenades?

I'll admit: I deliberately included hand grenades in ts::railz, because I personally think it's more fun.... to be able to mix it up a little, basically.

But I never imagined the hand grenades would be a serious threat to railers.

I am unaware that anyone using hand grenades has ever beat someone using a railgun, on the railz mod.


Regards,
:???:
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