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2006-04-29, 09:57
News Writer
2260 posts

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Jan 2006
qqshka wrote:
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.

Mid air is important

plz dont forgett all the midair rules and stuff!!

btw great work qqshka
2006-04-29, 10:52
Administrator
2058 posts

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Jan 2006
octa power is when your health reaches >=300
1 backpack gives 15 health

just to clarify (i thought hetmans post was a bit unclear there)
2006-04-29, 11:21
Administrator
2058 posts

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Jan 2006
this is what i've come up with this far

+ better than ktpro
* stats on how many rls you gave away
* stats on how many megas you take
* ffa stats!!
* allow/disallow any weapon in dmm4

- worse than ktpro
* +wp_stats is lagging a bit and only supports gl rl and lg
* mid_air missing

and some other stuff is missing too (like instagib, who cares?)
2006-04-29, 12:23
Member
1011 posts

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Feb 2006
'goraahwwhw' rofl
2006-04-29, 12:36
News Writer
2260 posts

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Jan 2006
hehe its true, its Goraaahwwwahaaa
2006-04-29, 12:45
Member
1011 posts

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Feb 2006
its Cthon's sound isn't it?
2006-04-29, 13:01
Member
1754 posts

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Jan 2006
the axe is like 70 damage
2006-04-29, 18:20
Member
811 posts

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Jan 1970
Empezar wrote:
* +wp_stats is lagging a bit and only supports gl rl and lg

i believe kinfo wps allows other weapons

1 ax
2 sg
4 ssg
8 ng
16 sng
32 gl
64 rl
128 lg

so.. kinfo wps 194 will show sg rl lg

note you actually have to hit a sg shot before it shows up
2006-04-29, 20:38
Member
151 posts

Registered:
Jan 2006
> 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?

KTX can be compiled into "native code" (OS, platfrom, etc dependant) and into "byte code" (mvdsv-dependant ). There will be no releases with "native code" - only "byte code".

Native code only userfull for 'ricers' (--ffast-match -zomg-optimised ) and for _very_ slow CPUs. For example if you wanna host ktx server at 486DX2/16MB mem - put Linux/BSD on it, build mvdsv and ktx "native code" on it (with -march, etc), RUN
kill me now and burn my soul
2006-04-29, 22:40
Member
248 posts

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Jan 2006
Wow, this is good news!

I like the idea to select exactly what weapons to use/not use, in dmm4!

Hm, i dont get this platform stuff, someone said it wont be able to run local!? Perhaps i missunderstood (need sleep) or is it made so that you cant start a server on your computer and then join it!? (if thats a fact i dont like it at all)
2006-04-29, 22:52
Administrator
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Jan 2006
the sum of the cardamom is that this mod requires MVDSV.

and today I noticed they had added "PICKED UP RLS", "PICKED UP RLS WHILE ALREADY HAVING RL" and "KILLED RLS" (i.e. how many RL NMEs you killed) to the stats

pretty damn awesome...
2006-04-30, 00:59
Administrator
2058 posts

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Jan 2006
xazqe just opened a KTX port on blt

bltpowah.mine.nu:27502
2006-04-30, 10:05
Moderator
1329 posts

Registered:
Apr 2006
QW is getting better day by day. Hopefully we all can ditch ktpro soon and start using KTX for all of our servers.
Servers: Troopers
2006-04-30, 12:09
Member
1011 posts

Registered:
Feb 2006
Hangman wrote:
Hm, i dont get this platform stuff, someone said it wont be able to run local!? Perhaps i missunderstood (need sleep) or is it made so that you cant start a server on your computer and then join it!? (if thats a fact i dont like it at all)

it will run locally if you run a seperate mvdsv and then launch your client, but you can't use the built-in server(s) of zquake/fuhquake/ezquake to run it

disconnect: i don't understand why you wouldn't release native binaries of KTX, and plan to only release the byte code ones? if the native ones will have reduced cpu usage (even if only like 1-2%). Perhaps more KTX 'servers' could be run from the same physical server?
2006-04-30, 12:28
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Feb 2006
sorry s/hetman/disconnect
2006-04-30, 12:43
Member
151 posts

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Jan 2006
qwprogs.dat is fine - it can run everywhere
qwrpgos.qvm - same as above

qwprogs.dll / qwprogs.so - not fine, not clear. It's only fine for ricers and those, who have _very_slow_cpu.

If there will be linux/x86 releases, few weeks later some1 ask "i'm runnng qwprogs.so on my <some very-old distro with glibc 2.1> box and it segfaults - where i'm wrong?".

Native code is only usefull for windows - since windows are "binary compitable", while UNIX-like OS'ez - not.
I have 1 linux box, which cant run any of new mvdsv binaries - because there are some old&weird slackware on it. To update mvdsv i have to build it on this box. I dont want same kind of problems for KTX. Mod _MUST_ be arch&OS independent.

Lets asssume "native code" is a hack, that increase perfomance and confuse users by arch&OS dependencies
kill me now and burn my soul
2006-04-30, 13:22
Member
1011 posts

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Feb 2006
i'll try both :-)
2006-04-30, 19:54
Member
405 posts

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Jan 2006
2oldman: i'm forget notice what u are in mvdsv/ktx project as developer now, if u don't know this

And about "byte code" vs "native code".
Releases will be in .qvm format, but if u know how to compile native code from sources by youself then u can do this, nothing wrong with this, a bit less secure may be, but less CPU usage.
<3
2006-04-30, 23:29
Member
1011 posts

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Feb 2006
i compiled my qwprogs.so but i can't work out how to get mvdsv to load it PR_LoadProgs has nothing for loading .dll or .so so what do i do ...
2006-05-01, 03:39
News Writer
912 posts

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Jan 2006
oldman wrote:
strange this hasn't been publicised more? several people (including myself) would be willing to help out...

there has been a few threads on besmella about it and also a test server up in AU...

Actually i would love to get a more up to date build for this too if anyone can help me out?
2006-05-01, 03:44
News Writer
912 posts

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Jan 2006
Renzo wrote:
QW is getting better day by day. Hopefully we all can ditch ktpro soon and start using KTX for all of our servers.

agreed. rxr was spectating in a server the other day and i was talking to him. I asked if he would release any more versions to which he replied along the lines of "nothing needs fixing, so no". I didnt have a chance to bug him about /fallbunny and heaps of other stuff that would be good to change but hopefully KTX will be able to replace KTPro soon (it was very close when i tested it a few months ago)....

A few things though:
- dont put midair in KTX. Its a bastard mod and a waste of valuable server space!
- Spawn model needs to get fixed more like KTPro. At the moment people spawn in the same place multiple times. I spawned in the one spot 4 times in a row in front of the enemy when i was testing the server.
2006-05-01, 10:06
Member
405 posts

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Jan 2006
oldman wrote:
i compiled my qwprogs.so but i can't work out how to get mvdsv to load it PR_LoadProgs has nothing for loading .dll or .so so what do i do ...

Man, use "mvdsv -progtype 1 +gamedir ktx" for native code(.dll .so) and "mvdsv -progtype 2 +gamedir ktx" for byte code (.qvm), k?
<3
2006-05-01, 10:28
Member
405 posts

Registered:
Jan 2006
dirtbox wrote:
A few things though:
- dont put midair in KTX. Its a bastard mod and a waste of valuable server space!
- Spawn model needs to get fixed more like KTPro. At the moment people spawn in the same place multiple times. I spawned in the one spot 4 times in a row in front of the enemy when i was testing the server.

Heh, seems more votes for adding mid_air, and as i mention before, mid_air is not so popular now, so this mod can't occupy all servers.

About spawn model, u forget, we talk about this on besmella, KTX have few types of spawns, directly derived from Kombat Teams 2.21. May be some KTpro spawn models need to be added, but i need CLEAR understand how they must worked, if some one can do extended description then we can add, do _not_ point at ktprospawn.txt, i read this few times already and can't get it.

But for now i recommend "set k_spw 2" aka "Kombat Teams respawns" at server.cfg
<3
2006-05-01, 11:26
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1011 posts

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Feb 2006
qqshka: thanks - works nicely
2006-05-01, 13:22
Administrator
2058 posts

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Jan 2006
KTX releases (.qvm) will henceforth be found on http://f.nu/ktx/

current release (v1.27): http://f.nu/ktx/1.27/
2006-05-01, 14:02
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1754 posts

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Jan 2006
when's the next release?
2006-05-01, 15:38
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hehe

1.27 was released yesterday
2006-05-01, 15:44
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:p
2006-05-01, 16:11
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2058 posts

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Jan 2006
found something that differs from ktpro

when ppl are drowning in the water, they get bubbles over their head

they do not get bubbles in ktpro!
2006-05-01, 16:54
Member
811 posts

Registered:
Jan 1970
disconnect wrote:
> 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?

KTX can be compiled into "native code" (OS, platfrom, etc dependant) and into "byte code" (mvdsv-dependant ). There will be no releases with "native code" - only "byte code".

OK, sounds fair enough. KTPro was already mvdsv-dependant, so I guess no regression there... Though FTE has a pr_imitatemvdsv function to be able to run KTPro
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