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 91 
 on: April 10, 2018, 12:54:06 pm 
Started by cheb - Last post by sago007
Ugh! Really? That sounds bad! Are there plans for fixing it? Are there alternatives? Is it broken since q3a?
Looked a bit at it again. It is not something I have looked at since 2009.

It does actually work. I don't know why I remembered differently.

 92 
 on: April 10, 2018, 11:55:27 am 
Started by cheb - Last post by Gig
For knowing playerids, I think one should use /clients (from a client) or /status (from the server)...
"/status" reports the wrong IDs once players start leaving and joining.
Ugh! Really? That sounds bad! Are there plans for fixing it? Are there alternatives? Is it broken since q3a?

 93 
 on: April 10, 2018, 11:30:48 am 
Started by cheb - Last post by sago007
I did a test yesterday and it looks like the game doesn't accept a callvote for a player name it doesn't find...
This is an OA feature. The game will look up the client id and do a clientkick behind the scenes. In fact OA validates all vote commands against a white list to protect against abuse and command injection.

For knowing playerids, I think one should use /clients (from a client) or /status (from the server)...
"/clients" is OA specific and does not exist in all mods. "/status" reports the wrong IDs once players start leaving and joining.

 94 
 on: April 10, 2018, 08:16:01 am 
Started by cheb - Last post by cheb
Ideally, kick should have its own GUI, like it is made in Ace of Spades where you also have to specify reason from a drop-down list: griefing, abuse etc.

 95 
 on: April 10, 2018, 01:26:17 am 
Started by cheb - Last post by Gig
"kick flagdefendr red t"
it saw only kick flagdefendr (without the rest)
Uhm... maybe blank spaces in names do give some problems to the voting code?
Was it typed callvote kick flagdefendr red t or callvote kick "flagdefendr red t"?
I did a test yesterday and it looks like the game doesn't accept a callvote for a player name it doesn't find... but in my test I didn't use names with spaces (I just kicked a bot) and it was a local test with official 0.8.8 gamecode... while that server is using a mod based upon old 0.8.1 code, I think...

Quote
, kicking though playerid (number, etc) should work
callvote clientkick #somenumber
For knowing playerids, I think one should use /clients (from a client) or /status (from the server)...

 96 
 on: April 09, 2018, 03:45:07 pm 
Started by cheb - Last post by sago007
It is MANY years I looked into it but I believe that the client numbers could originally be tricky as well.
I did a change in baseoa at some point, so that you always kick by id even if calling "kick somename".

 97 
 on: April 09, 2018, 03:31:01 pm 
Started by cheb - Last post by oab
ye I was there

but note one

"kick flagdefendr red t"

it saw only kick flagdefendr (without the rest), kicking though playerid (number, etc) should work

callvote clientkick #somenumber

 98 
 on: April 09, 2018, 11:20:02 am 
Started by cheb - Last post by Gig
>It looks like that was your own server,
Nope.  Lips Sealed It was "ctf F: for stupid".
Not sure about how to contact the devs of the mod running there...
What about this? http://stupidctf.tk/ --> http://stupidctf.tk/contact
You may try that...

Quote
Quote
>doesn't store the text of votes
Which is a damn shame.
I just opened an "issue" on Github: https://github.com/OpenArena/gamecode/issues/23
Maybe also printing something like "Vote passed. Yes: 5, No: 1, Null: 1, Required: 3" at the end may be useful... It has been mentioned in the same "issue"...

 99 
 on: April 08, 2018, 02:29:24 pm 
Started by cheb - Last post by Gig
>It looks like that was your own server,
Nope.  Lips Sealed It was "ctf F: for stupid".
Not sure about how to contact the devs of the mod running there...

Quote
>doesn't store the text of votes
Which is a damn shame.
I just opened an "issue" on Github: https://github.com/OpenArena/gamecode/issues/23

 100 
 on: April 08, 2018, 02:08:13 pm 
Started by Neon_Knight - Last post by carca55gr1nd3r
Sorry I have not yet started by a texture package  Embarrassed

Still not push myself to get in progress with that. Instead I have worked on another map project for OA (if you like as a candidate for a upcoming Mappack)

I would like to introduce "Dome of Doom":















Here the link to the pk3 file:
https://app.box.com/s/fvkyjbvqe8itvddogcypv4h1karw5car

Map is:
    - playable with bots
    - still not optimized (take fps drops in account)
    - weapon and entries are also not optimized
    - includes a stolen idea from q3dm17
    - includes some surprise I also worked on (hope you will find it and post it  giggity )

I think the map has also the potential for a CTF version (What do ya think about it?)
Also all other comments are welcome Smiley

Have fun with the alpha version, maybe it is closer to be a beta version I guess  punched

Sorry for beeing not so fequencly on at that forum and to bring more output.
I deal with other real life projects. And yes I know I need to bring all my maps to a final state  topsy

Cheers CG

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