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Who's the new guy?Originally posted by Spike View PostRegarding fteqwsv...
Add this to your config file or whatever:
sv_progs is now supported.Code:alias sv_progs progs
Regarding the balance between NQ and QW clients, you can set pm_bunnyspeedcap to 1. QW players will no longer be able to endlessly accelerate.
Can't realistically do anything about qw prediction, other than ask QW players to switch it off/spam them with stuffcmds. If you want to annoy QW players, you can set sv_nomsec 1 on the server to kill all physics differences, as well as inform them that they might wish to set cl_nopred.
Cool stuffOriginally posted by Spike View PostRegarding fteqwsv...
Add this to your config file or whatever:
sv_progs is now supported.Code:alias sv_progs progs
Regarding the balance between NQ and QW clients, you can set pm_bunnyspeedcap to 1. QW players will no longer be able to endlessly accelerate.
Can't realistically do anything about qw prediction, other than ask QW players to switch it off/spam them with stuffcmds. If you want to annoy QW players, you can set sv_nomsec 1 on the server to kill all physics differences, as well as inform them that they might wish to set cl_nopred.
Yeah, with sv_progs support there isn't hardly anything about this that isn't Quakeworld compatible too. Except it doesn't send the vote-aliases on every map change. Eventually it will or I'll make it a QuakeC compile option.
... when I get time to work on this again.
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Hmm nice!
Since 90% of the QW players are not in the US i think running an FTEQWSV that can host a nq progs.dat and still allow both protocols to connect would be fair.
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Regarding fteqwsv...
Add this to your config file or whatever:
sv_progs is now supported.Code:alias sv_progs progs
Regarding the balance between NQ and QW clients, you can set pm_bunnyspeedcap to 1. QW players will no longer be able to endlessly accelerate.
Can't realistically do anything about qw prediction, other than ask QW players to switch it off/spam them with stuffcmds. If you want to annoy QW players, you can set sv_nomsec 1 on the server to kill all physics differences, as well as inform them that they might wish to set cl_nopred.Last edited by Spike; 07-26-2010, 03:21 PM.
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Windows Client installer: Download 43 MB
Source code:
Innosetup .iss fileCode:; Universal Client V1 [Setup] AppName=Universal Client V1 AppVerName=Universal Client V1 AppendDefaultDirName=No DefaultDirName={sd}\quake DefaultGroupName=Quake UninstallDisplayIcon={app}\MyProg.exe ; This next line AppID = QuakeOne UsePreviousAppDir = Yes WizardImageFile=universal.bmp WizardImageStretch = 0 WizardImageBackColor=clBlack DirExistsWarning = No BackColor=clBlue BackColor2=clBlack Compression = lzma/max SolidCompression = Yes [Types] Name: "full"; Description: "Full installation" [Files] Source: "quake\*"; DestDir: "{app}\"; Flags: ignoreversion recursesubdirs createallsubdirs [Code ] function NextButtonClick(CurPageID: Integer): Boolean; var VarX: Integer; IsQuakeDir: Boolean; begin case CurPageID of wpSelectDir: begin { Is pak0.pak in the ID1 folder for selected folder? } IsQuakeDir:=(FileExists(ExpandConstant('{app}')+'\id1\pak0.pak')=true); If IsQuakeDir = False then begin { No Quake Found in installation folder selected, ask if want to proceed anyway } VarX := MsgBox('Error: Quake not detected in selected folder. Would you like to select a different folder?' #13#13 'The folder you selected does not appear to contain Quake. This installation should be installed to your existing Quake folder.' #13#13 'Do you want to select a different folder?' #13#13 'Pressing No will proceed with folder as entered.', mbCriticalError, MB_YESNOCANCEL); If VarX=idno then begin { User selected No, Proceed despite not being Quake folder } Result:= true; end else begin { User selected Yes, wants to select another folder } Result:=false; end; end else begin { Quake was in the folder, so no prompt and proceed like normal } Result:=True; end; end else begin { On a screen that doesn't have anything to check with a function } Result := True; end; end; end;
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Abyss of Pandemonium is closed source. I asked the developer back in 2008 when he made the mod free if he'd open source the QuakeC and explained the benefits and how it could be used; he didn't want to --- so I guess you can stick a fork in that one and call it dead for all online multiplayer purposes.
This project will be updated soon enough, but it's a few days out. Real life time unavaialability caused by such things as snow, the silly President's day holiday, Valentines day and such ...
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Weenieville modded Painkeep source
Hi,
Just discovered your site after a near-fatal attack of nostalgia made me go hunting up the "old" Painkeep mod. I ended up finding the Weenieville Painkeep server (I have no association with them other than wishing I had more time to play on it) and then I found this Universal Server project. So overall, I've been having a pretty awesome week, nostalgia-wise. Sorry if this has already been mentioned, but the Weenieville server is running some really clever (to me) updates to the Painkeep mod - it seems like a natural to include in this project. Plus, the source seems to be readily available: Index of /pksource
Just my .02,
Tim
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Good job Baker, keep up the good work. This is really starting to get interesting, especially when CA and ThreeWave get added.
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Universal Server v2:
No new mods but 2 new modes votable:
1. ffawepstay (ffa but with weapon stay, you know ... deathmatch 3)
2. coopmode - play against the monsters
Upgraded progs and source for a server already running Universal R1:
http://www.quake-1.com/files/univers...upgrade_r2.zip
Entire fresh install for a server that isn't running Universal:
http://www.quake-1.com/files/univers...r2_gamedir.zip
I wish I had more time, I should have done this a week ago or more. Sigh.
I held off from adding ThreeWave to this for the moment. Likely, included mods in the next version:
1. ThreeWave CTF
2. Deathmatch Plus - the tripwires mod
3. Headhunters in "pub" mode (i.e. pub = no custom models)
4. Zerstorer Coop
Yes, I know about the auto-download thing. I'm being slow because I have a lot of things I'm trying to do at the same time. It sucks!
Known issues:
Items aren't removed (like runes) upon going to the start map when coop is active. The start level exit teleporters aren't working either. These are simple ... fix them real quick.
How is "slidefox.bsp.bsp" (which doesn't exist obviously) being triggered in slide? Doesn't really matter now that I've set sv_defaultmap slstart (which will change the map in the event a map isn't found).Last edited by Baker; 01-29-2010, 12:48 PM.
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CA+ is closed source. Inclusion is impossible. I have to modify the source for Universal Server.
Even though Mungo Clan Arena "sucks", since it is open source it can grow to suck less.
And all of the Universal Server mods will get more refined because they can all be finessed at once.
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Is that the Mungo Clan Arena? I tried put it up on my server, but I must have configured it wrong or something, the choose team menu never pops up. Also, as much as I hated it, I am looking for ca+ (i think that was the name, clan berries guy did it) to make available also. I know the source isn't available for that one, and I think it was difficult to even get the progs for it. I'm pretty sure that one was riddled with cheats and stupid superkicks, etc..Originally posted by Baker View PostOriginal Clan Arena will probably be in the one after that. [Original Clan Arena lacks most of the niceties of CAx].
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