User panel stuff on forum
Index  ‹  Server Talk  ‹  Pro-X
  36 posts on 2 pages  First page12Last page
Server Talk
2007-09-02, 08:01
Member
86 posts

Registered:
Aug 2007
Hiya everyone

Some of you may know me... most probably not
I'm the creator of the mod called Pro-x...if anyone here knows of Pro-x
Putting a call out to anyone who would like to make any feature requests. If it's things that are sort of realistic and achievable.

What do you think needs adding to make it be able to potentially replace Clan Arena AND Rocket Arena? I see this as a possibility and would like to know what you think Pro-x is lacking that is an absolute must have.

Some things I've kind of been dreaming about doing for it are adding RA2 (rocket arena 2) and RA3 (rocket arena 3) map support. These would obviously only work in FTE and Darkplaces though. (or any other engines that can support q2 (FTE only currently) and q3 bsps).

ANOTHER thing i am dreaming up doing is my own bots (for both NQ and QW builds). These bots would be able to rocket jump intelligently and avoid lots of projectile spam simultaneously and have good spamming and projectile predicting capabilities.... there's a fair bit that can be done with bots when they don't have to worry about picking up items

Another thing behind the scenes that wouldn't really effect the mod itself that really needs doing is to unify the codebase so that I can just maintain 1 codebase rather than 2 seperate NQ and QW branches.

Support for non-'Pro-x' maps is easy, I blocked them on purpose for the initial release to get people playing the pro-x maps, or at least giving them a shot, otherwise I was afraid dm3 would be the only thing played, I may however unlock all standard map support for the next version Standard maps are treated as Clan Arena ones, with the ability to vote them into a duel/Rocket Arena style mode.

Additionally, here's a snippet of an ooooold todo list I managed to find (when i found the source again!

- camp detection: if point is visible and within 300 units for 15 seconds, kill camping player (default: off)
- support fraglimits/timelimits per arena
- gamemodes - default for duel = rocket arena, can change to warmup or midair (or back again)
- support midair arenas for arena entities that have a midair key set to 1
- railgun, disabled by default
- reset frags on arena change
- support standard maps

Also something I'd like to be able to support is vwep for QW (so you can see who's holding what weapons).
I have possibly thought of a way of doing this whilst still allowing people to use their own skins (which should probably be force anyway). But still... would be nice I think.

Let me know what you peeps think.
Or maybe I'm completely crazy and nobody cares and I'd be wasting my time

Oh... and MrFribbles has made a Pro-X map... just a matter of getting him to add the final touches to it.

Cheers!
http://www.bendarling.net | http://www.reflexfps.net
2007-09-02, 10:00
Administrator
2058 posts

Registered:
Jan 2006
whoa. great to see you working on this again! would be nice if we could get RA/CA completely replaced by Pro-X!

I haven't played enough pro-x/ra/ca to be of any help though.

(moved to server talk)
2007-09-02, 10:24
Administrator
334 posts

Registered:
Jan 2006
Please provide resource for downloading and installing pro-x so we can test it better. I don't even know where to get it :\
ready!
2007-09-02, 10:51
Member
86 posts

Registered:
Aug 2007
http://gamefiles.virginmedia.com/blueyondergames/quake/modifications/pro-x/prox_10.zip

http://www.bendarling.net | http://www.reflexfps.net
2007-09-03, 01:10
Member
715 posts

Registered:
May 2006
Nice, gonna try this and maybe put up a server port running it
---Where can you see lions? Only in kenya! Come to kenya we've got lions.
2007-09-03, 02:27
Member
715 posts

Registered:
May 2006
I put up a port at molgrum.mine.nu:27800 that's running the latest Pro-X and FTESV.

Edit: I dunno what to pick as startmap though, for now I took "slip" by inertia.
---Where can you see lions? Only in kenya! Come to kenya we've got lions.
2007-09-03, 08:26
Member
86 posts

Registered:
Aug 2007
Are you sure the map loaded? if you're running pro-x correctly i don't think it would have even loaded as non-'pro-x' maps aren't even supported currently.
http://www.bendarling.net | http://www.reflexfps.net
2007-09-03, 11:39
Administrator
1864 posts

Registered:
Feb 2006
Did you lose the code? how did you get it back?

And molgrum, just use the standard pro-x maps, i think they are just called prox1-6

But one thing you should add is RA map support, so we can use it as a replacement for RA, and have the RA3 type gamemodes
2007-09-03, 15:08
Member
715 posts

Registered:
May 2006
Electro:

I tried different maps out and it worked out fine, only problem was that I had to switch maps with rcon. How do you vote for maps?

I'll try to get hold on the maps, a link would be useful
---Where can you see lions? Only in kenya! Come to kenya we've got lions.
2007-09-03, 21:19
Member
86 posts

Registered:
Aug 2007
proxmap1, proxmap2, proxmap3, proxmap4, proxmap5

are all included in the zip, they should be in prox/maps
to vote them, simply type one of those map names in the console
http://www.bendarling.net | http://www.reflexfps.net
2007-09-03, 21:36
Member
715 posts

Registered:
May 2006
Seems like map voting is abit bugged, I connect myself and type "proxmap1", it says "molgrum would rather play on proxmap1" and nothing else.
---Where can you see lions? Only in kenya! Come to kenya we've got lions.
2007-09-04, 08:22
Member
1011 posts

Registered:
Feb 2006
Electro wrote:
Also something I'd like to be able to support is vwep for QW (so you can see who's holding what weapons).
I have possibly thought of a way of doing this whilst still allowing people to use their own skins (which should probably be force anyway). But still... would be nice I think.

Use Z_EXT_VWEP and self.vw_index
2007-09-04, 09:52
Member
86 posts

Registered:
Aug 2007
molgrum: odd problem, should work

oldman: i can't find any documentation on that engine extension anywhere
http://www.bendarling.net | http://www.reflexfps.net
2007-09-06, 14:57
Member
1011 posts

Registered:
Feb 2006
look in the ZQuake QC sources for the bits surrounded by #ifdef VWEP_TEST

http://zquake.svn.sourceforge.net/viewvc/zquake/trunk/qc/qw/

I will dig out the vwplayer.mdl and w_*.mdl files that are needed and upload them at some point
2007-09-10, 17:44
Member
715 posts

Registered:
May 2006
Could you fix the stuffcmd userinfo spamming please? I get kicked from servers because of this.
---Where can you see lions? Only in kenya! Come to kenya we've got lions.
2007-09-10, 19:24
Member
950 posts

Registered:
Apr 2006
KTX has in its SVN version a functionning vwep without needing any client side modification... but the teamskins don't and enemyskins work with that.

Looking for an alternative and will ahve a look at your thing oldman, please dig us the models
2007-09-16, 20:28
Member
1011 posts

Registered:
Feb 2006
vwep models are now uploaded here

p.s. these were done a long long time ago, it'd be great if PrimeviL/OriOn could give them the vertex 'debug' treatment, the size of some of the weapons could also do with tweaking, specifically the SSG is huuuuuuge :-)
2007-09-18, 13:54
Member
1011 posts

Registered:
Feb 2006
p.s. i get the impression tonik is lurking around this thread as he's been updating VWEP code in ZQ svn repo, MVDSV svn repo and in EzQuake cvs repo :-)
2007-09-18, 20:55
Member
86 posts

Registered:
Aug 2007
hehe couuuuuuuld be
obviously means that it's done engine-side so no need for the code in qc
http://www.bendarling.net | http://www.reflexfps.net
2007-09-18, 21:02
Member
1011 posts

Registered:
Feb 2006
no, you do need some code in the qc, see my link earlier to the qc modifications

on a related note, it'd be great if you were willing to GPL the Pro-X mod and maybe fit it in with the ZQuake QC structure (reusing as much of the common original code from ../qw/*.qc as possible)
2007-09-26, 09:59
Administrator
1265 posts

Registered:
Jan 2006
any news about this?

ca and ra were fun - im no big fan of those but i admit CA was damn fun sometimes!



a personal note: imo one of the things that killed CA scene is that the most common serverbrowser *cof ase cof* had a filter for clan arena servers - the result?: the vast majoroty of players only scanned the Deathmatch filter, without even remembering there was a Ca filter Imo that was crucial to ca being dead in 2007.
never argue with an idiot. they'll bring you back to their level and then beat you with experience.
2007-09-27, 16:40
Member
364 posts

Registered:
Oct 2006
oldman, hehe, I wasn't aware of this thread, it's deurk who motivated me to dive into vwep stuff again.
Now it's 100% completed and "official" and works in ezQuake, ZQuake, MVDSV and KTX.

Electro, you're welcome to use this stuff in Pro-X. Erm, no docs so far... Look at http://zquake.svn.sourceforge.net/viewvc/zquake/trunk/qc/qw/?sortby=date#dirlist, search for "vwep" in world.qc and client.qc, and ask me questions on IRC.
2007-09-27, 18:39
Member
950 posts

Registered:
Apr 2006
:d
2007-09-27, 20:36
Member
1011 posts

Registered:
Feb 2006
cool, now all we need is someone to improve the models :-)
2007-09-27, 21:28
Member
950 posts

Registered:
Apr 2006
Already a work in progress... Models have been redone from scratch to be GPL'ed and are going to be used as w_*.
So far, 6 models are done and waiting for animation, scripted or in MDL
2007-09-27, 21:51
Administrator
1864 posts

Registered:
Feb 2006
Yeah baby! Get it in ktx too
2007-09-27, 22:30
Member
950 posts

Registered:
Apr 2006
Already is, we're actually coming closer to newer release
2007-10-12, 07:58
Member
4 posts

Registered:
Oct 2007
I was wondering the readme states there is a map_specs.doc describing the entities but i didn't find it in the archive.

Is it simply not available yet or am I missing something?
Also has anybody allready made .ent files for the "old" multi arena maps? From the top of my head I know that at least id3.bsp (the DM6 arena) contains multiple arenas including the orignal start.bsp starting room. And I think there was at least one other arena map containing multiple areas. Because back in the day CRT planed multi arena servers but never finished it.
2007-10-12, 08:59
Member
86 posts

Registered:
Aug 2007
TcT: sounds good, would be cool to have some of the original maps sort of turned into arenas.

http://www.bendarling.net/downloads/prox/prox_mapspecs.doc
That's the very rough thrown together mapping specs doc. Hopefully it makes enough sense to be able to piece something together.

There's lots of bugfixes done now since the last release, and a few small new features
http://www.bendarling.net | http://www.reflexfps.net
2007-10-12, 22:19
Member
805 posts

Registered:
Mar 2006
Electro,

Can you release the source of the Midair bot for QW?

tnx!
https://tinyurl.com/qwbrasil - QuakeFiles
  36 posts on 2 pages  First page12Last page