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OrionTF beta

Postby Orion » Mon Apr 26, 2010 8:22 pm

Oh no! One more TF derivate, there are already dozens of TF clones!
At least this one include offline bots (coded by me) for those who's got dial-up connection.

If you play on a regular Quake engine, I recommend using chase_active 1.
Also, I couldn't test this mod playing with real people, because here I don't have any friend who plays Quake, so I only tested with the bots... but it's ok.
There's also a bug that happens with FTE that when you play with bots, their frags aren't updated on the scoreboard, even if an UpdateFrags() function is called. This doesn't occur in another engine (I think).

Screenshots here: http://img265.imageshack.us/gal.php?g=ss6k.jpg


EDIT: OK I finally decided to update this.
There are now 18 waypointed maps in total, and that visible weapon bug was fixed. It's now handled by 'temp1' cvar.
Also detpacks will now destroy walls, grates etc.

File (10mb):
http://www.quaketastic.com/upload/files ... _beta2.zip


CHANGELOG:

*Changed all classes' maximum hitpoints.
*Railgun and Crossbow headshot damages lessened. (Both will do 200 damage, Railgun was doing 400, Crossbow did 300).
*Crossbow arrows will now explode on impact.
*Railgun beam no longer draws an explosion at the end.
*Railgun will no longer use a model for its shot, it crashed many non-limit-removing engines, so it was replaced by particle effects.
*Lots more maps were waypointed.
*Bot's waypoint detection system changed slightly.
*More realistic bot aiming.
*The Medikit will heal teammates faster. Each hit will add 10 health (was 5).
*Medics will get on fire for a shorter time. Maximum time is 8 seconds, in 2-second increments. Any other classes will get on fire for a maximum of 20 seconds, in 5-second increments. Pyros won't get on fire, of course. :) On the last release all classes but the Pyro would be on fire for a maximum of 15 seconds, in 5-second increments.
*Visible Weapons system is now handled by 'temp1' cvar, and only available on engines which support invisible external models.
*Detpacks will now destroy walls, grates, etc.


EDIT 2: New version with the Psychic class included. :)

File (1.6mb):
http://www.quaketastic.com/upload/files/multiplayer/mods/oriontf_beta3.zip (must have beta2 too, this one only contains essential files)


BETA3 CHANGELOG:

*New class added: the Psychic.
*The Engineer will now build either a robot or the sentry gun.
*Added a new type of grenade: Concussion grenade, used by the Psychic.
*Napalm grenade and incendiary rocket blast damages lessened.
*'savedgamecfg' cvar will make the players set external skins, like in QW, but I recommend only using it if you're running a FTEQW dedicated server when QW clients connect.
Last edited by Orion on Sun Aug 22, 2010 6:34 pm, edited 2 times in total.
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Postby Team Xlink » Mon Apr 26, 2010 8:36 pm

Awesome, I can finally experience TeamFortress without the lag, high pings or lack of players!

What are you using that causes the bug, that only FTE and DarkPlaces support?


EDIT:

Your spawning an additional model that is lined up with the player model, which is still visible in first person view, right? Maybe if the angles were lined up just right so they looked good in first person view and third person view, you could use

self.weaponmodel = "";

Instead of using DP_SV_DRAWONLYTOCLIENT or DP_SV_NODRAWTOCLIENT
If those are what you are using?
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Postby Orion » Mon Apr 26, 2010 8:48 pm

weaponmodel = ""; if for the v_models.
Also, the screenshot above was taken with FitzQuake. On DP or FTE that doesn't happen.


EDIT: If I want to play without seeing 2 weapons on 1st person, I'd then set r_drawviewmodel to '0'.
But the problem is, when you're not playing on DP or FTE, when you look down, the weapon will block your vision.
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Postby avirox » Mon Apr 26, 2010 10:50 pm

are these the coffee bots? anyhoo, props for modding tf!
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Postby scar3crow » Mon Apr 26, 2010 11:41 pm

Orion had his own bots in his soccer mod, so maybe he wrote these? Either way, gonna have to check this out when I get some free time!
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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Postby Orion » Mon Apr 26, 2010 11:48 pm

No, these aren't coffee bots. But the bots will use coffee_move() when they can't see a waypoint. I just took the function from TutorBot and adapted it to my bots. That's why I haven't changed its name.
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Postby Team Xlink » Tue Apr 27, 2010 12:25 am

I just tried them out, there amazing! I had an eight verses eight game on 2fort5! The opposing team owned me, your bots are great! It was a lot of fun!
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Postby scar3crow » Tue Apr 27, 2010 2:32 am

Pretty cool, but I had a very hard time getting them to stop telefragging as they all seemed to be spawning from the info_player_start rather than the red and blue steam spawn spots already present in the map.

Also their pants colors dont reflect the team they're on which makes for some awkwardness on the scoreboard.
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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whoa nice...

Postby UrbanKid » Tue Apr 27, 2010 12:59 pm

Awesome....so you mean this runs only on fte and darkplaces
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Postby Orion » Tue Apr 27, 2010 4:48 pm

Don't forget to set teamplay to 1 (teamkill off) or 2 (teamkill on). :wink:
If you set to zero the bots will pick random colors, and they won't have any team_no assigned, that's why they'll spawn on info_player_start instead.
And UrbanKid, it runs fine on any engine. But if you run it on dp or fte you won't see a moving weapon in front of you, blocking your vision when you look down (I'm not speaking of the v_models).
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Postby frag.machine » Tue Apr 27, 2010 7:38 pm

Can't you just check for the required engine support via DP_CHECKEXTENSION and disable/adapt the vwep ? So the mod could be used in any engine in a transparent way ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Orion » Tue Apr 27, 2010 7:40 pm

I'm seriously thinking on doing it, and it's not hard.
Maybe I'll release this as a little patch...
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Postby Dr. Shadowborg » Wed Apr 28, 2010 1:53 am

Just tried this. (in winquake) I like this alot better than TF with TFBots. The only real complaints I have with this is that the revolver is ugly (not your fault though) and that the bots are a bit too reaperbot like with their aim. (Either that or they deemed me a bigger threat than the enemy bots and as such focused their fire my way...)

Soon as I have time I'm gonna try again at getting frikbot to do ctf / objective based games. (for HellsmashTF)
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tried it on the ds....with alot of null.mdl

Postby UrbanKid » Wed Apr 28, 2010 1:39 pm

well somethings wrong with my download.......i keep getting 3hours...
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Postby Orion » Wed Apr 28, 2010 4:13 pm

Dr. Shadowborg wrote:The only real complaints I have with this is that the revolver is ugly (not your fault though) and that the bots are a bit too reaperbot like with their aim.


Agreed. When I converted the revolver model to Quake, I had to unify its textures to a bigger image file, and then set the texture coordinates properly. The problem is, chrome textures don't have a coordinate at all. And the hand ant the revolver barrel use the same chrome texture, and I painted the barrel grey, and the hand were grey too. In the case of the bot's aim, that is easily fixable. I'll use my good old one-line target leading code:

Code: Select all
missile.velocity = normalize((self.enemy.origin + self.enemy.velocity*random()) - self.origin) * 1000;


It will make the bot unpredictable with his aim using a projectile weapon.
With my 'old' target leading code, it's SURE that the bot WILL hit you if you keep going that way. Even if I'm a Scout I can be easily killed by a Medic's nailgun.
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