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2006-05-06, 01:45
Administrator
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Jan 2006
does anyone know the difference between Kombat Teams respawn modes and KTPro respawn modes?
2006-05-08, 00:56
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811 posts

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Jan 1970
Empezar wrote:
does anyone know the difference between Kombat Teams respawn modes and KTPro respawn modes?

telefrags, i think
2006-05-08, 01:07
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Jan 2006
i don't think so zanno

Kombat Teams Respawn Types

Kombat Teams respawns differs from the normal QW respawns (also available in the patch) in that they spawn players on a spawnpoint even though someone else is occupying it. There's exceptions to this rule however, a player that has just spawned is considered a no spawn-target for 120 gameticks and a player can never spawn on the same spot twice in a row (unless the map contains less than 2 spawnpoints or all spawnpoints are full).

For the first 3 seconds of a match, Kombat Teams respawns will attempt to avoid spawnfrags entirely (note that this is only for the spawntype "Kombat Teams respawns". To have yourself spawned at what you consider to be a bad spawn before the match starts as not to get there won't work, the patch doesn't take pregame spawns into account. This type of respawns is by default enabled in KT since the patch's main function is to handle teamgames and we don't want any camping on important spots (like RA on dm4 for example).

With the release of version 2.07, "KT SpawnSafety" was introduced. KT SpawnSafety means to avoid telefrags during games as much as possible (even if all spawnpoints are full) and tries to avoid spawning you at the same spot twice in a row.

-------

now tell me, how is KTPro different?
2006-05-08, 04:15
News Writer
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Jan 2006
Empezar wrote:
now tell me, how is KTPro different?

KTPro doesnt allow you to spawn in the same place twice in a row; which is the main difference i can see between KTX and KTPro
2006-05-08, 04:41
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same thing with KT spawns dirtbox
2006-05-08, 10:31
News Writer
912 posts

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Jan 2006
Empezar wrote:
same thing with KT spawns dirtbox

Not True. Both spawn models that come with KTX you can spawn in the same spot unlimited times in a row. When Venom and I was testing KTX I spawned in one spot 4 times in a row and then 2 times in a row at another spot straight afterwards. This doesn't happen in either spawn modem in KTPro
2006-05-08, 11:07
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Jan 2006
are you SURE you used KT spawn model because if you read this document it's quite clear that you can't spawn in the same place several times

http://f.nu/ktx/!spawns_ktx-en.txt
2006-05-08, 15:14
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43 posts

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Apr 2006
i cant get this to work with winxp :/
2006-05-08, 18:29
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Mar 2006
it worked for me!

and what do you guys think about a RA game type in TKX?
https://tinyurl.com/qwbrasil - QuakeFiles
2006-05-08, 19:36
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Jan 2006
if anything, clan arena

rocket arena cant be played on same maps as dm/ctf
2006-05-08, 20:40
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805 posts

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Mar 2006
midair neither

RA mode can be set for only a certain group of maps!
https://tinyurl.com/qwbrasil - QuakeFiles
2006-05-08, 20:48
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Jan 2006
i think this ctf/ra/ca/frogbot/whatever modes everyone is asking for should be put at the bottom of the priority list

when everything else is done and runs smoothly, they can start working on it

we REALLY don't need a replacement for the rocket arena/clan arena/ctf/tf/whatever mods, we need a KTPro replacement
2006-05-08, 21:24
Member
805 posts

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Mar 2006
I'm not saying this should be done right now! I'm asking what you think about it!

I don't know nothing about RA in Europe, but back here in Brazil there are no RA servers left and a RA game type for KTX, could be a good alternative.
https://tinyurl.com/qwbrasil - QuakeFiles
2006-05-08, 21:39
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Jan 2006
Ctf \o/
2006-05-08, 21:40
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yeah i guess if clan arena was put in, rocket arena would not be too far fetched
2006-05-09, 04:52
News Writer
912 posts

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Jan 2006
Empezar wrote:
are you SURE you used KT spawn model because if you read this document it's quite clear that you can't spawn in the same place several times

http://f.nu/ktx/!spawns_ktx-en.txt

This was using the version of KTX that JohNny_cz posted in this thread. We tried both spawn models.
2006-05-09, 10:27
Member
104 posts

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Mar 2006
i thought it would be very easy to run a server with bots.
me and my mates used to play against bots in year 98 or something.
http://us.i1.yimg.com/us.yimg.com/i/fifa/06/bypa/ptw/asamoah_l.jpg
2006-05-09, 10:39
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Jan 2006
dirtbox wrote:
Empezar wrote:
are you SURE you used KT spawn model because if you read this document it's quite clear that you can't spawn in the same place several times

http://f.nu/ktx/!spawns_ktx-en.txt

This was using the version of KTX that JohNny_cz posted in this thread. We tried both spawn models.

2006-03-11 [ver 1.08]
74. Fixed spawn code, thx wit'ka and gLAd.
2006-05-09, 12:57
Member
1026 posts

Registered:
Feb 2006
does KTX have some basic CTF included?
basic CTF = keys as flags, no hook (flags with autoplacement on all maps..)

it would be awesome because you'd switch to CTF without quitting the current server for a CTF only server
god damn hippies >_<
2006-05-09, 13:02
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it does not support auto placement, they have to add support for each map

you can choose to use quake models instead of the ctf models, but ctf sounds are required.
2006-05-09, 15:31
Member
811 posts

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Jan 1970
KTX ctf support is pretty much complete. It is up to the server admin if they want to use a custom ctf pak file or standard models. With standard models the flags will be keys, etc. Players can actually copy the flag.mdl to the key model name and see real flags even if server is using keys. If you join a KTX server and start to download some models.. just setinfo drate 99999 and wait 30 seconds. The total package is quite small.

CTF is a completely dynamic usermode just like all of the others.
/e2m2
/ctf
Now you want to play tdm on e2m2? /4on4
No server or map restart required..

Currently all ctf maps are supported as well some id maps which should be on all servers: e1m7, e2m1, e2m2, and e2m5. I will be adding support for the other id maps in the future, but I have to make some changes for these maps to be dynamic before I do so. For instance 2on2 ctf on dm4 or dm6 can be quite fun, but traditionally there are some changes such as YA at dm6 red base to make it fair, etc.

Also of note, for anyone who has played pure ctf before you may have noticed that ctf physics were badly broken.. accell jumps basically didn't work at all among other things. Now ctf physics are exactly the same as dm physics which imo makes ktx ctf quite a bit better than pure ctf..
2006-05-10, 09:19
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35 posts

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Feb 2006
clan-sm.dk:27500 is running ktx now
2006-05-10, 09:22
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693 posts

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Jan 2006
How stable is this? Would there be a huge benefit to change Wargamez over to KTX? Is it stable enough to be running on such an important server?
2006-05-10, 09:59
News Writer
280 posts

Registered:
May 2006
gaz wrote:
How stable is this? Would there be a huge benefit to change Wargamez over to KTX? Is it stable enough to be running on such an important server?

U can replace only one port - for testing.
2006-05-10, 10:02
Member
405 posts

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Jan 2006
gaz wrote:
How stable is this? Would there be a huge benefit to change Wargamez over to KTX? Is it stable enough to be running on such an important server?

I think KTX is stable and playable.

About benefit, KTX have few nice features, but also lack few small or not so small things. Before switching to KTX (on such important server!) we need serious testing, so we can spot things which need to be fixed/added asap.
Generally this things belong to prewar.

Empezar search such things and report us (developers), but we still need FEDBACK!
So play KTX servers, and report.
<3
2006-05-10, 10:27
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Jan 2006
ive been playing most of my 4on4/1on1/2on2 games on KTX since i found out about it, and i haven't noticed anything unstable about it
2006-05-10, 10:30
Member
1011 posts

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Feb 2006
ive been running a private KTX 1on1 server in daily use and havn't found any problems
2006-05-10, 10:32
Member
67 posts

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Apr 2006
in my opinion... i wouldnt change on all wargames.. because!, new version comes everyday.. (correct me if im wrong) better to w8 alittle .. but its my opinion... but ktx is stable enough for wargames no doubt.. ktx is the future :>
2006-05-10, 11:30
Administrator
1265 posts

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Jan 2006
thx ultimo for the ctf implementation. i must say it rocks! and thx for clearing things out as some ppl said /ctf + /map didnt work. and yeah, go for dm6/4 conversion its very cool, when its ready maybe open a ctf 2on2 tournment would be cool, just a though

imo the priorities for ktx would be:
1. ktpro replacement with stats and some advanced stuff
2. complete ctf
3. implement clan arena
4. implement midair
5. implement rocket arena


i think thats it. have fun playing in ktx!




pspen source is beautiful!
never argue with an idiot. they'll bring you back to their level and then beat you with experience.
2006-05-10, 11:35
Member
693 posts

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Jan 2006
Is there a 'classic' CTF mode without runes and hook? Would like to try that. Or at least without hook and with runes spawning in a fixed place and with a timelimit (like regular powerups).
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