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PostPosted: Wed Dec 29, 2004 1:06 am 
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The request message now stops when you vote. Votes done automatically (carry over votes) will display only once.

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PostPosted: Thu Feb 17, 2005 9:03 am 
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z0r wrote:
How about a limit on establishing a vote per level ?

It just seems some people can't take no for an answer, so they will keep establishing vote options untill their vote is approved. Perhaps 2 or 3 votes per level ? I just think the text on the screen is a bit irratating.

Other day someone wanted to change the level to a random level, so they kept processing their vote through the end of the game.


I came on here today to suggest this, and I see that Zor beat me to it! I would definitely like to see a limit of the number of times a player can initiate a vote during each round. 3 would be a good number of chances, I think.

There is one player in particular who is way beyond annoying with the votes – it is a constant vote-a-thon whenever the server is on a map he doesn't like, which seems to be all of them except for one. Another problem this would solve is that it would keep guys like that from preventing other people to initiate votes. If one person is dominating the vote initiation by making it a point to initiate a vote in the exact moment that each old one expires, then other players have a hard time initiating their own votes.


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PostPosted: Sun May 01, 2005 9:00 pm 
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Added vote-weapons-stay and vote-mega. See first post in this thread for a detail of what each command does.

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Last edited by Slot Zero on Sun May 01, 2005 9:59 pm, edited 1 time in total.

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PostPosted: Sun May 01, 2005 9:21 pm 
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Slot Zero wrote:
Added vote-weapons-stay ...


The fans of vanilla DM will be happy for those that like that style of play.


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PostPosted: Mon May 02, 2005 4:09 am 
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vote-gravity :shock:

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PostPosted: Mon Oct 10, 2005 2:52 pm 
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Added vote-match and timeset. See the initial post for a description of what each command does.

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PostPosted: Tue Oct 11, 2005 11:39 pm 
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After a series of votes on 26002, Yellow and I ended up in a situation where the ring was enabled and doing "vote-ring" was a vote to enable the ring.

We were doing vote-hook, vote-practice, vote-match, timeset. I'm not sure of the order.

Is it correct to assume practice mode and match mode can't be set at the same time? Yellow said it couldn't be, but I thought last night we did just that on 26002 with 4 players present.

(A CA+ player wanted to play DM3 with circumstances more or less the same as so we had unlimited ammo and match mode set.)


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PostPosted: Wed Oct 12, 2005 5:36 am 
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Baker wrote:
After a series of votes on 26002, Yellow and I ended up in a situation where the ring was enabled and doing "vote-ring" was a vote to enable the ring.


This is a match mode related bug. The code I use to repawn all items isn't checking to see if the item was disabled. I'll fix it tonight.

Baker wrote:
Is it correct to assume practice mode and match mode can't be set at the same time?


Yes.

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PostPosted: Thu Oct 13, 2005 1:51 am 
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Something that would be helpful would be a help-match so you could use that to get help for the commands (ready, timeset, etc.)

Also, Hydro wanted his eff auto-ed but we couldn't remember the command (autostats) while on the server. I'm not sure if this fits in well in help system anywhere.

I do know it is nice to have all of these configuration abilities (vote-hook, vote-ring, etc.) especially since CRMOD lacked a hook -- which so many players have become accustoming to having.


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PostPosted: Sun Oct 16, 2005 12:57 am 
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Added help-match.

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PostPosted: Thu Feb 02, 2006 4:17 pm 
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Slot Zero wrote:
Ronin wrote:
I would love to see a vote-kick!


I thought about adding that option but I can only imagine that it will do more harm than good. :(


I think this option makes sense on another server instance. It would work kinda like a private room - if a few players want to exclude themselves or someone else from the current game, they would be welcome to do so. So it's not like kicking, it's like grouping new players together. I know, why not just jump on a new server alltogether? The answer is, it's too much work.

Think about a new server spawn, IMO.

Jon


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PostPosted: Thu Feb 02, 2006 4:23 pm 
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Slot Zero wrote:
I was kind of hoping that this would remain a feature for those looking to escape the random map vote to vote for a map they like.


I agree. The event is triggered by not caring what map, just a new one. Votes after that should be allowed to pick one or to vote AGAINST the map change. Functional bug. Just make sure it doesn't take a walk down memory lane. :)

Jon


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PostPosted: Thu Apr 20, 2006 5:34 pm 
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Added vote-armor-drop.

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 Post subject: vote-kick
PostPosted: Mon May 08, 2006 12:05 am 
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I agree with you on the vote-kick, but what about a 75% vote on this. This way we can vote-kick bots off the server rather easily.

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PostPosted: Thu Oct 11, 2007 12:53 am 
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Added vote-powerup-drop and help-options. The help-options command tells you the current state of most of the votable features.

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 Post subject: Re: [NEW VOTE SYSTEM / COMMANDS]
PostPosted: Thu Jan 24, 2008 3:31 am 
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Added vote-rune-drop and vote-lg-discharge. The vote-rune-drop command toggles the ability to drop your own rune when you die. The vote-lg-discharge command toggles the ability to damage nearby water enemies when you discharge your lightning gun in the water.

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 Post subject: Re: [NEW VOTE SYSTEM / COMMANDS]
PostPosted: Tue Mar 11, 2008 11:30 pm 
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Added vote-classic-mega. This command will toggle the way mega-health boxes work. Normally, mega-healths will respawn 1 minute after it gets picked up but in classic mode the health box doesn't respawn until the person who picked it up has exhausted his health and 20 seconds has elapsed.

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PostPosted: Tue Jul 01, 2008 2:14 pm 
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z0r wrote:
How about a limit on establishing a vote per level?


I've made two changes to improve this. The first change prevents players from voting again too quickly after a vote they initiated was cancelled. The second change increases the vote percentage on the last five (different) levels played from 51% to 100%.

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PostPosted: Wed Jul 02, 2008 2:21 am 
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Slot Zero wrote:
z0r wrote:
How about a limit on establishing a vote per level?


I've made two changes to improve this. The first change prevents players from voting again too quickly after a vote they initiated was cancelled. The second change inceases the vote percentage on the last five (different) levels played from 51% to 100%.


This is a big improvement.


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 Post subject: Re: [NEW VOTE SYSTEM / COMMANDS]
PostPosted: Thu Jul 10, 2008 5:15 am 
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Added command never. If a vote is in progress, this will work just like the no command except that all future votes will automatically be voted no for you. If a vote is not in progress, this will toggle the auto vote no.

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