|
Post by Wixen1 [Q2C] on Apr 30, 2006 17:42:19 GMT -5
No, because then people can cheat and just switch when he's about to die. The menu is a good choice because you can only switch when you have the time. When you go to spectator, it won't let you change classes until you un-spectator, and it might confuse other people. I don't want to stuffcmd (force commands upon clients) because it causes alot of net traffic. -Paril Yeah..you are proberbly right..It would be totally confusing with every body changing all the time and hurt the gameplay.. Wix1
|
|
|
Post by Wixen1 [Q2C] on Apr 30, 2006 17:59:28 GMT -5
|
|
Whirlingdervish
Clan Q2C
100%
Clan Q2C Resident Smartass BANNED FOR STALKING AND FLAMING
Posts: 962
|
Post by Whirlingdervish on Apr 30, 2006 19:45:54 GMT -5
Paril: If it's not too late could you up the health a bit on the soldiers so they have a fighting chance... and maybe kick up the damage on the beta soldier laser... its fun to use but really inneffective... I'd like to be able to cut someone in half with it with about 3-4 short dead-on blasts.. thx for all your work man. the mod looks sweet and plays really well... the variety makes it much more interesting than a lot of mods I've played.
|
|
|
Post by Paril on Apr 30, 2006 20:59:53 GMT -5
Exactly my point. Thanks, it means alot, no one's ever commented on my mod like that. I am also anxious to test 6.0 out with you guys. Alright, the current health is 70 I think, what do you suggest? 155? I wil up the damage on the laser from 3 to 8, good idea? Thanks for the feedback Dervish, I'm glad to of submitted this mod to the Quake2 Café and not Planetquake or any other community. Now that this is almost over, I will run a new thread for a new mod soon (tomorrow maybe) to see what I might do next! I'm very glad that I decided to make this mod. I was thinking of an idea, and I knew that EVERYBODY loves the Strogg, so, might as well make a class-based mod of it! If anyone has ANY more mod ideas, PLEASE[/b] submit it to me, I am up for trying any type of mod! I need new mod ideas so I can keep working! -Paril Kalashnikov
|
|
|
Post by napalmdeath on Apr 30, 2006 21:10:42 GMT -5
Okay. How about making it so you can only switch when you are dead? This prevents cheating and allows someone the time to switch without getting fragged.
|
|
|
Post by napalmdeath on Apr 30, 2006 21:12:40 GMT -5
As for making a new mod, weapons mods are always fun I'm sure you and the people here in the cafe could come up with some crazy ass weapons.
|
|
Whirlingdervish
Clan Q2C
100%
Clan Q2C Resident Smartass BANNED FOR STALKING AND FLAMING
Posts: 962
|
Post by Whirlingdervish on Apr 30, 2006 21:53:18 GMT -5
I always like tournament rocket launcher and rail and other faster than heck weapons... We could probably help you make a hardcore DM mod too... fast paced and destructive! paril: 155 sounds great for health and the 8 damage should help it penetrate the power sheilds a little better... thx. anyone feel free to check wixens server and/or x7's server at x7.dyndns.org:27910 to see if were on.. we've been testing it quite a bit this weekend.
|
|
|
Post by Wixen1 [Q2C] on May 1, 2006 4:58:32 GMT -5
|
|
|
Post by Paril on May 1, 2006 6:58:32 GMT -5
Actually, in 6.0, the laser beam goes right through ALL armor and does direct health damage! I forgot to mention it I agree, this is one of the best years of my life, being able to show off my mod to people who still respect Quake2 and all of it's glory (Which is difficult now-a-days!), and I hope to still develop mods or maps for the Quake2 Café in the future! Tournament games rock. I remember this German server I used to visit every day that ran Lithium, some good people played there. It was hard keeping up though, with 11 players in the match on The Edge, you'd just see hooks, rails and rockets Hmm, I never thought of that, it can be done, maybe I should do that. Or, that if they change when their health is greater than 0, you will lose a frag? (You will get warned upon menu open) Yeah but see, I am not really into those crazy weapon mods (ala LOX.. I can't play that anymore, and I thought WoD was too much >>), I'm more into the realism side of gameplay, but if I need to, I'll develop some crazy weapons that will impress even the newest of Quake2 players. I used to just experiment with weapons a long time ago -Paril Kalashnikov
|
|
X7[Q2C]
Clan Q2C
100%
Quake II[x=x7a]
Posts: 1,429
|
Post by X7[Q2C] on May 1, 2006 8:39:23 GMT -5
Here some this you could put in..
A maplist not the sv_maplist "" one where you have a file named maplist.txt and the server maps all listed.
Ex: LOX mod maplist
Range: 1 to ??
Default: 0
This is both a Boolean value and an index to the line in the server maplist.txt file. When set to zero, map list rotation will not occur. This is used for coop servers where the standard map exits are used to change maps instead of a custom map list. When set to 1 or greater, it allows the server to use the maplist.txt file for selection of custom map rotation. This value is incremented with every map change and points to the current map in the maplist.txt file.
set maplist "0" set maplistfile "maplist.txt"
And Map VOTING
but not like lox mod vote map <mapname> witch some one can pick any map on the server.
More like OSP tourney MOD where you goto the MENU and select the map name to change the server map to one in the server rotation.
X7
|
|
|
Post by Paril on May 1, 2006 8:51:25 GMT -5
A maplist was planned from the beginning actually, and is already in 6.0, I beat you to it I, personally, do not like map voting. I might add it in, but the feature is probably a no. -Paril
|
|
X7[Q2C]
Clan Q2C
100%
Quake II[x=x7a]
Posts: 1,429
|
Post by X7[Q2C] on May 1, 2006 11:59:12 GMT -5
Q about the fish - Barracuda Shark
he does no spawn on the DMpads?
X7
|
|
|
Post by Paril on May 1, 2006 12:02:13 GMT -5
Yes I know. It gives the shark a faster chance to get into the water.
A feature I might implement are new spawn points; like, seperate spawn points for land monsters, some for air, and one for shark near water (all for teamplay).
|
|
X7[Q2C]
Clan Q2C
100%
Quake II[x=x7a]
Posts: 1,429
|
Post by X7[Q2C] on May 1, 2006 12:36:55 GMT -5
Yes I know. It gives the shark a faster chance to get into the water. A feature I might implement are new spawn points; like, separate spawn points for land monsters, some for air, and one for shark near water (all for teamplay). That would be good separate spawn points for land monsters, some for air, and one for shark. Could make custom map to use spawn points. Have a cvar set to use ENT's files Ex Gloom MOD uses them & the LOX mod uses them now too. So the stock map base1 etc boss2 ,q2dm1,2,3,4,5,6,7,8. can be use. X7
|
|
|
Post by Paril on May 1, 2006 12:57:19 GMT -5
They use replacement entities in SpawnEntities to replace certain entities with other entities. I have no intent of doing that, they will be seperate spawns since there's no way of getting only certain spawn points to change into something and others to something else, without finding out each name of the spawn points and hacking EACH AND EVERY spawn point individually in each map needed, too much time to take, which is why map packs will be released. Normal Quake2 maps will still be able to be used, but all monsters (shark excluded) will spawn at spawn points in all game modes.
-Paril
|
|