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 on: June 17, 2020, 04:57:09 AM 
Started by andrewj - Last post by andrewj
P.S. I would have replied to your pms if I could, so I'll just briefly say here: messages received and understood, I'll leave those things alone.

 on: May 31, 2020, 11:55:05 PM 
Started by andrewj - Last post by andrewj
Ok then.

 on: May 31, 2020, 06:45:46 AM 
Started by andrewj - Last post by fromhell

Probably the most appropriate thing that can go onto github is some of Joe_K's old build tools (fart and digest). - i do have full backups of the latest SVN.

 on: May 30, 2020, 10:13:28 PM 
Started by andrewj - Last post by andrewj
Seems has gone away, so some of the old projects it hosted are no longer accessible.

Would it be possible to upload the latest versions to Github or so?  Especially OQ+ but Haktoria and Dave3D would cool too, some nice resources in there.

I still have "a" snapshot of OQ+ and probably a few other things, so I could create a mirror of what I have, but they may not be the latest version that existed.

 on: March 02, 2020, 09:28:39 AM 
Started by Pyrarrows - Last post by Neon_Knight
Mirror MEGA

 on: February 28, 2020, 07:01:12 AM 
Started by Gig - Last post by Neon_Knight
This could be given the appropriate format of a patch (i.e. having the same name as the original map) so it can properly "replace" the older map.

EDIT: Here's the repackaged map as a patch. It takes precedence over 0.8.8 mlctf1beta now.

 on: February 23, 2020, 08:36:55 PM 
Started by Amphetamine - Last post by Neon_Knight
In 0.8.8 oa_shouse was supposed to have support for DOM and DD. Here's a patch pk3 which gives support for those, as well as Possession. Also there's an .info file.

 on: February 23, 2020, 05:50:00 PM 
Started by cosmo - Last post by Neon_Knight
Small, entity-edited patch.

* Items that should be marked available for Team Deathmatch now appear in the mode (they were marked as "tdm", now are marked as "team").
* .info file. Contains Possession support.
* Support for Possession, the flag is located atop of the spire.

 on: February 07, 2020, 10:54:30 AM 
Started by Neon_Knight - Last post by Neon_Knight
Test pk3 for "droprune":

My point stands: I'm not saying that every keybind must be there, but the absence of some of them such as dropweapon and droprune when every other major multiplayer AFPS not named Quake III Arena (and even the most important online mods for the game which aren't called "Defrag") had them is jarring and makes the game to feel incomplete. It was something acceptable in the past, but not in present times.

 on: February 05, 2020, 09:52:21 AM 
Started by Neon_Knight - Last post by Neon_Knight
Another separate AI improvement branch has started, this one focuses on the handling of both Personal Teleporter and Grappling Hook.

Here's a test pk3.

What needs to be tested in this case?

  • AI behavior when using the Personal Teleporter
  • AI behavior when using the Grappling Hook

Additional notes

The current implementation (of this PK3) has the following set of checks (some more may be needed):

  • If a bot has both the Grapple and the PT, the GH checks run before the PT. The GH's first check checks if the bot has a PT. (Should this change in the future?)
  • Bots will instead use the Grappling Hook if (in order): they don't have the Personal Teleporter, the general grappling setting for them is off, they have the GH in their inventory, they aren't in a lava or slime pit (they will ALWAYS use it in that case), and their personal bot settings allow for it.
  • Bots will use the Personal Teleporter if (in order): they have the PT in their inventory, they aren't in a lava or slime pit (they will ALWAYS use it in that case), they're holding a key game objective (team/neutral flags, Harvester skulls...) and their personal bot settings tell if they're self-preserving.

  • Should the PT checks take priority over the GH checks?
  • Account for death pits in both cases. The current checks for death pits check if the map triggers the sound "*falling1.wav", which excludes maps with death pits that don't trigger this sound. This isn't really useful and needs to be changed. They should ALWAYS use the teleporter when falling to the void/death pit.

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