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 Post subject: EuroQuake Server Special Edition
PostPosted: Tue Jul 04, 2006 2:59 pm 
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Joined: Sun Mar 09, 2003 10:47 pm
Posts: 1612
Location: Ohio
Jackhammer, I put together a site to showcase and explain your server well to other Europeans who are not familiar with your server, plus to provide an easy to remember download location.

Image

I also think this site does a good job of showcasing the power of this mod.

The tweaks I made to Rune Quake 1.2 for your server:

1. Doing vote-arena will switch to the RockGate Map
2. Removed a prohibition against vote-match if a server isn't in 26001 Rocket Arena /26002 Practice Mode mode since you guys will be using a single server for whatever mode.
3. Added "commands" and "vote-help" to the intro screen since many of your players have never used this mod before and don't know any of the commands or even to type "commands". Also added maps download location (the above page... you'll have FTP to change it/modify it, etc. if you wish)
4. Added all 130 custom maps to the maps-auto.qc
5. Next level while in Rocket Arena mode will go to another rocket arena map instead of some other random map.
6. Removed FOV 90 from the code for Polarite and other "traditional" players. Slot gave me instructions for how to do that.
7. IP Masking in the mod. It's in it and always on.

And I think that is it. I commented by changes rather well in the QuakeC for the most part and they were all subtle ones.

I asked Lardarse and RocketGuy small QuakeC questions to make sure I did it right and it should be perfect.

Here is the source and compiled progs.dat:

Download: Jackhammer Rune Quake 1.2

To compile, unzip to a folder. Go to DOS and switch to the POQ subfolder, then type QCCX /O2 (<-- that's not a zero) and it will make a progs.dat in the parent folder. You should open up settings.qc and change the admin code from 123456 (which will not work) to a code of your own choice. I did compile it with an admin code and can private message that to you if you don't feel like messing with compiling right now.

You would then take the progs.dat and the autoexec.cfg which is in there and upload those.


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 Post subject: Re: EuroQuake Server Special Edition
PostPosted: Tue Jul 04, 2006 6:18 pm 
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Joined: Sat Jun 19, 2004 3:42 pm
Posts: 158
Location: Croatia
Baker wrote:
QCCX /O2

LOL @ Baker
use frikqcc, it's better. just extract it in the source folder and run it in command prompt like this:
Code:
frikqcc /O1 -allownest
if you have any problems you know where you can contact me :)

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PostPosted: Wed Jul 05, 2006 12:25 am 
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Joined: Sun Mar 09, 2003 10:47 pm
Posts: 1612
Location: Ohio
Yeah, I'll need your assistance tomorrow to get this perfect.

Jackhammer private messaged me with a small issue and I have one other small idea. I'll bug you tomorrow morning :D

Quote:
The 3 issues:

1. I'd like it when the last player exits the server and the mode is arena, for the map to also change away to a non-arena map (it's annoying connecting to a server with a Rocket Arena map running in deathmatch mode and being stuck in the observer box).

2. I tried to implement the scratch2 cvar to have IP masking optional. It didn't work properly for some reason??? It's always on, which I guess is "ok" but wasn't my intent.

3. There is another issue but I didn't get this in testing. I need to check with Jackhammer to see how that arose.


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PostPosted: Wed Jul 05, 2006 10:07 am 
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Joined: Sun Mar 09, 2003 10:47 pm
Posts: 1612
Location: Ohio
Rebuild list ...

1) Add in scratch2 ip masking
2) Make vote-match work by uncommenting code
3) Remove "8" "Bind standard keys" at JackHammer's request
4) Remove FOV 90 (for Polarite and others)
5) Make "Small" say "Rocket Arena Maps" when doing Custom
6) Settings.qc, make it say "commands" and "vote-help" in intro
7) Make Next Map -- that occurs on map timeout/fraglimit go to a "small" (small=RocketArena) map upon that, and not just any random map
8] Change download location to http://www.quakeone.com/euroquake
9) Vote-arena, when successful, automatically change to RockGate map
10) If players leave server and mode = Rocket Arena, change map to pkeg1 when resetting the settings.


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 Post subject:
PostPosted: Wed Jul 05, 2006 10:20 am 
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Joined: Sun Mar 09, 2003 10:47 pm
Posts: 1612
Location: Ohio
FOV 90 change

Slot Zero wrote:
Open up runes40.qc and remove these lines from the code.

Code:
   stuffcmd (self, "fov 90\n");

Code:
      if (self.runevar == WEIRD_VERTIGO) stuffcmd (self.runent, "fov 90\n"); else

Code:
   else if (self.runevar == WEIRD_VERTIGO)
   {
      if (self.attack_finished > time)
         return;
      self.attack_finished = time + 0.5;
      stuffcmd (self.runent, "fov 160\n");
   }


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PostPosted: Thu Jul 06, 2006 12:06 pm 
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Posts: 1612
Location: Ohio
R2:

Quote:
1. Eliminate map = filename.zip message
2. If RocketArena and timelimit/fraglimit get hit, exit to another RocketArena map (=small)
3. Need http://www.quakeone.com/euroquake on the intro page somewhere
4. Should change rocket arena fraglimit to 15 if vote-arena is on, otherwise use default specified settings (usually 50, whatever autoexec.cfg says)
5. autoexec.cfg settings were wrong, hook was on.
6. Negate Red Teleporter in RockGate (has trigger_changelevel to "rockgate", just make QuakeC ignore any change_level teleporter to that map)
7. Weird spawn in observation deck (!)
8. RockGate map should be rocket-arena'able, but the buttons should always work even if 1 player is present and the exit teleporters should always work no matter what mode or noexit condition is.


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 Post subject:
PostPosted: Thu Jul 06, 2006 1:31 pm 
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Posts: 1612
Location: Ohio
R3:

Quote:
1. The hook wasn't supposed to be on (autoexec.cfg)
2. Spawned weird in Rocket Arena. Spawned in observation deck (again!)
3. RA = small custom map
4. Add "Map Pack At:" in a line above the server URL


Everything else seemed to work, although exit server to see if map reverts to pkeg1 wasn't tested.


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 Post subject:
PostPosted: Thu Jul 06, 2006 4:41 pm 
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Posts: 158
Location: Croatia
Baker wrote:
Everything else seemed to work, although exit server to see if map reverts to pkeg1 wasn't tested.

yes it was...

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PostPosted: Sat Jul 08, 2006 1:25 am 
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Joined: Sun Mar 09, 2003 10:47 pm
Posts: 1612
Location: Ohio
After some more testing on Jackhammer's server, some other things the players would like:

1. vote-match doesn't disable rotating armor when voted
2. Maybe a vote-clean command or perhaps something better worked, so they can turn off runes/altweapons/rotating armor/hook with a single command.
3. Can game clock be reset when match begins instead of having 49 seconds on the clock? I don't know if this is possible in QuakeC, if not then no big deal. Even better would be it to run in reverse like CRMOD does.
4. If vote-arena from vote-practice, would be better if practice mode were off since most ppl don't want unlimited ammo when switching to Rocket Arena.

It is very nice to see how happy everyone is over there with the versatility and game modes with the server.


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PostPosted: Tue Jul 11, 2006 9:24 am 
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Joined: Thu Jun 22, 2006 5:30 am
Posts: 6
Terrific work guys on the getting the things altered, the server is doing well I feel in its infancy :)


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