OrionTF beta
Moderator: InsideQC Admins
54 posts
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Orion, are you still working on this? I'm thinking of setting up a server but don't want to if it's dead.
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
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dreadlorde - Posts: 268
- Joined: Tue Nov 24, 2009 2:20 am
The server is up. Testing connecting with DirectQ and everything went fine. Enjoy.
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
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dreadlorde - Posts: 268
- Joined: Tue Nov 24, 2009 2:20 am
That's weird, that didn't happen for me. I'm using the proquake linux dedicated server (v3.9 iirc), I don't have the settings in front of me atm. I think some of the tf maps need to be fixed though, I've spawned outside of the level and have had weird graphical bugs on 2fort5 and some other maps.
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
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dreadlorde - Posts: 268
- Joined: Tue Nov 24, 2009 2:20 am
Yes, I'm still working on this, and I will release an update soon.
Also, if you don't set teamplay to 1 or 2 you'll spawn outside the level.
But if you've set teamplay to 1 or 2, what maps did that occur? And what kind of graphical bugs did you see on 2fort5? That didn't happen to me, or I haven't noticed.
Also, if you don't set teamplay to 1 or 2 you'll spawn outside the level.
But if you've set teamplay to 1 or 2, what maps did that occur? And what kind of graphical bugs did you see on 2fort5? That didn't happen to me, or I haven't noticed.
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Orion - Posts: 476
- Joined: Fri Jan 12, 2007 6:32 pm
- Location: Brazil
I have teamplay set to 2. I think it happened in 2on2fortb2 and tf2gay. Are the .map files for any of these maps available?
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
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dreadlorde - Posts: 268
- Joined: Tue Nov 24, 2009 2:20 am
*bump*
New version released, there are no big differences from the previous one, but some new maps were waypointed, the bots will no longer do big weird jumps out of water and the single shotgun is back.
Here's the changelog:
Beta4 changes:
All classes' maximum health was changed again. (Scout - 90; Sniper - 140; Soldier - 300; Demoman - 210; Medic - 190; Heavy - 400; Pyro - 240;
Engineer - 130; Quake Guy - 240; Psychic - 125)
Single-barrel Shotgun is back.
All weapons which can do headshots (Railgun, Crossbow, and Revolver) will do 3x damage if a headshot.
Crossbow damage lessened, but the radius of blast damage was doubled (only radius, not the damage). A direct hit will do 75 damage, and headshots will do 225 damage.
Water navigation now implemented to bots. They won't do that big weird jumps out of water anymore. But, when they see a waypoint which is out of water, they will do a slightly unrealistic big jump so they can exit from a pool normally.
Added 'sniper spots' - place them anywhere on a map where a sniper would be, and sniper bots will stand there waiting for enemies. But I've only put sniper spots on 3 maps: well6/wellgl1, 2fort5 and wall.
Two more build options for the Engineer: the Field Generator and Dispenser.
Super Shotgun damage reduced: it will now shoot 10 pellets doing 6 damage each, with a maximum of 60 damage. Its fire rate was set back to original 0.7 seconds (was 0.9).
The Psychic will now regenerate mana when standing still, but only if you don't use levitation/force field nor shoot any weapon.
Dead bodies on DarkPlaces server are now SOLID_CORPSE.
File: http://www.quaketastic.com/upload/files/multiplayer/mods/oriontf_beta4.zip
New version released, there are no big differences from the previous one, but some new maps were waypointed, the bots will no longer do big weird jumps out of water and the single shotgun is back.
Here's the changelog:
Beta4 changes:
All classes' maximum health was changed again. (Scout - 90; Sniper - 140; Soldier - 300; Demoman - 210; Medic - 190; Heavy - 400; Pyro - 240;
Engineer - 130; Quake Guy - 240; Psychic - 125)
Single-barrel Shotgun is back.
All weapons which can do headshots (Railgun, Crossbow, and Revolver) will do 3x damage if a headshot.
Crossbow damage lessened, but the radius of blast damage was doubled (only radius, not the damage). A direct hit will do 75 damage, and headshots will do 225 damage.
Water navigation now implemented to bots. They won't do that big weird jumps out of water anymore. But, when they see a waypoint which is out of water, they will do a slightly unrealistic big jump so they can exit from a pool normally.
Added 'sniper spots' - place them anywhere on a map where a sniper would be, and sniper bots will stand there waiting for enemies. But I've only put sniper spots on 3 maps: well6/wellgl1, 2fort5 and wall.
Two more build options for the Engineer: the Field Generator and Dispenser.
Super Shotgun damage reduced: it will now shoot 10 pellets doing 6 damage each, with a maximum of 60 damage. Its fire rate was set back to original 0.7 seconds (was 0.9).
The Psychic will now regenerate mana when standing still, but only if you don't use levitation/force field nor shoot any weapon.
Dead bodies on DarkPlaces server are now SOLID_CORPSE.
File: http://www.quaketastic.com/upload/files/multiplayer/mods/oriontf_beta4.zip
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Orion - Posts: 476
- Joined: Fri Jan 12, 2007 6:32 pm
- Location: Brazil
54 posts
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