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Monster CTF beta 1 - Released!

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Monster CTF beta 1 - Released!

Postby Orion » Mon Mar 10, 2008 7:10 pm

I re-uploaded it, I did a few updates and improvements.
It supports almost, or every TF maps now, I just forget to put some entity abbreviations within the source.

WARNING!!! I had to invert the item_tfgoal team_no's in TF maps, otherwise the enemy flag will be in your base! So read a basic instruction at item_tfgoal in flag.qc.

The respawn backpacks will give all health, rockets, mana, and 35% chance of any armor, and can be re-touched after 1 second.

Some TF maps are included.

Get it here (5.5mb):
http://shub-hub.com/files/mods_multiplayer/MonsterCTFb1.zip
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Postby RenegadeC » Mon Mar 10, 2008 8:28 pm

Nice! Can CTF be played in Quake maps too?
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Postby Orion » Mon Mar 10, 2008 9:15 pm

Yeah, but you need to make .ent files, item_tfgoal is the flag, and info_tfgoal is the cap point.

Place info_tfgoal where you want, set team_no to 1 for red flag, and team_no to 2 for blue flag. Same with info_tfgoal, but team_no 1 is blue and team_no 2 is red cap point.

If put a mdl of progs/backpack.mdl or progs/newpack.mdl it'll be a supply backpack. Set the corresponding team_no's for only one team pick up.


EDIT: When can we test it online? :)
Also, you should put info_player_teamspawn with team_no 1(blue) and 2(red), otherwise you'll spawn stuck in the middle of the level.

EDIT 2: I fixed 2 bugs that seeker swords can follow teammates, now they will only follow enemies. And another, you could capture the flag in wrong points (where had to be a backpack). That's now fixed.

Link:
http://shub-hub.com/files/mods_multiplayer/mctf_fix.zip
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Postby RenegadeC » Tue Mar 11, 2008 12:06 am

Orion wrote:Yeah, but you need to make .ent files, item_tfgoal is the flag, and info_tfgoal is the cap point.

Place info_tfgoal where you want, set team_no to 1 for red flag, and team_no to 2 for blue flag. Same with info_tfgoal, but team_no 1 is blue and team_no 2 is red cap point.

If put a mdl of progs/backpack.mdl or progs/newpack.mdl it'll be a supply backpack. Set the corresponding team_no's for only one team pick up.


EDIT: When can we test it online? :)
Also, you should put info_player_teamspawn with team_no 1(blue) and 2(red), otherwise you'll spawn stuck in the middle of the level.

EDIT 2: I fixed 2 bugs that seeker swords can follow teammates, now they will only follow enemies. And another, you could capture the flag in wrong points (where had to be a backpack). That's now fixed.

Link:
http://shub-hub.com/files/mods_multiplayer/mctf_fix.zip


Do you think you'll add support for regular Quake maps for CTF without having to modify the map files? That'd be cool.
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Postby Orion » Tue Mar 11, 2008 12:18 am

Did you mean ThreeWave CTF maps?? That can be easily done.
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Postby RenegadeC » Tue Mar 11, 2008 12:47 am

Orion wrote:Did you mean ThreeWave CTF maps?? That can be easily done.


Yeah ThreeWave allowed regular ID1 maps to be played.
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Postby Dr. Shadowborg » Tue Mar 11, 2008 5:00 pm

RenegadeC wrote:Yeah ThreeWave allowed regular ID1 maps to be played.


Except that those "regular" ID1 maps required modification via .ent files if I remember correctly...

You could probably do some sort of .qc support hack for it, but I don't feel like elaborating on how right this minute.

Also, you might try checking out the frikbot style item placement thing that CocoT had on his site. (Uses frikbot .way file style)
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Postby RenegadeC » Tue Mar 11, 2008 6:45 pm

Dr. Shadowborg wrote:
RenegadeC wrote:Yeah ThreeWave allowed regular ID1 maps to be played.


Except that those "regular" ID1 maps required modification via .ent files if I remember correctly...

You could probably do some sort of .qc support hack for it, but I don't feel like elaborating on how right this minute.

Also, you might try checking out the frikbot style item placement thing that CocoT had on his site. (Uses frikbot .way file style)


Pretty sure they used the gold and silver key items as CTF flag points and if they weren't found used other entities. I should check out their source.
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Postby leileilol » Tue Mar 11, 2008 6:59 pm

or they had entities placed in via qc, i know some ctf mods that do that
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Postby frag.machine » Tue Mar 11, 2008 11:38 pm

RenegadeC wrote:
Dr. Shadowborg wrote:
RenegadeC wrote:Yeah ThreeWave allowed regular ID1 maps to be played.


Except that those "regular" ID1 maps required modification via .ent files if I remember correctly...

You could probably do some sort of .qc support hack for it, but I don't feel like elaborating on how right this minute.

Also, you might try checking out the frikbot style item placement thing that CocoT had on his site. (Uses frikbot .way file style)


Pretty sure they used the gold and silver key items as CTF flag points and if they weren't found used other entities. I should check out their source.


Not exactly. e1m3, for instance, used to place one flag near the player_start and other in the sewers exit room. The yellow key location wasn't used.
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 » Wed Mar 12, 2008 3:08 am

Did ThreeWave implemented CTF on ALL id1 maps?!

If so, please make your .ents to speed up the proccess while I'm making my own. Putting flags, cap points, and teamspawns on ALL id maps via qc requires hundreds of lines of code. :(

But what maps do you all prefer? The TF ones or the original ones?
I always played TF, and my preference is TF maps. But we'll see to don't make people suffer. There are small ang large maps in the zip.
The smallest one in there is 1on1fortr.

Just please set up a date for us to test it (maybe this weekend?).
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