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Post by Paril on Apr 24, 2006 21:45:29 GMT -5
Alright, precautions done to prevent lag.
-Once a body is on the ground, and you press a button to respawn, the body will destroy itself with an effect. If you stay at the body for more than 10 seconds, it will destroy itself. -Gibbed heads work the same way.
(Both of those are to prevent NULL model/frame/skin errors)
EDIT: Also, moved Carrier and Daedalus to flying menu. I don't know why I stuck it in Ground menu!
I'll be making more tomorrow to prevent lag, probably remove the effect and just spawn sparks. I'll look for a few more things I can do that will stop lagging and overflowing.
I will also figure out why teamplay_landtype crashes. In the meantime, DM only I guess.
Nothing I can do about bbox problems, sorry.
-Paril
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Post by Paril on Apr 24, 2006 21:50:02 GMT -5
BIG UPDATE! BIG NOTICE! NOTE TO ALL STROGGDM HOSTERS!
I found out why teamplay_landtype/teamplay_classes crashes! Spawned monsters HAVE to class and HAVE no landtype, and can't since they aren't clients. Just a simple check for a client and it'll be done! I knew it had something to do with the AI...
-Paril
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Post by napalmdeath on Apr 25, 2006 1:24:01 GMT -5
Good to know it'll be fixed. It seemed like it was going to be fun, air vs ground, until the game exploded.
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Post by Le Ray [Q2C] on Apr 25, 2006 6:46:34 GMT -5
Paril, Great to have you here on the Cafe'. Thanks for sharing your mod with us!
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Post by Paril on Apr 25, 2006 11:58:25 GMT -5
I'm on a bit early today, but anyways. Also, the Carrier's attack frames are fixed. I'll look for a few more things to stop lag, but I can't promise it won't lag..
The bodyque system will help alot, since bodies and skulls will disappear once you respawn/change classes.
I hope to release V5.2 update in a few minutes/hours, depending on what I might change.
Two new weapons will be introduced into StroggDM in V5.2 - Medic Healer and the Medic Commander Healer. They will heal people that are on the same landtype as you (teamplay_landtype) or the same class as you (teamplay_classes), otherwise it's useless (anyone have any ideas of what it's use should be if teamplays are off?)
-Paril
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Post by Wixen1 [Q2C] on Apr 25, 2006 12:26:34 GMT -5
Great Paril...I will be on and off this evening..but in about 6 hours time or so Il make it run on the server all night, European time ofcourse... Il Pm you in a minute, by the way.. Wix1
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Post by Paril on Apr 25, 2006 13:06:32 GMT -5
Thanks Wixen. I'll play in the 6 hours, teamplay_landtype By the way, did you look at the example configs I sent? You can customize the server if you want. A few changes.. -Say_Team added in, works only in teamplay_landtype -Medic and Medic_Commander healer is added. Does damage in DM, heals same landtype/class in teamplay_landtype/teamplay_classes. Anyone think I can add anything else? -Paril
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Post by Wixen1 [Q2C] on Apr 25, 2006 13:28:28 GMT -5
Thanks Wixen. I'll play in the 6 hours, teamplay_landtype By the way, did you look at the example configs I sent? You can customize the server if you want. A few changes.. -Say_Team added in, works only in teamplay_landtype -Medic and Medic_Commander healer is added. Does damage in DM, heals same landtype/class in teamplay_landtype/teamplay_classes. Anyone think I can add anything else? -Paril Sorry Paril, havent got anything like that from you yet...Email or Pm´s...?? Wix1
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Post by Paril on Apr 25, 2006 13:35:57 GMT -5
They come with StroggDM in the zip/rar, check your StroggDM folder
I'm waiting until I get a nice lag-free type thing.. You know, less gibs, and such. I'm almost done, expect the release of V5.3
Another quick update, spawned monsters will not die anymore. I don't mean they are invulnerable, I mean there will be no death sequence or gibbing them. Lag problems, yet again, it might slow lag down if I just set off an explosion and remove the monster.
The current code I'm using for this is
G_Spawn_Explosion(TE_EXPLOSION2, self->s.origin, self->s.origin); G_FreeEdict(self);
Works good, I've tested it on the soldier.
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Post by Wixen1 [Q2C] on Apr 25, 2006 13:45:45 GMT -5
Sounds really cool if we cant get rid of the lagg thinggy and also monster stuck into the wall. Looking forward to the update version...Will it be later 2 day? Il check the folder....for the other stuff.. W1
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Post by Paril on Apr 25, 2006 13:49:54 GMT -5
I will get rid of some lag, the info strings will still excede the limit but it won't really do anything, and monsters being stuck in the wall, unfortunately, I cannot change, the engine deals with MOVETYPE_WALK..
-Paril
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Post by Paril on Apr 25, 2006 14:03:44 GMT -5
Alright, V5.3 is done, now to Zip/Rar it.
I will notify you when they are done.
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Post by Wixen1 [Q2C] on Apr 25, 2006 14:04:03 GMT -5
Ok, Paril...saw the chages for teamplay and stuff...thx...
W1
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Post by Paril on Apr 25, 2006 14:07:18 GMT -5
Did you see the Configs in your folder? You can ban monsters to be from there.
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Post by Wixen1 [Q2C] on Apr 25, 2006 14:20:03 GMT -5
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