Nexball Recoded, Beta 2 (for Nexuiz 2.5) !

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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Thu Apr 02, 2009 6:37 am

  • Umh, there are a few bugs in there, sorry :p
    I'll have to release b1r6_2 soon, so this is actually playable.

    Please note that this release is more like a test, the cvars aren't definite (the power meter goes from 0.5 to 1.5 times the original speed, I plan to make it something like 0.2 to 1.1 or 1.2)
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    Mr. Bougo
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Thu Apr 09, 2009 8:01 am

  • Okay, there we go!

    I'm skipping b1r6_2, here is the Beta 2! It runs on the stable 2.5 codebase, so it is compatible with 2.5 installations.

    Code: Select all
    b2r0: Apr 09, 2009
        2.5 tag release

    b1r6_2: Not released
    FIX Spectators see the power meter
    FIX Meter "stuck" when shooting on a wall
    FIX Weapon "frozen" when using the meter and having the ball stolen


    Links are updated in the first post.
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    Mr. Bougo
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Thu Apr 09, 2009 11:52 am

Sun Apr 12, 2009 8:18 am

  • esteel wrote:I'll see to get a nexball server running on the DCC servers :)


    w00t

    You know where to annoy me to set it up if it somehow fails uh.
    Oh, btw, I updated the docs on OUNS, they should be all fine now.

    I'll keep developing the mod on the 2.5 tag, and will update it on svn in background as well. My releases will only include the tag version, but I can give away trunk-based versions as well on demand :)
    It will be easier to organize myself that way...
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    Mr. Bougo
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Sun Apr 12, 2009 3:24 pm

Wed Apr 22, 2009 7:00 pm

Wed Apr 22, 2009 7:13 pm

  • YaaaaaaaaaaaY! :D
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    FruitieX
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Wed Apr 29, 2009 7:22 am

  • esteel wrote:Should be up and running now: delight.vapor.com:26009

    Amazing! Yesterday I found the DCC Nexball server and, having been curious about this mod already for a while, immediately joined the server. And guess what: I fell in love with this mod. I had so much fun, you woulnd't believe it. This is exatly the sort of silly thing that matches my deranged sense of humor.

    Thank you for putting up a public server, esteel!

    And thank you Mr.Bougo (and everybody else that worked with you on this mod) for creating such a fabulous fun-mod!
    <Community>: Why was the name "Nexuiz" licensed to IllFonic in a way that allows IllFonic to use the name without any suffix or subtitle for a commercial console game?
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    <Community>: http://www.xonotic.org
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    halogene
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Wed Apr 29, 2009 9:50 am

  • Yesss! :D
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Thu Apr 30, 2009 6:53 am

  • Aww, thanks a load, halogene :D
    And all of you too :D
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    Mr. Bougo
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Sat May 02, 2009 6:08 am

  • I updated the first post with the new package for Nexuiz 2.5.1

    http://ouns.nexuizninjaz.com/misc/nexba ... 5-1_r1.pk3

    It fixes a couple of bugs, and uses new entity names that make more sense. Maps support more than two teams.
    See the updated mapping.txt in the archive, and the entities.def file.
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    Mr. Bougo
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Sat May 02, 2009 9:43 am

Sun May 03, 2009 8:02 pm

  • I watched the film Dodgeball last night, seems like a great 3rd game mode for Nexball. Primary fire fires the ball, secondary catches a ball fired at you.

    I think there's a need on some maps to stop everyone crowding around the ball drop point, it just makes the winner the one who stands on the others heads and shoots at everyone else madly. Some kind of player clip area before the ball is dropped perhaps?

    There are also some very unhelpful people now who keep tackling teammates and a few have had to be kicked on the servers I've been on as they're not doing it to score but just to be annoying. Would it be worth somehow persuading people not tackle their team mates.

    There was also a spanner who kept switching teams every 2 minutes so we kicked him.
    Ed
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Mon May 04, 2009 9:09 am

  • All good points Ed, thanks for bringing them up.

    Team Switch Oscilloscopes:
    Yes there are a couple of players who keep switching to the team that appears to be winning at that moment. Probably the same that happens in all other public team based modes, but since Nexball at DCC and [NL] Nexball is most of the time 3 vs 3 this quickly becomes very annoying indeed. It just ruins the game for everyone (not just the losing team but also the ones on the winning team that still enjoy an even game).

    So point 1 is: are there existing server side cvars that can restrict people hopping teams all the time? Is there an option that you can only switch to a team that has a lower score than the one you're in for example? This would still allow me and others to help out a losing team but prevent lamers from switching to the winning one.

    Teammate Ball Stealing:
    This is really annoying and should just be disabled completely I suppose. It will destroy The Trick at the volleyball map but that has been milked enough already ;] There's already a g_nexball_cvar for disallowing stealing from teammates iirc, so this would only need to be enabled on the servers.

    Ball Spawn Cuddle Time:
    This does not bother me too much, but I can see how it could bother someone. Maybe the respawn time could be shorter? At the moment every player has the time after a goal has been scored to get back to the middle and wait for the ball to spawn. Maybe instead of the 4 or 5 seconds it takes now it should just be 1 or 2 seconds in total before a ball is playable again. Then you either have to choose to wait in the middle or have to be very fast to be back in time.

    That's about what I have to say about Ed's points, one final one for me is I think we should be looking at trying to find ways to encourage teamplay. Right now, especially in basketball mode, players will get a ball, ignore their teammates and try to score. Maybe the scoring system could hand out 'assist' points? I find it very enjoyable to defend, steal a ball, pass it to a teammate rushing up the field when he sees I have it and they score from it. Then the opponents not playing as a team are easily defeated as well. This is probably the next step in improving this mod imo and I will be thinking about this and I hope I can suggest logical improvements to Mrbougo.
    Now with new shiny avatar.
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