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License: GNU General Public License v2.0
KTX: a QuakeWorld server modification
License: GNU General Public License v2.0
I have compiled both ktx and mvdsv from source. Both work but i cant add bots into game. Im sure my ktx build works and is compiled with bots. After proper command (botcmd addbot) nothing happens (no bot in game) just list of bot commands. Could you tell me what am i doing wrong?
Since the latest ktx, the coach feature is available. However an elected coach loses his privileges upon map restart.
Thanks to [D_P]BLooD_DoG for the list
We played a few rounds and compared to KTX CA and came up with these differences:
A couple things are still to be decided about the pacemaker function of the race mode:
race_headstart
should be there by default and should it be locked if sv_cheats
is off?k_race_pace_legal
?Also, should ezquake automatically remove pacemaker from demos during playback (or based on cvar preference)
respawn at the place you died in coop mode, not start at beginning of level again.
Is there any build instructions for MAC OSX? Would like to play around with KTXBOTS.
new voting option - coach ( for 4on4)
after selecting one of the teams of one player from the list of spectators, the chosen one becomes the team coach
he cannot be kicked through nospecs, he can watch only one team
it is necessary for training players basics 4on4
3 routes on ztndm3.
ztndm3.route
Hello friends,
I come to ask you, to implement an improvement similar to that already found in CRCTF 3.2:
When there is a tie and the game time is over, the server automatically extends the game for another 5 minutes.
Is it possible to implement this improvement?
Thanks!
if a player types /ready, it means they're ready to play
but if a random pickup vote passes, everyone becomes "not ready". why is this?
the player is ready to play. if he doesn't agree with the teams, just /break
it happened to me once or twice: i readied up, went to windows, and when i came back, ppl were waiting for me to ready up! i just wanted to start the game, and i ended up delaying it. without intention.
rpickup command shouldn't "unready" players
Describe the bug
The value todie is set to 99999 when 100% efficiency is met
To Reproduce
Steps to reproduce the behavior:
Win a game without dying.
Expected behavior
No idea what value of todie should be when a game is played without a death.
Screenshots
https://imgur.com/a/G7cxJML
100eff.zip <- mvd
Environment(please complete the following information):
Additional context
Game was played on getquad official server.
[23:30] Kernell: @meag when will we (and by We I mean You) fix the damn /RPICKUP command 😂
seriously 2019 it's still shit
just put an IF to test if the teams remains the same, then Auto-Rpick again until it changes
[23:31] Kernell: it stays ALWAYS the same teams 3 times (we have to issue /rpickup 3 times every-time)
Would be cool that the motd printed everytime a player connects could be flexible.
for example, if there's a file called motd on /ktx, print that. otherwise, print whatever is set on k_motd*
server admins could add news to that file, such as:
maps added: q1q3tourney
matchless ctf on port 28505
bravado.route
3 routes.
The shaft trail works well, and it probably the best asset right now to generate a path, but I think adding a simple cube (or maybe taking the ones from end of e1m2) would work better.
Jump indicators has got to be something different than nails as well to make them more visible, and be positioned on the floor.
Might add a firing indicator as well for races that allow it.
3 seconds is too long for small races.
Add possibility to change it like spawn666time with N.M s (for example 1.5s, or 2.2s).
See 649aef2
There's a problem with qw ctf, a problem that frustrates new players. to the point that ktx ctf has a variable to disable the feature. I'm talking about the hook.
The hook is fun, the hook is what makes CTF CTF.
BUT. the hook can be abused. i mean, the players that dominate the hook, dominate the game, because the hook is "exploitable".
just watch one minute of this: https://youtu.be/7LFG7Fd5BRY?t=328
edit: here's a more relevant example: https://youtu.be/7LFG7Fd5BRY?t=786
it was usual back in the day that ctf players had tendinitis. this is a very hardcore usage of the hook, and it's a big no-no for new players. Plus, today in 2020, who can play like that? we're mostly old farts.
But CTF can be fun again.
what i suggest is to somewhat limit this. we are not machines. we just want to have fun. I suggest adding a cvar that limits the rate of fire of the hook, a cooldown feature. to prevent abuse.
Commands pos_save, pos_move and pos_origin doesn't work with race mode on even you are not racing now.
If you are racing it must be disabled ofc, but if you are in free-run it's useful.
this issue is a work in progress, ill update as soon as im sure of more settings
Today, to activate Bloodfest mode, the user has to write /votecoop
. map changes to start, "coop" activated. now the user has to wait 10 seconds to change to a bloodfest-compatible map.
This is a pain.
I would suggest another command to trigger it, and maybe automatically change to a common map that supports bloodfest (some from pak0.pak, if there isn't any, maybe add bloodfest to one of them?)
I don't know what is the change to add bloodfest compatibility to a map, but I also suggest printing a line with the supported maps when the mode is activated.
[16:36] VVD: @meag, add race on ztricks
[16:38] VVD: start near tele in 1st room
[16:39] VVD: checkpoints in every room near tele exits
[16:39] VVD: finish in big room
Should be possible to toggle the display of episode maps when issuing /maps
http://upload.foppa.dk/files/ezquake053.png
Listing Episode maps takes lots of space and may confuse players. Also the text description should be printed on end, and not on the beginning of the maps lists.
Clan arena isn't used in KTX, so should just be modified until other servers running clan-arena-specific mods can be deleted.
Bugs reported:
/play
instead of sound()
?k_matchless forces mode to ffa
k_mode seems to do nothing
it should allow ctf or teamplay modes, even instagib, arena, clanarena, etc.
I want to setup a matchless ktx ctf server, matchless teamplay.
some related info here: http://www.quakeworld.nu/forum/topic/5538/matchless-ktx-with-ctf-1on1-arena#65935
teamplay.c: In function ‘LocationInitialise’:
teamplay.c:1308:8: warning: ‘strncpy’ output truncated before terminating nul copying as many bytes from a string as its length [-Wstringop-truncation]
strncpy (name + i, locmacros[j].value, new_length);
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
teamplay.c:1305:24: note: length computed here
int new_length = strlen (locmacros[j].value);
^~~~~~~~~~~~~~~~~~~~~~~~~~~
teamoverlay turns on every time after a map change
A possible map pick/toss scenario for bo3/bo5 (or other sets of maps).
/1on1 <BO#> <predefined mappool>
(lock in current players on server)
Console example:
dimman: 1on1 bo3 tb5
1on1 initiated - dimman vs. Meag - BO3
Map pool: dm2, dm4, dm6, aerowalk, ztndm3
Flipping a coin... Meag wins the cointoss!
Meag should now toss a map...
Meag: toss dm2
dimman should now toss. Available: dm4, dm6, aerowalk, ztndm3
dimman: toss dm2
Invalid choice. Available: dm4, dm6, aerowalk, ztndm3
dimman: toss dm4
Meag should now toss. Available: dm6, aerowalk, ztndm3
Meag: toss dm6
dimman should now toss. Available: aerowalk, ztndm3
dimman: toss ztndm3
aerowalk wins.
[20:28] VVD: @meag, can u add, plz, race for monsoon: start at YA, finish at RA, weapons allowed
[20:29] VVD: did it for ~3.2s
My friends and I were playing CA KTX last night, and we wanted to give ourselves more ammo (back when we used to play, the game was more of a spamfest). Anyway, we realized that we couldn't alter the ammo count, so we were wondering if altering the ammo count could be made a command in game (maybe admin only)? Thanks!!
aerowalk.route
5 routes.
Hello friends,
We are a community of 50 CTF players in Brazil and would like to request an adjustment in the CTF module:
Based on CRCTF version 3.2 or higher, do the runes have a lower power than the current, could you set the power of the Strenght and Resistence Runes to 1.5 instead of 2.0?
This will allow us to get a fair CTF similar to the quakeone.com MOD
Our servers:
jaula.quakeworld.com.br port 28502
quake1.servequake.com port 28501
Thanks in advance and greetings from friends from Brazil.
Fernando Salvatori (Droni)
Setting a mode (i.e. 1on1) prints "matchtag not set" in console.
This should be printed on the countdown centerprint aswell, just like when a tag is actually set.
Could tags be extended to accept more than a-z, 0-9 (and plus and minus chars)? Currently they get squished to a underscore:
Input: /1on1 1on1 · final!
Output: /1on1 1on1 _ final_
It seems that builds.deurk.net which is linked to in the readme no longer works.
I'm on a 64-bit system and built 32-bit binaries with bot support using meson which seem to work until i do a botcmd enable, then it crashes ("MVDSV not responding"). Can see a map reload initiated but i never enter the server.
toxicity_test2.route
Run over all map.
this issue is related to #98
Matchtag should be viewable for spectators/qtv as a hud element
I would love to see those 2 stats at the end of the match!
GL DH (Direct Hit), not % percentage...
and: Axe % percentage !
would this be easy to add ?
Is there any type of documentation around?
Trying to setup some coffee break madness for my company. Would like to serve some midair, instagib and so on but there is a great void how to configure msdsv/ktx.
Thanks!
The first connected player won't have race chasecam enabled after death, and will need to explicitly turn it on with /race_chasecam
.
I'm posting this here (even tho the biggest issues are within nQuakesv), since the ktx test servers at london.badplace.eu has the same issues.
When switching gamemodes on/off, some settings will not be reset (both from mode configs and hardcoded settings).
Examples
Turning on Rocket Arena (/arena)
These settings will be set from mode config
k_exclusive 0
k_spectalk 1
k_count 3 (nQuakesv)
Unwanted behaviour after turning off Rocket Arena
k_exclusive 0 makes the number of players no longer locked on game start
k_spectalk 1 enables spectalk
k_count 3 will leave the countdown at only 3 seconds
These settings won't change until the server resets and reloads the default config (after being empty for a while)
Turning on Clan Arena (/carena)
These settings will be set by being hardcoded in ktx
k_clan_arena_rounds 9
dp 0
teamplay 4
deathmatch 5
k_overtime 0
k_spw 1
k_dmgfrags 1
k_noitems 1
I'm uncertain if all of these settings will change on mode or map change (some do), but they stay when disabling Clan Arena
Turning on Free For All (/ffa)
These settings will be set from mode config
timelimit 10
teamplay 0
deathmatch 3
k_overtime 2
k_pow 0
k_idletime 180
k_vwep 1 (nQuakesv)
Unwanted behaviour after turning off Free For All
k_vwep 1 will keep vweps enabled until the server resets and reloads the default config (after being empty for a while)
I propose setting proper defaults for all of these settings in the mode configs
Automated builds should be generated for each change and made available for download.
/readyidle
Same as 'ready', but also enables auto_unminimize when a player joins the server (not only when all players are ready).
This enables you to wait for opponent on a server without needing to inform players that you are ready or ask for a game; they automatically know you are.
This could go well in hand with some visuals in scoreboard that shows ready status, maybe name row background red.
Sorry if this is already a feature and we just missed it, but my friends and I were playing CA KTX last night and found ourselves unable to spectate through the eyes of our teammates after we died. Instead, we just had to float around and look for the action. Personally, I think it'd be cool if you had two different options (toggle-able via command in game, maybe admin only):
Any official games would obviously use the second option, but it'd be nice to have access to the first option if you're just playing with friends and goofing around.
The client cannot seems to find the correct player to track when using "auto_pow" or "autotrackktx", so it is in a loop of jumping among players.
"autotrack" seems to work fine.
Reported by Blood Dog on Discord.
this is a relatively minor issue, but if you're in ctf mode and pickup a rune then tossrune to throw it, it throws at a weird angle (does some kind of spin in the air) and then often falls halfway into the ground, instead of landing cleanly on top of the ground
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