User panel stuff on forum
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Server Talk
2009-05-01, 11:26
Member
86 posts

Registered:
Aug 2007
Hi everyone,

As some of you may know, the fusion tournament is coming up. (http://fusion.quakeworld.nu/)
The mod that's going to be used for the Clan Arena gameplay is Pro-X.

If you want to host servers of your own or even just have all the required files to play without grabbing them down through the server, the direct download link for all the files you'll need is right here:
http://www.bendarling.net/downloads/prox/prox_11.zip

As the readme states this is a QW release, as I have stopped updating the NQ side of things there is no progs.dat (only qwprogs.dat). The reason behind this is that 99% of players use QW as their base for playing.

There is a LOT of changes since Pro-X 1.0, so if you've played that and spotted bugs, they should be all eliminated.

The idea behind Pro-X is that it's a rather extensive Clan Arena and Rocket Arena experience all in one, much like Rocket Arena 3 is for Quake3. Multi-arena maps are supported. Load up some of the proxmap# maps and take a look for yourself (proxmap6 by MrFribbles is a brand new one!).

Thanks! have fun and good luck to all those playing in the fusion tourney.

UPDATE: claw has just sent me notification of the file for all the custom maps required to play in the fusion tourney. They're located here: http://www.it-help.org/quake/arenamaps.rar
http://www.bendarling.net | http://www.reflexfps.net
2009-05-01, 11:35
Member
705 posts

Registered:
Feb 2006
can you only host it on windows?
2009-05-01, 12:34
Member
86 posts

Registered:
Aug 2007
Whatever you can host a qw server on. The mod is OS independent.
http://www.bendarling.net | http://www.reflexfps.net
2009-05-01, 13:37
Member
364 posts

Registered:
Oct 2006
There's no source?
2009-05-01, 14:16
Administrator
1864 posts

Registered:
Feb 2006
Tonik wrote:
There's no source?

I bet there is
-But it's build on original sources, so he doesn't have to release it
2009-05-01, 15:30
Member
357 posts

Registered:
Nov 2008
There's no servers?
"the quieter you become, the more you are able to hear"
2009-05-01, 16:05
News Writer
646 posts

Registered:
Mar 2006
zip file is not contained inside a master dir, so its a zipbomb... (not to worry, i always unzip shit in a new directory anyway, but be warned)

anyhoo, its now installed on qw.quakephil.com:27502
2009-05-01, 20:38
Member
86 posts

Registered:
Aug 2007
Ah, thanks for pointing that out phil. I've updated the original prox_11.zip to include the directory now.
http://www.bendarling.net | http://www.reflexfps.net
2009-05-02, 11:15
News Writer
169 posts

Registered:
Dec 2007
Can we get an answer why this is not released as open source?
2009-05-02, 12:13
Member
251 posts

Registered:
Jul 2007
zappater: See Zalon's answer above.
2009-05-02, 12:18
Member
705 posts

Registered:
Feb 2006
pattah wrote:
zappater: See Zalon's answer above.

So the reason is because he don't have too?
2009-05-02, 12:32
News Writer
169 posts

Registered:
Dec 2007
pattah, Zalon is not the developer.
I do not give a shit what Zalon thinks about why the developer doesn't release it open source, I care about what the developer thinks.
2009-05-02, 13:05
Member
1100 posts

Registered:
Jan 2006
Kona's map is so sexy. I love the others too. Some quite reminiscient moments when one sees the recycled parts from bigger maps (in a positive way).
2009-05-02, 13:35
Member
950 posts

Registered:
Apr 2006
I've ask for sources too... no idea why Electro won't show them
2009-05-02, 22:39
Member
86 posts

Registered:
Aug 2007
Updated the maps download link because claw changed it (WHY!? .. we will never know)

I also updated the original prox_11.zip with a slightly updated qwprogs.dat
Modified the original fusion SD timer setting (now 150 seconds instead of 120)
Spectator clients should now see all the msgs properly (and even get announcer sounds!)
Scores reset at the start of a series rather than the end so that people can see scores after a series easily.

Not major settings really that warrant another release. I'd like to name it something different so that people know whether they have these fixes or not but claw insisted that I just keep the original name.... so whatever. HUGE apologies to guys who have put this on their servers already. (and also huge thanks, you will be helping out everyone playing in the fusion comp)

Regarding source code (seeing as so many people haven't even posted regarding the mod, but just want to get their hands on the code. I'm not really a fan of open source stuff because it'd mean lots of little clones and side releases of Pro-X. It would also mean that my original intentions for the mod would never be met as others change it and make their own releases or integrations into their own source without any of my input. I'm not really up for spending a heap of my own time on a mod to give the code out and have someone else take it and make my original release obsolete. Then of course there's the issues that no matter what license I put on released content, people don't adhere to them anyway.

Why can't people enjoy the mod for what it is? The intention here is to make a smooth clan arena experience for people to play and have fun. It has quite a few features etc. that other clan arenas don't, and no code from clan arena is used in it (except maybe some of the 3rd person tracking stuff, which was rewritten after being implemented + working).

Anyway, for people who want to play the mod rather than poke for the source, I hope you have some fun times!
http://www.bendarling.net | http://www.reflexfps.net
2009-05-02, 23:27
News Writer
169 posts

Registered:
Dec 2007
Its more an interest in why.
Then of course there is an interest in seeing it integrated into ktx. A server where you can vote 1on1, 2on2, 4on4 and clan arena would imho be awesome.
2009-05-03, 00:05
Member
793 posts

Registered:
Feb 2006
Electro wrote:
Why can't people enjoy the mod for what it is?

pretty much my thoughts. what's with everyone shaking fists and demanding source codes? if you post here show a little respect for the work and a brand new qw mod. ignoring the actual release and instead asking for even more than was already given is just plain rude.
2009-05-03, 01:05
Administrator
1025 posts

Registered:
Apr 2006
First of all, I do appreciate your work Electro

More generally regarding opensource/qwscene/the mod:

The qw-scene aint interested in "millions" of side releases of CA mods (or any other mod for that matter). People are complaining their ass off when things are not compatible. (kenya map problem..)

I haven't had enough experience with the mod to say that I know all of this for certain, so please tell me if i'm wrong about something, but the way I see it Pro-X could really
benefit from being open source or similair alternative. I mean it seems to work really well with KTX, ezQuake, MVDSV (and other projects that deurk, johnny_cz, qqsha, renzo etc. are involved in), and there is a lot of knowledge there.

A bit of feedback on a couple of things that disturbs me a little regarding Pro-X:

Being unable to change cl_delay_packet even when just connected and no game being played (dunno who to "blame" ).
Spectating experience is horrible: it often lags and sometimes its like you see parts from the playermodel of the one your spectating.
Spectalk settings? Everyone seems to be able to talk to everyone all the time, no matter if spectator, player alive/dead (not 100% about this)

Then as example, I was told that there was a "backdoor" in the BETA releases of Pro-X. Not really a threat to security of the server, but a secret admin-code that only someone (or a few people knew about), which gave them full access to the CA-server settings ingame. That is one kind of things that really pisses me off, hidden stuff that there is no info about...

Can you assure me that the secret admin code is removed in this release?
2009-05-03, 01:40
Member
86 posts

Registered:
Aug 2007
Cheers dEus.

fog: I can give you my 100% promise that there is absolutely no "backdoor" or alternate admin code other than what the server admin has set in this release. I had it in BETA briefly so I could easily see what settings were being used on a server to help with any debugging issues, never ended up having to use it anyway.

cl_delay_packet is entirely an engine cvar, it has nothing to do with the mod. (blame ezquake/mvdsv as you seem to use those).

spectalk only works on spectating CLIENTS (people have connected with spectator cvar set to 1). There is currently no way to stop messages being received from people playing within the mod itself (QuakeC limitation).

Regarding the spectating lag you're mentioning.... yes there's not much I can really do about it. If it's regarding the 1st person cam with being able to see the tracking persons player model, there's a new extension in the latest (unreleased) mvdsv and ezquake that allows QuakeC to hide the player model on your client while tracking them, and to make tracking more smooth (to the extent where it's almost like being an actual spectator "1" class spectator). Pro-X takes full advantage of this feature that Tonik implemented and in my tests it has worked rather well.
http://www.bendarling.net | http://www.reflexfps.net
2009-05-03, 07:52
Moderator
1329 posts

Registered:
Apr 2006
zappater wrote:
Then of course there is an interest in seeing it integrated into ktx.

The times when someone else's mod gets into KTX are a long gone, only one mod got in KTX (yawnmode) but even that was a bit too much. No more copy/pasting, instead our own implementation(s) possibly based on something else.


fog wrote:
Being unable to change cl_delay_packet even when just connected and no game being played (dunno who to "blame" )

Electro wrote:
cl_delay_packet is entirely an engine cvar, it has nothing to do with the mod. (blame ezquake/mvdsv as you seem to use those).

MVDSV has absolutely nothing to do with the cl_delay_packet. ezQuake client allows changing the variable when the server is in "standby" mode (no game is being played, prewar state), so it looks like that your mod affects this after all.


fog wrote:
Then as example, I was told that there was a "backdoor" in the BETA releases of Pro-X.

Can you assure me that the secret admin code is removed in this release?

Electro wrote:
fog: I can give you my 100% promise that there is absolutely no "backdoor" or alternate admin code other than what the server admin has set in this release. I had it in BETA briefly so I could easily see what settings were being used on a server to help with any debugging issues, never ended up having to use it anyway.

... uh-oh
Servers: Troopers
2009-05-03, 08:58
Member
1435 posts

Registered:
Jan 2006
Electro: You need to include serverinfo field "status" with value "Standby" to let the clients know the match is not on. It should also make some other features work like autorecording maybe.
2009-05-03, 09:05
Member
86 posts

Registered:
Aug 2007
JohnNy_cz: sounds good, will definitely do that for a future release.
http://www.bendarling.net | http://www.reflexfps.net
2009-05-03, 22:20
Administrator
1864 posts

Registered:
Feb 2006
zappater wrote:
Its more an interest in why.
Then of course there is an interest in seeing it integrated into ktx. A server where you can vote 1on1, 2on2, 4on4 and clan arena would imho be awesome.

Are we really interested in adding more game modes to KTX? Especially when the current ones aren't even finished? Pro-X is much more than just clan arena, and if KTX devs wants to include CA as a gamemode in KTX, they don't need pro-x sources for that.

Regarding a so called backdoor, I'm pretty sure Electro haven't added such a thing, in anything public, why would he? Also if this is what people fears they can always just use Spike's decompiling tools to make sure there is no such thing in the mod.

I can also confirm that the Pro-X sources that I have doesn't include any backdoor.

zappater wrote:
pattah, Zalon is not the developer.
I do not give a shit what Zalon thinks about why the developer doesn't release it open source, I care about what the developer thinks.

Hey careful with the strong words so close to my name :/
-And btw you should also care about what i say, as i always talks the truth
2009-05-04, 08:33
Member
357 posts

Registered:
Mar 2006
Open Source for a league mod is not a good idea. Even though the engine source might be open, allowing any avid sysop the means to tailor the mod for their clan/server might not be exactly progressive for a tournament... not saying anyone would cheat *cough cough* but a "lock", DOES keep an honest man, honest.
2009-05-04, 13:52
Moderator
1329 posts

Registered:
Apr 2006
SputnikUtah wrote:
Open Source for a league mod is not a good idea. Even though the engine source might be open, allowing any avid sysop the means to tailor the mod for their clan/server might not be exactly progressive for a tournament... not saying anyone would cheat *cough cough* but a "lock", DOES keep an honest man, honest.

I guess that makes all the few years old or younger EQL, NQR, QWDL, NNQL and other tournaments receive FAIL as a grade.

What's worse, some of the server admins haven't bothered to update their servers for the latest builds that have bugs fixed that can be considered as "significant gameplay change".
Servers: Troopers
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