Site Navigation
QuakeOne News
» Latest News
» News Archives
» QuakeOne Movies

QuakeOne Help
» File Downloads
» Quake Help
» Quake Servers

QuakeOne Community
» Forums
» Chat *new*
» Poll Booth
» Memberlist
» Member Map

Site Info
» Community Rules
» Moderator List

» Buy Quake

Visit QuakeOne.com On Facebook!Visit QuakeOne
on Facebook

Log in
User Name:

Password:

Not a member yet?
Register Now!
Online Users: 382
7 members and 375 guests
303, monoz, nahuel, Planetnine, turtlevan
Most users ever online was 2,542, 06-04-2016 at 12:58 AM.
Go Back Home > Polls > Should telefragging be abolished from deathmatch? Search Forums

View Poll Results: Should telefragging be abolished from deathmatch?
Yes 3 9.68%
No 28 90.32%
Voters: 31. You may not vote on this poll

Closed Thread
LinkBack Thread Tools
Unread 02-25-2013, 02:26 AM   #11 (permalink)
Chthon
Mr.Burns's Avatar
USER INFO »
Posts: 1,478
+/-  Reputation: Mr.Burns will become famous soon enough
Join Date: Jan 2006
Currently: Offline
Originally Posted by Mindf!3ldzX View Post
...as in , you follow guy through teleporter = he gets telefragged....LOL I just know that some of my tricks-of-the-trade have become less of a garuntee to have the desired results!!
Strangely enough in Quake Deathmatch Plus teleporting is one of the weapons. If you go to qrf.servequake.com:26012 and stock up on some cells you can use the teleporter impulses (16 and 17 as i recall) to [re]set your teleport point, move to somewhere else on the level and then teleport in to it. It can be quite a life saver if you have someone like Polarite running you down, set your recall point whilst you are moving and then teleport in to it 2 seconds later when he runs across it
I seem to recall one of the Runequake runes does something similar.

So as frustrating as it can be to get telefragged, it's a no vote from me.

Kind regards

Monty
__________________
Mr.Burns
WWW: QuakeOne | Q1 File Repo | Quake Terminus|EuroQuake, You Tube: QuakeVoid
Servers: flanders.servequake.com | newyork.servequake.com ports 26000-6 & 10 | damage.servequake.com
NEWS : The new Quakeone file repo is now available, so click here to satisfy all your Quake 1 multiplayer needs
Unread 02-25-2013, 05:05 AM   #12 (permalink)
Code Monkey
R00k's Avatar
USER INFO »
Posts: 5,772
+/-  Reputation: R00k has a spectacular aura aboutR00k has a spectacular aura aboutR00k has a spectacular aura about
Join Date: Nov 2005
Currently: Offline
Contact:  Send a message via ICQ to R00k Send a message via MSN to R00k
No, but telefragging should NOT be included in the stats

Yes, this was a bug in like v0.1 CAx
Code:
makevectors(other.angles); v_forward_z = 0 - v_forward_z; org = t.origin + 32 * v_forward; if (other.health) setorigin (other, t.origin); // Moved to here else setorigin (other, org); other.velocity = v_forward * vlen(other.velocity); spawn_tfog (org); spawn_tdeath(t.origin, other);
Personally I think it looks silly to have that particle effect spawning forward + 32(qu). It seems to me that was there only for the player's pov in game, but i kinda looks off in multiplayer screenshots. I think like in startrek the tele-spawn should not have forward movement and the particle 'fog' should spawn over the telepad.

Last edited by R00k; 02-25-2013 at 05:30 AM..
Unread 02-25-2013, 06:38 AM   #13 (permalink)
Chthon
Mr.Burns's Avatar
USER INFO »
Posts: 1,478
+/-  Reputation: Mr.Burns will become famous soon enough
Join Date: Jan 2006
Currently: Offline
What he said ^^^^^^
I don't think I've noticed the forward movement Rook. Is it only with certain engines or common across the board? Is there a screenie of it somewhere to show what you're referring to?

On the subject of Telefragging is it possible to use the Painkeep bone crunching telefrag noise in normal Quake? ...and if so how do i do it? I'm guessing it's copy some wav to id1/sounds/ or something like that?

Kind regards
Monty
__________________
Mr.Burns
WWW: QuakeOne | Q1 File Repo | Quake Terminus|EuroQuake, You Tube: QuakeVoid
Servers: flanders.servequake.com | newyork.servequake.com ports 26000-6 & 10 | damage.servequake.com
NEWS : The new Quakeone file repo is now available, so click here to satisfy all your Quake 1 multiplayer needs
Unread 02-25-2013, 05:28 PM   #14 (permalink)
Code Monkey
R00k's Avatar
USER INFO »
Posts: 5,772
+/-  Reputation: R00k has a spectacular aura aboutR00k has a spectacular aura aboutR00k has a spectacular aura about
Join Date: Nov 2005
Currently: Offline
Contact:  Send a message via ICQ to R00k Send a message via MSN to R00k
Unread 02-25-2013, 11:49 PM   #15 (permalink)
Ogre
H1CC's Avatar
USER INFO »
Posts: 109
+/-  Reputation: H1CC is on a distinguished road
Join Date: Feb 2013
Currently: Offline
Contact:  Send a message via Skype™ to H1CC
Originally Posted by R00k View Post
You make a good point there R00k... That teleporter effect seems to be coming out of the player and not out of the teleport destination itself...
Isn't it always supposed to come out of the end-point of the teleporter regardless of the player's 'added forward momentum' afterwards?
I guess it depends on the type of teleporter.
If you want to give a star-trek 'beam me up' effect where players themselves fade into and out of visiblity that might make more sense.
However considering how in Quake the teleporters are themself non-moving portals through spacetime it'd make more sense that the 'teleport effect'
stays at either end of the 'teleporters' themselves and players just rush quickly out the other end.
Unread 02-26-2013, 02:24 AM   #16 (permalink)
Chthon
Mr.Burns's Avatar
USER INFO »
Posts: 1,478
+/-  Reputation: Mr.Burns will become famous soon enough
Join Date: Jan 2006
Currently: Offline
Originally Posted by R00k View Post
Well you learn something new every day I never noticed that before but yes, agreed, and yes that's just plain silly
The dry ice smoke from the teleporter base effect in Seven's SMC is also very effective. I wonder if the that could be combined with the Star Trek effect ?
Kind regards

Monty
__________________
Mr.Burns
WWW: QuakeOne | Q1 File Repo | Quake Terminus|EuroQuake, You Tube: QuakeVoid
Servers: flanders.servequake.com | newyork.servequake.com ports 26000-6 & 10 | damage.servequake.com
NEWS : The new Quakeone file repo is now available, so click here to satisfy all your Quake 1 multiplayer needs
Unread 02-26-2013, 10:19 AM   #17 (permalink)
Ogre
Kliffington's Avatar
USER INFO »
Posts: 128
+/-  Reputation: Kliffington is on a distinguished road
Join Date: Feb 2013
Currently: Offline
It does happen on accident, but so does a stray rocket kill
It's a legitimate kill that require timing to do right, and like everything else, just a little bit of luck
__________________
+Rep! I'm going to the top!
Unread 02-26-2013, 11:22 AM   #18 (permalink)
Chthon
talisa's Avatar
USER INFO »
Posts: 4,188
+/-  Reputation: talisa is a jewel in the roughtalisa is a jewel in the roughtalisa is a jewel in the rough
Join Date: Oct 2011
Currently: Offline
@burns
yes can totally be done, about the sound.

go to painkeep/sound/player, and copy over the gib sound you want to use over to ID1/sound/player and rename it to gib.wav
base quake only uses one gib-sound though, so you can only use one of the painkeep gib sounds in standard quake

.

about the poll, i vote no. telefragging is part of quake, you shouldnt remove this awesome feature from the game just cuz some people got butt-hurt over the fact they got telefragged. dun whine if you do get that, should be more clever and not jump into a portal if you're being chased. but dun cry if you are dumb enough to do so and then get tele-fragged

its like crying to remove weapons from quake cuz you got shot down with a shotgun. you dun cry about that either, do you?
why not? cuz its part of the game, just like telefragging is

if you dun wanna be telefragged, dun jump through a portal if someone is close behind you

Last edited by talisa; 02-26-2013 at 12:27 PM..
Unread 02-24-2014, 09:17 AM   #19 (permalink)
Axe Man
ociN's Avatar
USER INFO »
Posts: 11
+/-  Reputation: ociN is on a distinguished road
Join Date: Feb 2014
Currently: Offline
NEVER!!! Is part of the Multiplayer experience.
Quake without telefragging wouldn´t be Quake.
Closed Thread

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT -6. The time now is 05:45 PM.


eXTReMe Tracker