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Server Talk
2006-04-27, 13:04
Administrator
2058 posts

Registered:
Jan 2006
KTX is an open source "KTPro" developed by ult qqshka VVD disconnect oldman, and is based on the GPL:ed source code of the old Kombat Teams.

Servers currently running KTX:
Australia: PpC - 150.101.153.18:27504
Australia: Besmella - slashquit.besmella.com:27501
Australia: Besmella - slashquit.besmella.com:27502
Brazil: qw.redesul.net:27501
Brazil: quake.vetorial.net:27500
Brazil: qw.click21.com.br:27500
Canada, Montreal: QuakeWorld.us - 209.172.33.234:27500
Canada, Montreal: Timbaland's House of RELEASE KTX FFA - 69.70.247.66:27500
Finland: tb3.qw.quakeservers.net (matchless mode - ffa)
France: QuakeOnline.net - ktx.quakeonline.net:27500
Germany, Frankfurt: Dybbuk - qw.dybbuk.de:27600
Germany, Frankfurt: Dybbuk - qw.dybbuk.de:27700
Germany, Frankfurt: Dybbuk - qw.dybbuk.de:27800
Germany: Quadaver.net - quadaver.net:27101
Germany: Quadaver.net - ascendence.biz:28401
Portugal: FRAGlider - 195.245.182.4:27503
Russia: PlayGround - qw.playground.ru:27500
Russia: quake.msk.ru:27500
Russia: quake.msk.ru:27502
Sweden, Karlstad: Wabbit - fragga.servequake.com:27500 warning: 8/1 connection
Sweden, Stockholm: BLT - bltpowah.mine.nu:27501
Sweden, Stockholm: BLT - bltpowah.mine.nu:27502
Sweden, VästerĂ¥s: Llamah - qw.llamah.se:27500
Sweden, VästerĂ¥s: Llamah - qw.llamah.se:27501
Sweden, VästerĂ¥s: Llamah - qw.llamah.se:27502
Sweden: Clan SM - clan-sm.dk:27500
Switzerland: .ch KTX - 147.87.108.196:27500
England, London: UKUSA - 83.138.132.213:29101
USA, Chicago: UKUSA - 216.118.193.160:29101
USA, Texas: QuakeWorld.us - tx.quakeworld.us:10668
USA, Texas: QuakeWorld.us - tx.quakeworld.us:27500
USA, Virginia: QuakeWorld.us (test) - va.quakeworld.us:27504
USA, Virginia: QuakeWorld.us - va.quakeworld.us:27500

If you start a KTX server, post here and I will add it to this list (do not forget to put "KTX" in the server name).

Download the latest KTX here (requires mvdsv).
Download server configs here (ready for league use) -- you only need to edit name.cfg and pwd.cfg.


If you want to know exactly how to start a KTX server, read this.

If you have feature requests or bug reports, come to #ktx on QuakeNet.

Key advantages over KTPro:
* Open source (GPL).
* Actively developed (meaning this list of advantages will update often).
* More detailed statistics.

Detailed list of advantages over KTPro:
* Enable/disable any weapon in dmm4 using /noweapon <weaponname>.
* /gren_mode (grenades only explode on direct impact) - dmm4 only.
* +scores shows seconds to players (useful when joining late).
* Additional endgame statistics:
- Megahealths taken.
- Powerups taken.
- RLs taken, killed and dropped.
- Team damage given.
- Damage taken/given improved (counts only dmg taken from enemies & given to enemies)
- Best QuadRun & FragStreak - both individual & total.
- Spawnfrag duration increased to 2 seconds
* More to come!

Differences with KTPro:
* /cmd silence is the same thing as /silence.
* /cmd lock is the same thing as /lock. In KTPro /cmd lock locks the server for 15 seconds.
* /cmd ban is missing.
* VIP Spectators are missing.
* IP Admins are not fully added yet.
* DMM6-8 is missing.
* Instagib is missing.
* Race is missing.
* When players drown during prewar, they get bubbles over their head.

If you know of anything else, post here, so the KTX developers know what people want fixed.

Statistics example:
Quote:
Player statistics:
Frags (rank) friendkills . efficiency
___________________________________
Team [red]:
__________
_ delete:
11 (-20) 3 26.1%
Wp: lg14.9% rl5 sg12.6% ssg12.8%
Armr&mhs: ga:13 ya:2 ra:5 mh:3
Powerups: Q:3 P:0 R:0
RL: Took:27 Killed:11 Dropped:15
Damage: Taken:4703 Given:3766 Tm:291
Streaks: Frag:2 QuadRun:1
SpawnFrags: [2]
__________
_ leif:
49 (10) 2 55.6%
Wp: lg26.9% rl12 sg35.9% ssg8.5%
Armr&mhs: ga:11 ya:3 ra:6 mh:0
Powerups: Q:9 P:0 R:0
RL: Took:24 Killed:33 Dropped:13
Damage: Taken:6144 Given:9753 Tm:593
Streaks: Frag:10 QuadRun:5
SpawnFrags: [3]

Team [blue]:
__________
_ zkilfing:
29 (-10) 0 42.6%
Wp: lg18.8% rl12 sg15.1% ssg17.1%
Armr&mhs: ga:14 ya:10 ra:8 mh:5
Powerups: Q:8 P:0 R:0
RL: Took:32 Killed:17 Dropped:14
Damage: Taken:7689 Given:5416 Tm:260
Streaks: Frag:8 QuadRun:2
SpawnFrags: [4]
__________
_ penta|:
23 (-13) 4 38.9%
Wp: lg25.1% rl10 ssg28.5%
Armr&mhs: ga:9 ya:7 ra:5 mh:5
Powerups: Q:5 P:0 R:0
RL: Took:23 Killed:22 Dropped:15
Damage: Taken:5830 Given:5431 Tm:746
Streaks: Frag:4 QuadRun:2
SpawnFrags: [4]

___________________________________
[red] vs [blue] match statistics:
___________________________________

weapons, powerups, armors&mhs, damage
___________________________________
[red]: Wp: lg24.0% rl17 sg27.5% ssg10.7%
Powerups: Q:12 P:0 R:0
Armr&mhs: ga:24 ya:5 ra:11 mh:3
RL: Took:51 Killed:44 Dropped:28
Damage: Taken:10847 Given:13519 Tm:884
[blue]: Wp: lg21.7% rl22 sg13.7% ssg22.8%
Powerups: Q:13 P:0 R:0
Armr&mhs: ga:23 ya:17 ra:13 mh:10
RL: Took:55 Killed:39 Dropped:29
Damage: Taken:13519 Given:10847 Tm:1006
___________________________________
[dm4] top scorers:
___________________________________
Frags: leif [49]
Deaths: zkilfing [39]
leif [39]
Friendkills: penta| [4]
Efficiency: leif [55.6%]
QuadRun: leif [5]
___________________________________

Team scores: frags . percentage
___________________________________
[red]: 60 . 53.5%
[blue]: 52 . 46.4%
___________________________________
2006-04-27, 13:09
Member
1011 posts

Registered:
Feb 2006
interesting they have chosen to use the non quakec method for writing the mod

strange this hasn't been publicised more? several people (including myself) would be willing to help out...
2006-04-27, 13:59
Member
405 posts

Registered:
Jan 2006
oldman wrote:
interesting they have chosen to use the non quakec method for writing the mod

strange this hasn't been publicised more? several people (including myself) would be willing to help out...

Additional developers are welcome.

oldman, i'le be glad see u r in our developers team.
<3
2006-04-27, 14:18
Administrator
1265 posts

Registered:
Jan 2006
hi

what's more interesting about this mod, is the ability of converting it to a ctf server just by 2 commands: "ctf" and "restart"
this is amazing imho, one second we have a normal kt server, the other we're on a ctf server. the same can be done with Clan Arena i think, which would be great.
imagine ONE server with all the dm types plus ctf mod with flag,runes,hook , plus CA for a change... revolution?

On the other hand, it probably lacks some of ktPro's features, i dunno which i didnt had time to test. Konk has putten up a portuguese KTX server at 195.245.182.4:27503 and there's the US ones at va.quakeworld.us if my memory dont fail me

also #ktx on quakenet

go for it!
never argue with an idiot. they'll bring you back to their level and then beat you with experience.
2006-04-27, 14:22
Member
1011 posts

Registered:
Feb 2006
ok - 'oldmanuk' is my sourceforge username
2006-04-27, 14:39
News Writer
2260 posts

Registered:
Jan 2006
this sounds great mushi!!
what about allowing pakmap downloads as default??
is that possible yet?

changing it into clanarena/ctf in 2 commands are just fantastic, what about ffa then?
does it have stats and shit?
would be very good if we get this going and replacing ktpro totaly
2006-04-27, 15:34
Moderator
383 posts

Registered:
Jan 2006
Empezar wrote:
2) +wp_stats gets shown in the middle of the screen, even with conheight 240 (dunno if this can be fixed with some command though?)

Use scr_centershift.
With best wishes, B1aze.
2006-04-27, 15:46
Administrator
2058 posts

Registered:
Jan 2006
yeah real stats for ffa games would be really cool

like the 1on1 stats you get at the end of the game, but for ffa

if I put up a qw server on f.nu I'll be sure to make it a ktx server
2006-04-27, 16:01
Member
1754 posts

Registered:
Jan 2006
sounds nice, does it have everything ktpro does(couldn't find anything special but just curious)?
do put up servers with ktx plz so we can try it out
2006-04-27, 17:15
Member
805 posts

Registered:
Mar 2006
Man this is great news! I thought the whole "open ktpro" idea was dead, but suddenly you guys appear with all the work almost done!

I can't wait to try it out!
https://tinyurl.com/qwbrasil - QuakeFiles
2006-04-27, 18:08
Member
151 posts

Registered:
Jan 2006
No more mods with QC - 'pure C' pwnz

sassa:
connect quake.msk.ru:27500 (FFA-matchless in mode) <-- Check this server, FFA is really cool now
connect quake.msk.ru:27502 (/1on1, /2on2, /4on4, /ffa)
also playground.ru:27500 is KTX - but some old version
kill me now and burn my soul
2006-04-27, 18:48
Member
405 posts

Registered:
Jan 2006
oldman wrote:
ok - 'oldmanuk' is my sourceforge username

i'm request VVD adding u to ktx developers, this may take few days...
<3
2006-04-27, 18:51
Member
405 posts

Registered:
Jan 2006
B1aze wrote:
Empezar wrote:
2) +wp_stats gets shown in the middle of the screen, even with conheight 240 (dunno if this can be fixed with some command though?)

Use scr_centershift.

correct, i think scr_centershift is perfect, but also u can try /cmd info lw number
<3
2006-04-27, 19:02
Member
258 posts

Registered:
Feb 2006
sassa wrote:
this sounds great mushi!!
what about allowing pakmap downloads as default??
is that possible yet?

changing it into clanarena/ctf in 2 commands are just fantastic, what about ffa then?
does it have stats and shit?
would be very good if we get this going and replacing ktpro totaly

FFA mode is there already, with stats. I think that pakmap downloads should not be allowed as default because of copyrights that ID has with pak1.pak.
2006-04-27, 19:02
Member
405 posts

Registered:
Jan 2006
Peppe wrote:
sounds nice, does it have everything ktpro does(couldn't find anything special but just curious)?

no, ktx does't have everything ktpro does, but 1on1, 2on2, 4on4, FFA and even CTF (thx goes to ult) modes work fine and KTX is live open sourced project, so we can add missed features (if any, oh, this mid_air).
<3
2006-04-27, 20:15
Member
1011 posts

Registered:
Feb 2006
it might be nice to incorporate jawnmode gameplay as an option to switch to as well from jteams - perhaps vb would like to help out with that

Also it would be nice to have the lite CTF vb implemented - based on the original © oldman quote of

oldman wrote:
<oldman> i mean lite CTF, none of that shitty rune and grapple shit
<oldman> just plain teamplay, standard weapons, and trying to nick flags

2006-04-27, 21:18
News Writer
2260 posts

Registered:
Jan 2006
can we add some bots to the ffa?

I was thinking of 5 bots on the server (if its ffa) then if a player joins, 1 bot leaves and if another joins, 1 bot leaves etc...
when a player leaves (if playerlist is 4, then 1 bot joins)
then we could generate all the stats into 1 page and could post the top5 as a news each day or something..

with this the newcommers will always have players to play against in ffa

what do you guys say?

We have a running project with frogbots but is not working out that good as we wanted :/
2006-04-27, 21:53
Administrator
2058 posts

Registered:
Jan 2006
come on sassa that's a whole different mod, don't bloat this wonderful KTX mod
2006-04-27, 22:12
News Writer
2260 posts

Registered:
Jan 2006
just a suggestion
2006-04-27, 22:57
Member
405 posts

Registered:
Jan 2006
oldman wrote:
Also it would be nice to have the lite CTF vb implemented - based on the original © oldman quote of

oldman wrote:
<oldman> i mean lite CTF, none of that shitty rune and grapple shit
<oldman> just plain teamplay, standard weapons, and trying to nick flags


I'm repeat, basic CTF support already done in KTX by ult, flags+runes+grapple, if u dislike runes+grapple u can add in KTX possibility to turn this off.
<3
2006-04-27, 22:57
News Writer
493 posts

Registered:
Jan 2006
sassa wrote:
can we add some bots to the ffa?

I was thinking of 5 bots on the server (if its ffa) then if a player joins, 1 bot leaves and if another joins, 1 bot leaves etc...
when a player leaves (if playerlist is 4, then 1 bot joins)
then we could generate all the stats into 1 page and could post the top5 as a news each day or something..

with this the newcommers will always have players to play against in ffa

what do you guys say?

We have a running project with frogbots but is not working out that good as we wanted :/

^^ I think this is a great idea and should be considered. This will definitely help to populate servers (with real people) when they see people already playing.
2006-04-27, 23:03
Administrator
1265 posts

Registered:
Jan 2006
please don't forget Clan Arena it would be great if someone gets it in ktx
yeah and thanks to Ultimo who implemented ctf in ktx.


qqshka:
what does exactly misses in ktx comparing to ktpro? anything "important"?
never argue with an idiot. they'll bring you back to their level and then beat you with experience.
2006-04-27, 23:04
Member
405 posts

Registered:
Jan 2006
Empezar wrote:
come on sassa that's a whole different mod, don't bloat this wonderful KTX mod

totally agreed, i dislike idea of adding bots cos of bots is total conversion which made code more compilcated/buggy/whatever, and bots is kind of art.
<3
2006-04-27, 23:40
Member
405 posts

Registered:
Jan 2006
mushi wrote:
qqshka:
what does exactly misses in ktx comparing to ktpro? anything "important"?

hard to say, for example: mid_air is not important for me, but seems ppl lack this, i'm even forget when i sow last mid_air match on public servers, but we add mid_air anyway in KTX.

I can't spot really important things missed in ktx, but they probably present.
<3
2006-04-28, 21:37
Administrator
2058 posts

Registered:
Jan 2006
SWEDISH KTX SERVER UP ON f.nu:27500

Please play any mode there (1on1, 2on2, 4on4, ffa) and report any bugs or features missing from ktpro!

The server is located in UmeĂ¥, Sweden and should give 13-39ms to anyone in northern europe (finland, sweden, denmark, norway)

(also report any server misconfigurations and I'll fix them asap!)
2006-04-28, 23:25
Member
810 posts

Registered:
Jan 1970
It might be me who is just not getting it, but what exactly is the point of making a mod platform (and in this case even server program) dependant?
2006-04-28, 23:34
Member
1011 posts

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Feb 2006
? are you asking what is the point of platform dependant mods written in C when you can use QuakeC and be interpreted on all platforms?

I think the advantages of access to more advanced programming constructs, probably more optimal byte-code, easier to write and understand etc. etc.

for a mod like KTX which is unlikely to be run on the local machine, the disadvantages of platform independence become negligible. 99% of public servers are either Linux, FreeBSD or Windows
2006-04-29, 00:00
Member
810 posts

Registered:
Jan 1970
oldman wrote:
? are you asking what is the point of platform dependant mods written in C when you can use QuakeC and be interpreted on all platforms?

Yes...

oldman wrote:
I think the advantages of access to more advanced programming constructs, probably more optimal byte-code, easier to write and understand etc. etc.

I understood that it would be compiled into native code?

Quake C is not bad, actually. Especially not with FTEQCC. Granted, the QC opcodes are not very optimal, but at least they are easy to parse And a QC recompiler could generate smaller code than the input file

oldman wrote:
for a mod like KTX which is unlikely to be run on the local machine, the disadvantages of platform independence become negligible. 99% of public servers are either Linux, FreeBSD or Windows

Are there really any public Windows servers?

But the point still stands. Why make it platform dependant when you can choose not to?
2006-04-29, 00:24
Member
1011 posts

Registered:
Feb 2006
well btw i think there is also .qvm support

but your question is effectively the same as asking 'why use C when you could use Java?'

there is a place for all programming methodologies each with their own strenghts and weaknesses - for some mods it makes sense to shrug off any possible limitations of QuakeC and accept the loss of platform independence when it makes no difference whether it is available or not. Any platform that you can run Quake on, you can compile the mod on...

and one could also consider it an experiment
2006-04-29, 00:45
Member
810 posts

Registered:
Jan 1970
oldman wrote:
well btw i think there is also .qvm support

OK...

oldman wrote:
but your question is effectively the same as asking 'why use C when you could use Java?'

No, because that one is quite easy to answer

The lines become more gray in QuakeC vs C, since they are so similar and QuakeC pretty much offers what C offers, PLUS it offers platform independence.

oldman wrote:
there is a place for all programming methodologies each with their own strenghts and weaknesses - for some mods it makes sense to shrug off any possible limitations of QuakeC and accept the loss of platform independence when it makes no difference whether it is available or not. Any platform that you can run Quake on, you can compile the mod on...

But again, why change from platform independence to platform depennce unless there is a real advantage?

oldman wrote:
and one could also consider it an experiment

Sure

I'm not trying to shoot down the development either, I'm just genuinely curious as to what thoughts lead to the decision.
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