Zop wrote:
Now that the test is done, we have some suggestions.
I agree that there should be a # of players displayed somewhere, and some sort of limitation to certain or chosen levels when the player count is low. (Assuming any mod will use this level permanently.)
Thanks to:
Mithril
Rambo
ORL
RocketGuy
peg
Cadpig
MegaZoid
Tay
TV2 (who?)
Randomock
LockNLoad
Spirit
purplehaze
Sole
Dyne
seighten
phobie
baker
..
frenzy
17 People at the same time- if not one of these persons didn't show, it wouldn't have been a success! Though, the map was quite big enough for even double the amount.
Mention here if there is anything else you'd like to add!
Apparantly frenzy was having connection troubles. Same with Trouby and Gunter. I don't know what could have caused this but this is good that we know there's a problem that might be fixable
BIIIIIG THANX FOR PARTICIPATING!--
Just to clarify; the WhiteHot event tonight was a test on the server. This was not a test on the WhiteHot mod. The mod was up to take care of quake bugs in regular DM. Zop and I weren't sure how a mass amount of players would affect a Darkplaces server. So we had to test this. We had around 20 or less players at the event in total and I am quite pleased with the results that the server didn't slow down or crash.
When I'm done making the bug fixes and other small add-ons, I'm going to proceed with the meat of the project. WhiteHot isn't just the mod. It's the mod + the map. In the near future, it will not be completely compatible unless it's running on the HUGE MAP that Zop is working on. This HUGE MAP is basically all the original quake maps merged into one big map. The map that was used in the event was simply (ask Zop if it was simple and you won't hear the end of it
) all the original Death Match maps merged together.
As I was saying, the mod is going to be directly connected to the map. This is because the mod will allow players to teleport into any "area" (by area I mean e1m1, end, dm2, etc) they want. All death messages and votes will be filtered out unless the player is in the same area as they originated from.
For example: if Zop is in e1m1, I'm in start and he drowns, I will not see his death message. If I start a vote, Zop will not be notified and will not be able to participate in the vote.
This was why Darkplaces was the first choice for this server. Mainly because it can handle more than 16 players. It can handle 255! But 64 is a good number in case traffic becomes unstable.
Voting is where the mod will shine. Each area will be able to have it's on game mode. What I mean by game mode is the style of game play, such as death match, coop, team death match. For example, dm2 could be TDM while e1m7 is COOP. But like I said, this is note the meat of the project. What's going to be big is that previous mod game play will be available! That's right. You'll be able to play CA, CTF, CRMOD, RCOOP, RUNEQUAKE, etc in any of the areas. CTF could be happening in e1m1 while CA could be happening in dm3!
This is a huge project and will take some time. But I can see how all of this is going to work and just need to code it. I have no intentions of leaving this project as I see a lot players are supporting it. As long as Vis is happy with hosting WhiteHot for us, we'll keep the server up so anyone can check it out on it's developments. We will update the server's mod and map whenever possible.
PS - I'm still waiting for more custom death messages
PSS - Thanks for showing your support!
PSSS:
Some people might disagree with me but a lightning gun discharge that hurts people outside the water is part of the game. The discharge is an explosion caused by the cell batteries, it's nothing like dropping a toaster into a bathtub. It's an explosion which has enough force to hit everyone near the source of the explosion.
Quake Manual wrote:
If you shoot the Thunderbolt underwater, it discharges all its cells in every direction in a single gigantic KA-ZAP, with you at the center. Don't try this at home.
so there!
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