g_competition Game modificator ?

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Postby GreEn`mArine » Sun Feb 24, 2008 9:59 pm

g_tourney is done

You can have a look at my patches here:
https://sourceforge.net/tracker/?group_ ... tid=563410
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[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
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Postby GreEn`mArine » Sun Feb 24, 2008 10:53 pm

I created a zip file that contains the progs.dat and progs.lno as well as a newcars.cfg that contains the new introduced cvars. You can test it out on your own and report bugs if you find any.

It is really recommended to use a very new Nexuiz, e.g. the "nexuiz20080221a.zip" from div0's builds

You can download this nexuiz version temporarily from here
You can download my patches from here

have fun.
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
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Postby GreEn`mArine » Mon Feb 25, 2008 10:33 pm

I finished the sv_timeout feature!!

Description:
If set, players (not observers) are allowed to call a timeout, using the "calltimeout" command. "Timeout" means that the game is paused for a while, which is useful when a player runs into problems he needs to fix before he continues playing. Only one timeout can be active at a time. The length of the timeout is given in seconds in sv_timeout_length. The number of timeouts allowed per player is set in sv_timeout_number (2 by default). While the timeout is active the remaining time is shown to everyone (also spectators/observers), and at that moment when the timeout was called you will also see by whom and how many timeouts this player is still allowed to call. Only the player who initiated the timeout can manually cancel it, using the command "resumegame". No matter whether a timeout is running or not, the same (or another) player can always call another timeout which makes old running timeout invalid (useful when a player wants to extend the length of his timeout). If someone calls the "resumegame" command (e.g. useful if you want to resume it because you just needed a pause of 20 seconds of a timeout which has a length of 120 seconds) the timeout isn't ended immediately, but is shortened to the amount of seconds specified in sv_timeout_resumetime (3 by default).

When someone calles a timeout while no other timeout was active before the game won't be immediately paused, but there is a lead time of xx seconds, which is configurable in sv_timeout_leadtime (4 seconds by default). While this leadtime is active the game still goes on, but the information about this upcoming timeout is already centerprinted to everyone. After the leadtime is over the game is paused (timeout is active now).
Another important thing is that, during timeout, players can not turn around, their view stays fixed.

There's another detail about the "resumegame" command: if you call it very quickly after your "calltimeout" command ( = if you call it before the game really gets paused) the countdown for the timeout will simply be aborted and the game will never be paused. This is useful if someone accidentally called a timeout.

I compiled a new progs.dat for you guys, which includes all the features from the previous file and the sv_timeout feature!
You can download it here
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
GreEn`mArine
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Postby Diomedes » Tue Feb 26, 2008 1:57 pm

Wow, all your modifications sound really amazing, i hope this will get into Nexuiz soon. :o
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Postby GreEn`mArine » Tue Feb 26, 2008 5:18 pm

@Diomedes: hehe thanks. I don't think any of these will be included into the new Nexuiz version, tho, as it is about to be released very soon.

A new release, version 3, is available, it contains a few bugfixes!
Get it here
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
GreEn`mArine
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Postby GreEn`mArine » Wed Feb 27, 2008 4:44 pm

A new release, version 4, is available: it prevents calling votes during a timeout and vice versa!
Get it here
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
GreEn`mArine
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Postby mkzelda » Sat Mar 01, 2008 8:47 am

I've got this up and running on 2.4 w/ voteable 1v1, 2v2, and 3v3 ladder rules updated to most recent versions. It's working great and I'm impressed. I've replaced the rules references to maxplayers with g_maxplayers.

Not to sidetrack your thread but it does relate I've also repaired some .mapinfos that were lacking tdm info preventing us from playing some of the ladder maps (aneurysm, stormkeep, and some others) and put them here http://mkzelda.net/maps/zzz_mapinfo-patch_v2.pk3

The patch contains the following: maps/
79drdm5_beta2, aggressor, anuerysm, final_rage, minimanq3, runningman, runningman_1on1remix, stormkeep, strength, soylent, warfare

I added TDM to most, CTF to miniman, author and description info to a few.

Without it, you cannot call a vote for the maps if you're in a gametype that the mapinfo doesnt support.
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Postby GreEn`mArine » Sat Mar 01, 2008 9:18 am

I will soon release the mod (with updated source so that they match the original v2.4 gamesources. I will also add some features before, tho.

Thanks for the hint with the missing mapconfigs. I will add a stripped version of your zip file and force 2on2 ladder server admins to use it (otherwise quite a lot of maps that are in the 2on2 mappool couldn't be played).
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
GreEn`mArine
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Postby GreEn`mArine » Sat Mar 01, 2008 9:02 pm

The mod is released, for the download visit the Nexuiz Ladders page !

Please not that the usage of the versions posted here is deprecated!
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
GreEn`mArine
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Posts: 1509
Joined: Tue Feb 28, 2006 9:33 pm
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