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2006-05-10, 11:43
Administrator
1265 posts

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Jan 2006
i dont think so. classic ctf is with runes and hook

but maybe there is. wasn't as cool for sure
never argue with an idiot. they'll bring you back to their level and then beat you with experience.
2006-05-10, 11:48
Administrator
2058 posts

Registered:
Jan 2006
classic ctf with original quake sounds for flag caps would be something i would always have turned on (nothing to download when connecting!)
2006-05-10, 11:52
Member
693 posts

Registered:
Jan 2006
I think a lot more DM players would try CTF if there was no hook and the runes were a bit more 'fair' (i.e. time-limited, respawning at set intervals and in set positions)
2006-05-10, 11:55
Member
104 posts

Registered:
Mar 2006
dont forget the frogbots
the summer is just around the corner and we all know what that means; less 4on4.. It's too damn difficult to get people to play FFA, frogbots would help a ton with that.

I'd like also play "classic" CTF.

Gaz, Have you tried Teamfortress?
http://us.i1.yimg.com/us.yimg.com/i/fifa/06/bypa/ptw/asamoah_l.jpg
2006-05-10, 12:10
Administrator
2058 posts

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Jan 2006
there is already a mod called "frogbots" if you want to play vs bots

and adding teamfortress to ktx seems very very lol to me as it pretty much is a total conversion
2006-05-10, 12:13
Member
1011 posts

Registered:
Feb 2006
gaz wrote:
I think a lot more DM players would try CTF if there was no hook and the runes were a bit more 'fair' (i.e. time-limited, respawning at set intervals and in set positions)

gaz, I mentioned this back in post #17

read vb's musings on the topic here

once i've got around to adding vwep support, i'll probably do something for this (ctf mode 1, 2 like dmm) unless someone else does it first
2006-05-10, 12:16
Member
693 posts

Registered:
Jan 2006
pek wrote:
Gaz, Have you tried Teamfortress?

I don't want to play soldiers, I want to play QW with flags Keep it simple!
2006-05-10, 13:47
Member
405 posts

Registered:
Jan 2006
Empezar wrote:
there is already a mod called "frogbots" if you want to play vs bots

and adding teamfortress to ktx seems very very lol to me as it pretty much is a total conversion

4sure, tf mods developed for years. And tf is really total conversion, so i'm unwilling doing something about this, and btw alredy present perfect tf mods.
<3
2006-05-10, 13:57
Member
1011 posts

Registered:
Feb 2006
[ot] Emp: you don't need to external link to quakeservers.net for the flags - use the built in bb codes (and hence local qw.nu images) :



etc.
2006-05-10, 14:12
Member
35 posts

Registered:
Feb 2006
Plz I can't live without "toggleready"!! Plz fix!

(Perhaps someone adressed this earlier in this thread but I'm to lazy to check.)
2006-05-10, 14:18
Member
1754 posts

Registered:
Jan 2006
yea absolutely, try one port and then see how it "feels"
2006-05-10, 14:43
Member
151 posts

Registered:
Jan 2006


Btw, in Russia we play with QVM mod too =:-). It's named TF2003 (since [SD] Angel made TF 2.8 fork somewhere in 2003) .
It's pretty hard put TF inside a KT-like mod, and there are no lack of TF servers, there are lack of TF players :E
kill me now and burn my soul
2006-05-10, 14:49
Member
1011 posts

Registered:
Feb 2006
i don't think pek was suggesting adding qwtf to KTX, i think he was merely asking if gaz had tried it (in order to satisfy his need for non-grapple, non-runes CTF gamplay)

disconnect: you should probably get Angel to make a TF2003 post somewhere on these forums also (for those who can't read qw.ru) - i seem to remember their work on bot emulation being particularly interesting
2006-05-10, 16:31
Member
151 posts

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Jan 2006
hehe. Bunny jumping TF2003 bots
kill me now and burn my soul
2006-05-10, 17:46
Member
1011 posts

Registered:
Feb 2006
Quote:
Current running mod is not ktpro and is not ktx.

^-- i get this with nightly snapshot .qvm
2006-05-10, 22:04
Administrator
2058 posts

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Jan 2006
i think that's a mvdsv bug..
2006-05-10, 23:32
Administrator
2058 posts

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Jan 2006
ktx homepage updated

http://ktx.quakeworld.nu
2006-05-11, 02:14
News Writer
912 posts

Registered:
Jan 2006
Empezar wrote:
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.

ok sweet, I will update the PPC servers in AU
2006-05-11, 07:08
Member
104 posts

Registered:
Mar 2006
Empezar wrote:
there is already a mod called "frogbots" if you want to play vs bots

and adding teamfortress to ktx seems very very lol to me as it pretty much is a total conversion

as Oldman said I never suggested to include TF to KTX.

And I thought I wasnt the only one wanting FFA server with bots, since it could bring some life to the long gone FFA scene. ( OK, there is XS4ALL Free For All )
http://us.i1.yimg.com/us.yimg.com/i/fifa/06/bypa/ptw/asamoah_l.jpg
2006-05-11, 13:10
Member
405 posts

Registered:
Jan 2006
hetman wrote:
Correct, except "implement midair" is 0.

midair is done, but need some tweaks, btw fixed things are marked by Empezar at first page of this thread.
<3
2006-05-11, 18:02
Member
76 posts

Registered:
Jan 2006
Suggestion: maybe a good feature would be the possibility to pause/resume the game (eg. in case a player times out). In ktpro an admin can do it with kpause/ktpause (i don't remember exactly), but perhaps it would be better if a vote could be called during match by the players themself (no need for admin), or each team/player (in case of tdm/duel) would have certain amounts of pause possibilities without voting (voting would take some time to get through, which time is crucial during game)? The details should be worked out (eg perhaps a maximum amount of time which a pause "session" could take). What do you think?
2006-05-11, 18:24
Member
35 posts

Registered:
Mar 2006
Iron wrote:
Suggestion: maybe a good feature would be the possibility to pause/resume the game (eg. in case a player times out). In ktpro an admin can do it with kpause/ktpause (i don't remember exactly), but perhaps it would be better if a vote could be called during match by the players themself (no need for admin), or each team/player (in case of tdm/duel) would have certain amounts of pause possibilities without voting (voting would take some time to get through, which time is crucial during game)? The details should be worked out (eg perhaps a maximum amount of time which a pause "session" could take). What do you think?

I would go for Q3/RTCW style, /pause. And limit to 1 pause per team or something...



Btw, re: CTF... gogogogo!!! Oh how I remember those netquake times, 2v2 ctf on dm6, MH vs RA, no runes no hooks

Bring it!
<@Meez> #mor @ quakenet.
2006-05-13, 06:24
Member
151 posts

Registered:
Jan 2006
heh i dont know about Q3/RTCW /pause - explain it...
Is there countdown for unpasue?
kill me now and burn my soul
2006-05-13, 09:03
News Writer
2260 posts

Registered:
Jan 2006
was a 5 sec countdown for unpause in quake1
but every1 had to go ready

the game was paused when some1 left the game
the system we got now is good!!
2006-05-13, 09:10
News Writer
437 posts

Registered:
Jan 2006
plz dont add pause or something like that! I came from the q3 scene and it was one of the most annoying things ever created in q3. It destroys completely the game flow. Think about all this little kids typing pause for everything like mobilephone, door, mom coming in, finishing food etc.

try a public teamplay game on q3 and count the timeouts during the game, you wont believe it how much it is.

Then there is an other thing. I realized that clans often press the pause in importent equal situations, just to confuse the enemy.

JUST DONT DO IT. THE QW COMMUNITY WILL THANK YOU A LOT
2006-05-13, 09:36
Member
1026 posts

Registered:
Feb 2006
how can i make normal DM maps CTF compatible?
i want to play 2on2 CTF on ztndm3q, ztndm3, ztndm4, dm2, dm6 on our server
god damn hippies >_<
2006-05-13, 12:05
Member
67 posts

Registered:
Apr 2006
hmm about the pause thing... it should be a setting.. and maybe assaign 1 in each team to be able to pause? (just for clanwars not mix)

just a thought..
2006-05-13, 16:42
Member
405 posts

Registered:
Jan 2006
Aquashark wrote:
how can i make normal DM maps CTF compatible?
i want to play 2on2 CTF on ztndm3q, ztndm3, ztndm4, dm2, dm6 on our server

The way i know:
May be u hear what mvdsv support .ent files. Such files contain objets(entities in terms of quake engine) which will be spawned on map.

Ok, we wanna add flags to some map which does't CTF map.

We select dm6.bsp. (dm6.bsp located in pak0.pak file, how to extract dm6.bsp from pak file is another tale)

Open this file with some text editor and search magic word "worldspawn". From this point select this text:

{
"classname" "worldspawn"
"wad" "gfx/tim.wad"
"message" "The Dark Zone"
"worldtype" "0"
"sounds" "5"
}
{
"classname" "info_player_start"
"origin" "760 -1080 256"
"angle" "0"
}

... skipped tons of the text ...

{
"map" "dm1"
"classname" "trigger_changelevel"
"model" "*6"
}
{
"classname" "item_armorInv"
"origin" "1736 -344 144"
}

Create file C:\quake\qw\maps\dm6.ent and put selected text to the file.

Add below text to dm6.ent file.

{
"classname" "item_flag_team1"
"origin" "1736 -344 144"
}
{
"classname" "item_flag_team2"
"origin" "56 -2008 64"
}

This add two flags to map, one on ra other on ga, not the best, but this is example, right?

Ok, put sv_loadentfiles 1 somewhere in server.cfg, restart server, switch to dm6 map and type /ctf. Thats all, u must get "CTF compatible map".

If u wanna move flag (blue for example) to other origin(position) u must do next thing:
I'm select move flag to mega area. Goto mega, type /pos_show, u can see tons of info, but u need self origin, i'm see next values "119.34 -1224.42 112.14", i'm skip decimal part and replace "origin" "56 -2008 64" from above dm6 example to "origin" "119 -1224 112", reload map and u can see blue flag at mega.
<3
2006-05-13, 16:45
Member
1026 posts

Registered:
Feb 2006
oh man! thanks.. i forgot about .ent files and pos_show
great! keep it up.. KTX must give the boot to the old KTPro

edit: hmm.. after i made the ent file for ztndm3 it wouldn't load the map
MVDSV displays a message box: Sv_Error: Program error
and in the console it says: couldn't open accounts

what is this?
god damn hippies >_<
2006-05-13, 17:02
Member
405 posts

Registered:
Jan 2006
Aqua, do u use IRC, can u come to #ktx? better way to solve problem.
<3
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