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  • Cobalt
    replied
    My server here can be a challenge to connect to if you have been out of it for a while. Yes, you definately need Darkplaces to connect with my server for optimum results. With darkplaces, any special maps, sounds or other stuff the server is running will DL for you automaticly, pending the server has it enabled - this one does. Reason you saw 7 players on my server was because a player joined, and this is a ctfbot server, meaning 6 additional artificial players (bots) were created for the player to compete with...they now show in the scoreboard as players would thanks to advancements in the coding.

    I use darkplaces as my main client when connecting to a server over the rest....it does not have any major problems when used like that, its very good backwards compatable to any quake server using a traditional mod. Cant speak for QW, as I dont enjoy that experience at all.

    Only other thing you didnt mention is how you are connecting, wireless or ethernet cable through the internet? If wireless, your ping will be so high that all you will see is the server console messages.



    Originally posted by Halm_Barte View Post
    Hey, I'm running winquake - qwcl.exe ....but i can't seem to connect to any games ....is every server running this darkplaces thing? I've bought quake twice in the past so I'm being tight-fisted and playing DLed versions of fullquake (not the shareware ...I'm naughty) , SOA and DOE, and I've burned CDR's with all three's music.

    What do I have to do to play? I'm putting "connect quake.shmack.net" connecting to a game but no-ones there; but this site said there were 7 people playing.

    Am I being a retard?


    [as for balance ...the more crowded the better. ]

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  • Halm_Barte
    replied
    Playing MP

    Hey, I'm running winquake - qwcl.exe ....but i can't seem to connect to any games ....is every server running this darkplaces thing? I've bought quake twice in the past so I'm being tight-fisted and playing DLed versions of fullquake (not the shareware ...I'm naughty) , SOA and DOE, and I've burned CDR's with all three's music.

    What do I have to do to play? I'm putting "connect quake.shmack.net" connecting to a game but no-ones there; but this site said there were 7 people playing.

    Am I being a retard?


    [as for balance ...the more crowded the better. ]

    Leave a comment:


  • Cobalt
    replied
    Ok, got a question for those of you who have played multiplayer for a long time.

    What are the best values for teams on any given ID map? For the purposes of yet another feature to my mod !

    Here are my estimations:

    E1M1: Min 4 V 4 , Max 6 V 6
    E1M2: Min 2V2 , Max 5V 5
    E1M3: Min 5v5 , Max 16V16
    E1m4: Min 4V4, Max 16V16
    E1M5: Min 4V4 , Max 15V15
    E1M6: Min 3V3 , Max 12V12
    E1M7: Min 4V4, Max 10V10
    E1M8: Min 5V5, Max 16V16

    E2M1: Min 5V5, Max 16V16
    E2M2: Min 5V5, Max 16V16

    Leave a comment:


  • Cobalt
    replied
    Ok, finally got around to making a demo and UL to you tube:

    [ame=http://www.youtube.com/watch?v=xLSkR5x9cnI]Demo of Tekbot_CTF+ version 5.00 - YouTube[/ame]

    Though pretty brief, it came out ok...I will post more once I find an editing tool and get the hang of being a director / producer more..

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  • Cobalt
    replied
    Ok, got the server back up and seems to be running ok. Cant seem to stay away from this mod for long

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  • Cobalt
    replied
    Ok, some bad news I guess. Will be discontinuing the server starting in early June.

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  • Cobalt
    replied
    Ok, made some new changes, mostly inspired by Seven's work with the weather effects....but I also now have the bots showing up in the server browser all the time, like in BTA monsters NewDM server.

    For now, I have set the samelevel = 1 so the current map, E1M1 rotates as the only map, because I have included Sevens rain entities so we have some rain on this map. I also coded in thunder sounds, and new rain and wind sounds, and the rain angles with the wind at times. The lightning fx are still very experimental, and sometimes they bleed through the red base wall on the map, as do some of the sounds, but some of that is expected and unavoidable because of the way the engine works.

    There is also a stamina bar that appears when you sprint .... hold down the shift key to sprint and make sure its bound to be +speed so the player can run. there is still a bug with this where the player looses the stamina, and cant regain it , so he can only walk, but one day I will fix that. There is also a faint sound the player makes if he stops on a slope and starts to slide down it.

    Since I got the bots showing in the scoreboard and browser all the time, they have slowed down alot, and only face one direction most the time, which are more bugs I need to one day fix...but the game still plays more or less, only not as robust as it did before the changes. I like the idea of the weather effects, and will likely code in the rest of the maps with the rain when I come up with some good code for the lightning.

    All the new sound files ought to download when you connnect with a darkplaces client. Have not updated the pak file yet on the site with the new sounds, so for now its just a darkplaces only type mod.

    Leave a comment:


  • Cobalt
    replied
    I tried DirectQ also, and it said the bot.mdl file had some kind of brush problem, and it was the wrong version for Quake. Funny thing thou, it was downloading it from Bigfoot.quake1.net, and I dont remember supplying them with the file, unless they have some kind of file-torrent system with the clients ? But I went and deleted the bot.mdl file, and wrote it with a backup copy, and its working now. Possibly the pak file I had on the site was corrupted or this file inside it was corrupted...so I uploaded the backup copy to the server, just to be sure.

    Just to note: The bot.mdl file, is the same player.mdl file that came in the original CTFBOT pak0.pak file, its just been renamed, so if you have a copy of that locally, it ought to work if you rename that file, and place it in the id1/progs directory , that is - when you do not connect using a -game command.



    Originally posted by Mindf!3ldzX View Post
    I have tried DirectQ to connect. It downloaded some things, then said some funny haha message like "Are you missing something?" lol !!


    I'll try DP later

    Leave a comment:


  • Mindf!3ldzX
    replied
    I have tried DirectQ to connect. It downloaded some things, then said some funny haha message like "Are you missing something?" lol !!


    I'll try DP later

    Leave a comment:


  • Cobalt
    replied
    Sorry for the late reply. After I changed the server over to dedicated with darkplaces, I am making every file needed downloadable on connect.

    I believe connecting with a darkplaces client ought to work with file downloads fine, if not let me know. Tonight I will also update the pak file located on my site to include the new files so the new things I am experimenting will work if you dont connect with darkplaces. But pretty much, the instructions for connecting like that are to [unzip] the file you get from my site called: pak0.zip (1 file inside called pak0.pak) into a /quake folder such as: ctfbot or tekbotctf , then in the command line when you run quake use -gamedir ctfbot or tekbotctf, and that ought to work....aside from the config file once you connect.

    Now, what MIGHT cause a problem, is if you put pak0 in the ID1 directory, sequentially as the next higher pak file. If you did that, take it out, and put in a separate folder, or let darkplaces dl the file, and it will put it in the correct location inside the id1 folder so it can find it each time you connect.


    DON D: I think if you are not seeing the bot models and you are sure you have the file: bot.mdl downloaded, and you are using darkplaces, you may need to type r_restart into the console....or restart / reconnect with darkplaces.



    As for the NEW stuff I added tonight, mostly it involves the experiments with player speed. There are footstep sounds for walking and running, and you move slower in different levels of water / slime, unless you have the biosuit, then you move quicker. Remember, bind a Key to "+speed" to run - I suggest the SHIFT key, or if you use a client (like darkplaces) that lets you separate the R-L shift keys, try: bind "RSHIFT" "+speed" in your config.

    Also, now, when your player stops (stands still) - I call this the " I cant quit smoking mod". You will hear him breathe. For the time being, he gets out of breath at the lightest exertion, so , if you smoke, consider what its dont to the quake guy!

    Next cute thing, is the player will fall down , and stay down, depending on how high up he fell from.....make sure you have chase_active set to 1 so you can check it out!







    Originally posted by Mindf!3ldzX View Post
    Can you give some explicit instructions on getting a client ready to be able to connect and play !! please , and thank you!!!
    Last edited by Cobalt; 04-10-2011, 07:16 PM. Reason: update

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  • Don D
    replied
    I still cant see any player besides "Boobisies." It looks like they constantly have eyes but with no eyes showing. Would be fun, with out seeing them I still owned the bots with my l33t hooking abilities.


    -Skillet

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  • Mindf!3ldzX
    replied
    Can you give some explicit instructions on getting a client ready to be able to connect and play !! please , and thank you!!!

    Leave a comment:


  • Cobalt
    replied
    Ok, finally got the flag capture problem fixed, and if you connect using darkplaces, the models, and sounds should auto-dl no problem. If you want the bots set to a lower skill, let me know, or hook up with me on ICQ.

    I am always experimenting with new ideas, so this wont look and feel like any other version of ctf out there. I recently made the player option ALWAYS RUN = Off. (-speed)
    To get the player to run top speed, you have to bind a key to (+speed)....the shift key is likely the best choice, I use the right shift key in my config to accomplish this. There is no limit right now to how long you can run / sprint for if you hold it down, but I plan to experiment more with a stamina bar indicator that shows how much energy you can use. (the haste and strength runes will have an effect on this) Using it underwater makes no difference, but If you have the bio-suit, you will be able to swim faster underwater. I also slowed down the hook alot, and the speed at which it pulls the player. Combining that with the reduced run speed will make it real hard to bunny hop. I know lots of hard core ctf players wont approve of these changes, but I really dont have any players coming to the server on a regular basis anyway.

    ** Also, forgot, there is still one bug that is kinda major....players dont always show up in the scoreboard if a player leaves, then rejoins. Thanks to monster for letting me know thats still happening.
    Last edited by Cobalt; 04-03-2011, 03:04 PM. Reason: Update

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  • Cobalt
    replied
    Finally got the DP server up with the mod, but there is some bugs, such as the scoring for capturing the flags, sometimes it scores 2 times, sometimes it scores and ends the game prematurely. Lord havok says there is a guy who had the same problem, but cant track him down yet. Also the runes dont show up in the hud, and some of the fx I am pushing are causing packet overflows to the clients, and they disconnect, mostly when in a heavy battle with the nailguns or in a combo where some dead bodies are also in the scene.

    I also wanted to make is so the special files download upon connect with darkplaces, but encountering a problem with the player model as used with the bot uniforms. So right now, its a mess (more than it was before) so hold off until I post here, and announce the solutions.

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  • Don D
    replied
    Where do I download the maps for this server? I can't seem to find them

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