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ktx's Issues

I tried everything and cant play with (add) bots

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?

CA: Clan Arena mode doesn't match classic Clan Arena mod

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:

  1. Unable to spec teammates when dead (only floating)
  2. Chat while dead should not go to players still alive, only to other dead players/specs
  3. Missing 3 second delay after spawn, before countdown starts
  4. Missing 3 second delay at end of round, after last person dies
  5. Oldschool CA sounds aren't playing (countdown/winner/draw ("DRO"))
  6. Stats need work, see screenshots. The KTX stats have all the data, but the tabular/summary format is more useful in regular CA because you don't have time to scroll up between rounds to see everyone's individual stats when you only have a few seconds
  7. Player disappears instantly when killed, looks weird
  8. Missing "Sudden Death" feature (after 'x' minutes, 20 second timer appears after which all players still alive get teleported to pent area to finish the round, so that the rounds don't last forever). Only applies to dm3?
  9. Support 3 teams (yellow)
  10. You make a damage sound when teammate hits you even though you take no damage (taking no damage is correct, sound isn't)
  11. Should not take damage when falling
  12. Default RL ammo should be 60, LG should be 100, GL (counted separately from RL) should be 20
  13. Teamoverlay shows teammates as full stack when they're dead
  14. Scoreboard doesn't show you who is dead and who is alive (can't tell how many enemies and teammates are left in a round)

RACE: pacemaker defaults and rules

A couple things are still to be decided about the pacemaker function of the race mode:

  • What race_headstart should be there by default and should it be locked if sv_cheats is off?
  • What to do with k_race_pace_legal?
  • What to do about recording of demos?

Also, should ezquake automatically remove pacemaker from demos during playback (or based on cvar preference)

Mac OSX support

Is there any build instructions for MAC OSX? Would like to play around with KTXBOTS.

Request: coach

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

CTF: A tied score does not extend the game

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!

rpickup command shouldn't "unready" players

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

[BUG] value "todie" is set to 99999 when 100% efficiency is met

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):

  • Operation System: Linux
  • Processor Architecture: unknown
  • MVDSV Version: 0.32
  • KTX Version: 1.38

Additional context
Game was played on getquad official server.

ISSUE: Make sure /rpickup always changes at least 1 player

[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)

MOTD: dynamic motd

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

RACE: New models for race pacemaker

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.

CTF: hook cooldown

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.

CTF: default settings changes and other improvements

this issue is a work in progress, ill update as soon as im sure of more settings

  • fraglimit 150 (but there's no way of players setting this. /fragsup goes up to 100 only, with increments of 10. this isn't very usable. how about adding commands for fraglimit, like timelimit has - time10 time30 ....)
  • teamplay 1 (the default is 4, check it- there's no description for these different tp modes)

REQ Bloodfest activation change

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.

REQ: Race route for ztricks

[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

CA: Various issues

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:

  • the voice at matchstart is gone
    • believe this is an issue with the copyright of the original sounds? maybe make a user-specific setinfo to enable, and have them spawned using /play instead of sound()?
  • the spectating (after death) does not work
    • should be locked to the player's current team only (use race mode's chasecam?)
  • the mod setting reverts to 2on2 on mapchange, i.e. you have to set /carena again

BUILD: fix error message

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);
                        ^~~~~~~~~~~~~~~~~~~~~~~~~~~

REQ: console pick/toss (map) feature

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.

STATS: Endgame stats overhaul

After long talks on discord, this is where we at:
endstats_4on4
Still alot of questions remain, like do we really need 38 char max width these days?

CA: Change Ammo Count

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!!

CTF: Adjust runes power

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)

REQ: Matchtag always in countdown centerprint

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_

BOTS: Crash when trying to enable bots on 32bit mvdsv/ktx

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.

DOCUMENTATION: clearly needed

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!

ISSUE: When switching gamemodes on/off settings don't reset

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

Automated builds should be generated for each change and made available for download.

REQ: /readyidle

/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.

CA: Spectate (Teammates?) After Death

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):

  1. Spectate through anyone's (including enemies) eyes
  2. Spectate through only your teammates' eyes

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.

CTF: /tossrune

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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