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Postby Trickle » Mon Apr 18, 2011 5:16 am

So the hunt for a mapper still continues as we only have two test maps included in the first release.

Fun map ideas that quickly come to mind would be a basketball court and a gymnasium.

I'll keep you guys posted and we'd like to get feedback on the mod! :)
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Postby mindzx » Tue Apr 19, 2011 6:24 pm

I'm eagerly awaiting this to expand further, and become accessible online!! Most intruiging mod idea, two thumbs up !!
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Postby Baker » Wed Apr 20, 2011 2:59 am

Advice: For maximum NQ server popularity as NQ doesn't support gamedir in the protocol like QW.

1. Map names should be unique. Don't name the maps the same as any existing map, obviously. Don't have it conflict with any existing single player map name either.

2. Model and sound names should be unique. Don't name any of the NEW models or sounds the same as any existing models or sounds. You might consider the suffix "_db" like "ball_db.mdl" or "throw_db.wav".

3. Any player models, name "player_db.mdl". STILL precache "player.mdl" (because it required to be exactly whatever position, lest you break the network protocol). But after player.mdl and eyes.mdl somewhere, precache "player_db.mdl".

Result:

Kawpoie ... the Dodgeball maps, models and sounds can be added to the NQ download depots and ProQuake, Qrack and DirectQ will auto-download off the web.

Then connecting to a dodgeball server is as transparent and easy as connecting to a Rocket Arena, RQuake Coop server or Slide.

Players will be able to connect there with the above clients as conveniently as connecting to a DM server running DM3.

[The web download feature is a client-side feature. Doesn't require any kind of server support. This isn't as good as DarkPlaces server where it tells the client info via cvar, but the NQ community has been using this since 2009.].

Note: If those 3 steps above are in place in a mod, it is pretty much compatible with the [currently on the backburner] Universal Server project. The only addition with Universal Server is adding some common vote-map and vote-mod code into the source.
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Postby Trickle » Wed Apr 20, 2011 3:24 am

hmm, good idea! I can apply these to the next release..I'm hoping to at least squeeze in one map before hand.
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Postby Orion » Wed Apr 20, 2011 1:16 pm

Vote-map is a cool idea, but we'll need a certain amount of dodgeball maps done so I put their names within the vote-map code... :wink:
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Postby mindzx » Thu Apr 21, 2011 10:14 pm

I'm seriously hoping this reaches the "auto-download" from depot's , as it would be very simple to just change where our clients are pointing at the various depot's already out there, and be playing this badass concept of a mod in a matter of no time !!!!


Mindz n Family , down here in Cajun Country are awaiting our turn to play this online with our LAN.
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Postby Trickle » Sat Apr 23, 2011 8:26 pm

Version 1.1 is near completion. It will include three new maps by the one and only negke!
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Postby mindzx » Sun Apr 24, 2011 5:35 pm

Will 1.1 mark the release to the public?

We're hoping thats the case down here in Cajun Country !!!!
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Postby Trickle » Mon Apr 25, 2011 2:01 am

1.0 is available for download, but 1.1 will be WAY better.

We are hoping to get it out by tomorrow afternoon or a little later..it'll contain some surprises :)
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Postby Trickle » Tue Apr 26, 2011 12:02 am

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version 1.1 is out! check out the first post.
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Postby Baker » Tue Apr 26, 2011 2:55 am

Congrats on the release.

Looking through the readme.txt

impulse 15 - Catches a dodgeball(only regular ones).
impulse 16 - Power throw. You can only use it each 20 seconds.
impulse 17 - Sprinting(requires stamina which is displayed on your ammo HUD).
impulse 18 - Starts the match.


... hmmm ... is there is a way to simplify the control scheme from the player point of view.

At the moment, ironically can't think of any good ideas, but most players aren't used to setting up impulse binds when connecting to a server.

R00k? Thoughts?

[I'm trying to think this through to make the mod as popular as possible once it gets up on servers, which is inevitable.]
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Postby gnounc » Tue Apr 26, 2011 3:14 am

I would set a first run flag and ask the player to set the 4 binds required.

that is:

hit any button to bind catch.
hit any button to bind powerthrow
hit any button to bind sprint

and stuffcmd those badboys.

and i would remove start match as a bind and have it just listen for any keypress (unless they have a reason not to)
or just jump and attack like thinkintermission does

edit*found throw.
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Postby Trickle » Tue Apr 26, 2011 10:51 pm

Hey guys, I quickly updated 1.1.

There was some bugs on bring back teammates classic mode that quickly got squashed by Orion..so go to the first post and download again! :)
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Postby negke » Wed Apr 27, 2011 7:43 am

simplify the control scheme from the player point of view.

Perhaps group certain actions on a single impulse and make it dependent on whether the player is carrying a ball or not, e.g. throw command without ball = catching. And make the power throw work by holding the regular throw key for two or three seconds before release (to charge).

The non-QRP textures in the screenshots look a little out of place: the seamless bricks and the runeless metal tile. I didn't take replacement textures into account; the two aren't really necessary there, maybe I'll remove them for 1.2 (if there's going to be another version).
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Postby Baker » Thu Apr 28, 2011 5:02 pm

Any useful information on the startup info for a server would help Frenzy get this up online:

http://quakeone.com/news/site-news/6952 ... erver.html

He seems to be encountering some initial frustrations.
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