Author Topic: jitspoe's .plan  (Read 287214 times)

BSoD

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Re: jitspoe's .plan
« Reply #80 on: October 18, 2005, 05:20:40 PM »
Did you make tham not last as long?

Ye, make them last like 1 second :)

and eiii - Your aim is incorrect!

Eiii

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Re: jitspoe's .plan
« Reply #81 on: October 18, 2005, 05:33:31 PM »
That it is.

jitspoe

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Re: jitspoe's .plan
« Reply #82 on: October 18, 2005, 06:02:45 PM »
That's already configurable.

jitspoe

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Re: jitspoe's .plan
« Reply #83 on: October 18, 2005, 11:37:36 PM »
"nojailffire" worldspawn option has been implemented.  Works on routez_alpha6.

Hobo

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Re: jitspoe's .plan
« Reply #84 on: October 19, 2005, 01:07:36 AM »
Hmmm.... we'll have to test it again, I'm certain I was getting shot in jail by someone.  Unless it's build dependent, I was using build 14.

jitspoe

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Re: jitspoe's .plan
« Reply #85 on: October 19, 2005, 02:00:13 AM »
« Reply #83 on: Today at 12:37:36 AM »

Note that the time was after we did the testing. ;)  I'll upload the new version tomorrow.

jitspoe

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Re: jitspoe's .plan
« Reply #86 on: October 20, 2005, 01:05:37 AM »
Man, testing and reviewing maps is time consuming.  It's already 3AM and I haven't done anything else yet!

Ok, that's not entirely true.  I did finally figure out the magic compile flags to make Linux floating point calculations behave the same as windows (and thus reduce/remove the prediction errors seen on Linux servers): -msse -mfpmath=sse -mmmx.  I uploaded the new build to EV1.  I'm sure the higher-latency folks will appreciate it.

Thanks to bug over on the quakesrc forums for pointing this out!

So now the strafe jump stopping bug is fixed, the sticky angled walls bug is fixed, the water jumping has been tweaked, and the Linux/Windows collision discrepancies have been fixed.  All that's left to fix is that little crouch-up-hill bug!

Eiii

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Re: jitspoe's .plan
« Reply #87 on: October 20, 2005, 08:40:07 AM »
Crouch up hill? Bug?
Nothing bad happens when I crouch and walk uphill.

IronFist

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« Reply #88 on: October 20, 2005, 09:21:43 AM »
Post removed
« Last Edit: July 25, 2010, 11:08:23 PM by IronFist »

jitspoe

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Re: jitspoe's .plan
« Reply #89 on: October 20, 2005, 11:52:41 AM »
When you get to the top of the hill you get stuck sometimes, especially if you're moving very slowly.

jitspoe

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Re: jitspoe's .plan
« Reply #90 on: October 23, 2005, 02:17:24 PM »
I found a couple little bugs in the new water jumping code:  couldn't get out of the water in antioch, and sometimes walking up against solid poles (like in renoir) would cause you to jump out of the water randomly.  Those have been fixed.  Also, I figured out what was causing the "mystery sound" in the middle of renoir.  Now I just need to fix it.

Eiii

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Re: jitspoe's .plan
« Reply #91 on: October 23, 2005, 05:11:45 PM »
I hear/heard no mystery sound. Where is it?

jitspoe

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Re: jitspoe's .plan
« Reply #92 on: October 23, 2005, 10:20:38 PM »
You've never heard the funky sound in the middle by the little bridge (under the big bridge)?  It's because of the elevators -- the sound origin isn't getting set properly.  You'll only hear it when there are other players to activate the elevators while you're in the center.

Another note: the new water jump code lets you get out of the water under the little bridge in crime think (silly dt and his treacherous waters.  Quit that. :P).

jitspoe

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Re: jitspoe's .plan
« Reply #93 on: November 04, 2005, 12:48:58 PM »
Fixed the plat sound in renoir -- at least for the regular q2 sound.  It still has the problem with the OpenAL 3D sound.  I modified the cl_sleep setting to be more configurable.  I've started implementing primed grenades.  These could be interesting.  More info in this thread: http://dpball.com/forums/index.php?topic=1236.0

I really need to get the model LOD's done so I can release build 16, heh.

jitspoe

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Re: jitspoe's .plan
« Reply #94 on: November 12, 2005, 08:11:55 PM »
I tweaked the flagcapendsround setting so it won't end the round if there are other flag carriers.  This allows for flagcapendsround to be set without flagmustbeatbase and act as a bit of a hybrid between the new and old settings.  It also allows 2 carriers on the same team to capture on maps like castle1.

Eiii

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Re: jitspoe's .plan
« Reply #95 on: November 12, 2005, 10:47:38 PM »
Now, make it so that entities reset at the end of each round!

loial21

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Re: jitspoe's .plan
« Reply #96 on: November 13, 2005, 12:31:01 AM »
How about shaming cheats, bullies etc?

jitspoe

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Re: jitspoe's .plan
« Reply #97 on: November 13, 2005, 07:25:04 AM »
This isn't a request thread -- there's a whole forum for that. :)

Got specinvite implemented.  specinvite <player id>, then the player you specify can chasecam you.  Pretty straightforward.  Only applicable when observerblackout or chasecamonly is set.

Eiii

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Re: jitspoe's .plan
« Reply #98 on: November 13, 2005, 02:11:50 PM »
I doubt that'll ever be used. I don't really see the point... Enh.

jitspoe

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Re: jitspoe's .plan
« Reply #99 on: November 13, 2005, 03:07:33 PM »
It's for matches when observerblackout is set, so observers can't voice recon locations of enemy players, but individual players (ie: members of the same clan) can use specinvite to allow the observers to watch them and only them.