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Member 364 posts
Registered: Oct 2006
So where can I play this?
Moderator 1329 posts
Registered: Apr 2006
Uh, my bad. 22:46 <qqshka> ok, but its alpha shit stage I guess people still have to wait a bit. More info later.
Member 251 posts
Registered: Jul 2007
Played some with otto (nancy) yesterday and it was fun.
Moderator 1329 posts
Registered: Apr 2006
Mappool increased by four maps: death6, fragyard, pillar and rz1pondb (new spawns). So we have 15 maps now: arena3 arena5 barrel bloodfest dm4ish e1m7 genocide hohoho kenya q1dm17 slaug death6 fragyard pillar rz1pondb
Member 132 posts
Registered: Mar 2006
@Renzo ztnbase.bsp is quite huge map, iirc. Mine do no spaek engrish!
News Writer 283 posts
Registered: Jan 2007
Is it possible to play this mod anywhere yet? Even if its still in development?
Member 21 posts
Registered: Apr 2007
I've pulled the 1.37-svn ktx from git repository and I've compiled the code. http://qw-dev.net/projects/ktx/repository/revisions/e15c8d3c19f92209118c668a3d772caa83933c95
I've got a server running, BUT a few words you should take into consideration before you connect: - Bloodfest is still under development, REMEMBER to give feedback at http://qw-dev.net/boards/3/topics/57 (needs registration to qw-dev.net) - If you have a new idea/found a bug, LET DEVELOPERS know about it -> http://qw-dev.net/projects/ktx/issues/new ( DOES NOT NEED REGISTRATION) - Server is running at Northern Finland at ATOM BASED mini-pc (10/10 ethernet connection) which gives pl peaks! If it crashes, please let me know ( #in-a-blaze ) - server ip otto.dyndns-free.com:27500, you should enable coop mode by /votecoop and change map to e.g. kenya. Use /toggleready to start the bloodfest!
EDIT: You should test this on deurks servers!
Moderator 1329 posts
Registered: Apr 2006
Also note that otto's server doesn't have the latest .ents for the supported maps, which I've been tuning and testing with Qqshka (and some others) the last two days. Also I haven't pushed all the map support to the git, so you are missing a few ones.
Newer .ents tackle "cs" problems on some maps, you can't hide in some corner or small room anymore. Also certain maps just don't work as they should (inactive teleporters, missing lifts, doors that won't open) and you could even get stuck with another player in the beginning of the round.
Member 950 posts
Registered: Apr 2006
You can also test it on my servers:
qw-dev.net:28001 qw-dev.net:28002 qw-dev.net:28003
(Reminder: 1) /votecoop 2) vote map 3) /ready )
Member 312 posts
Registered: Feb 2006
So what do .ent files hold inside them? Map specific monster ai? Routes for monsters? Nothing to do with monsters?
Member 405 posts
Registered: Jan 2006
In addition to normal enitities it contain monsters spawn points, that main purpose.
Some ent files have different players spawns comparing to normal modes, some have ares where you can't go (to prevent hiding in little rooms and spam gl).
Member 685 posts
Registered: Jul 2007
Member 48 posts
Registered: Mar 2011
I just got one perfect map for bloodfest!
FRAGAPALOOZA HANGAR
The name is: frag97.bsp Amd Phenom II x4 955 Black Edition 3.2GHz : Corsair Vengeance 2x4GB DDR3 1600MHz : MSI GeForce N560GTX-Ti Twin Frozr II 1GB : benQ XL2410T LED 23.6" 1920x1080 120hz 2ms : Microsoft Explorer 3
Member 405 posts
Registered: Jan 2006
Muff1n did nice map for bloodfest, called bloddf1, you can test it on quakeworld.fi:28666. Hardest one so far.
News Writer 493 posts
Registered: Jan 2006
Where's the discussion on the bloodfest mod?
Moderator 1329 posts
Registered: Apr 2006
Member 139 posts
Registered: Feb 2011
I hope u like the map, it was a speedmap . I am going to make 2 or 3 new maps this week. Got some neat ideas. Over and out i was just thinking, what about making boss monsters appear after every 3waves of monsters? So when the boss monster spawn no other monster will untill he is dead. Just take a shambler with a bloodstained skin or something,.and boss monster should be thougher and faster every time. Would be neat to scale him up a bit aswell.
Moderator 1329 posts
Registered: Apr 2006
In bloddf1 the tele areas are highly abusive, since there is a lot of obstruction and you can run through the tele. It's pretty lame to see people hide there all the time, so maybe either remove the obstructions or make them A LOT thinner.
Member 139 posts
Registered: Feb 2011
Roger, will fix tonight
FIXED! i gave the dl link to the people in #qw-dev, so i think its should be updated by now on the server.
Member 85 posts
Registered: May 2007
That's a nice map Muff1n. And the idea of boss monsters is awesome, make it happen!
News Writer 493 posts
Registered: Jan 2006
In bloddf1 the tele areas are highly abusive, since there is a lot of obstruction and you can run through the tele. It's pretty lame to see people hide there all the time, so maybe either remove the obstructions or make them A LOT thinner. Renzo and Deurk, Qwdev.net is awesome and definitely has a large role in qw today, but I think discussions should be kept on qwnu as more people will participate and it will attract a larger audience. IMHO qwdev.net should be where bug fixes/feature requests are *formally* submitted.
Member 139 posts
Registered: Feb 2011
Gave the devs a new bloodfest map last night, might get onto servers today? Bloddf3.bsp. This one might be harder than the last one.
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