User panel stuff on forum
  49 posts on 2 pages  First page12Last page
Team Fortress
2007-10-14, 08:38
Member
1011 posts

Registered:
Feb 2006
i'm looking at the source and will fix it for newer mvdsv, no promises on how quickly i'll get around to doing it though
2007-10-15, 07:06
Member
159 posts

Registered:
Jun 2007
are you working with oztf 1.45 or the oztf 1.76 beta? if your looking at the 1.76 beta then please note that this version isnt used really at all because it is unfinished and very buggy. if you did want to fix a version, best to fix 1.45, tho im not sure the source is available for this version, you would have to ask mercury.
FortressOne - A QuakeWorld Team Fortress package for Windows and Linux | https://www.fortressone.org
2007-10-15, 07:44
Administrator
1840 posts

Registered:
Feb 2006
vegetous wrote:
When I was contacting mercury, I asked him for a copy of the old OZTF 1.45 and for the last one as well. But he sent me only the files from 1.76 last beta, 1.13 and 1.22. So I guess he no longer has the 1.45 files.
2007-10-15, 09:36
Member
1011 posts

Registered:
Feb 2006
in any case, i'd rather fix the 1.76 beta :-)

the likelihood is that i will #ifdef out all the halflife, q3 and soccer code (leaving it in place but uncompiled) and merely retain standard tf and tf vs tf modes
2007-10-16, 02:04
Member
159 posts

Registered:
Jun 2007
oldman that would be awesome. id love you forever if you could get the 1.76 version stable enough.

OMG PLASMACLASS hehe
FortressOne - A QuakeWorld Team Fortress package for Windows and Linux | https://www.fortressone.org
2007-11-02, 22:31
Member
1011 posts

Registered:
Feb 2006
crash is fixed, builtins had been re-ordered and needed to compile with fteqcc agressive optimisations disabled (will have a chat with Spike to see what's wrong)

no more problems at team select, there are more things i need to fix before i can put out a release though (e.g., i know play anims will be broken currently as i've been doing merges with zquake qw quakec repo and haven't updated for the extra qwtf player.mdl anims yet
2007-11-03, 16:06
Member
159 posts

Registered:
Jun 2007
good on you oldman.

best news ive heard in a while.
FortressOne - A QuakeWorld Team Fortress package for Windows and Linux | https://www.fortressone.org
2007-11-03, 23:30
Member
200 posts

Registered:
Apr 2006
just amazing

thx oldman!

looking forward for the release day (not rushing you or anything =) )
2007-11-04, 22:00
Member
60 posts

Registered:
May 2006
Hijack.... What extra Player animation Oldman?
2007-11-05, 10:37
Member
1011 posts

Registered:
Feb 2006
afaik qwtf has its own player.mdl in ./fortress/pak0.pak which has different animations to the standard one in ./id1/pak0.pak, e.g., for the engineer holding spanner, spy holding knife etc., I just need to ensure the ordering in player.qc is correct
2007-11-06, 08:33
Member
159 posts

Registered:
Jun 2007
there are many big bugs in 1.76 that make it unusable.

i wrote a file with them somewhere, would you be interested in seeing it?
FortressOne - A QuakeWorld Team Fortress package for Windows and Linux | https://www.fortressone.org
2007-11-06, 10:12
Member
1011 posts

Registered:
Feb 2006
of course :-)
2007-11-07, 10:40
Member
159 posts

Registered:
Jun 2007
PROS
====

reload sound.

plethora of new commands.

great grenade press to prime press to release alias (removes need for very long and name reliant script).

great votemap system.

technician (plasmaclass)!


CONS
====

sbar not working as it was. Even typing +sbar (new command) doesn't seem to get it up. Previously just had:
setinfo sbr 480 //sbar conheight resolution
setinfo sbs 4 //sbar fine adjustment
in my fortress/config.cfg and it worked perfectly, sat just above hud. now im not sure what settings or process to use to get it right again.

nail grenades make strange sound and cause the walls to bleed.

after death player slides along the floor until stopped by a wall.

flag caps dont give score in clan and quad mode.

class selection menu stays on the screen few seconds after you choose your class.

doesnt work on mvdsv 2.6 (latest version).


INDIFFERENT
==========

spawn points are shown by little yellow squares.

a shell comes out of sg / ssg / ac shots. anyone got the correct shell.mdl file?

cmd is required before all admin commands (except /commands).
FortressOne - A QuakeWorld Team Fortress package for Windows and Linux | https://www.fortressone.org
2007-11-07, 10:45
Member
1011 posts

Registered:
Feb 2006
heh, maybe i didn't need to bump the old post then :-)
2007-11-07, 11:13
Member
1011 posts

Registered:
Feb 2006
i'll deal with these bit by bit, this is running compilation of code based on oztf 1.76 source release

zel wrote:
nail grenades make strange sound and cause the walls to bleed.

confirmed, will look at fixing/reverting to 2.9 behaviour

zel wrote:
after death player slides along the floor until stopped by a wall.

unable to reproduce

zel wrote:
class selection menu stays on the screen few seconds after you choose your class.

unable to reproduce, menu dissapears immediately after choosing class

zel wrote:
doesnt work on mvdsv 2.6 (latest version).

fixed, builtin re-ordering

zel wrote:
spawn points are shown by little yellow squares.

i guess i could make it configurable, seems sensible to me to avoid standing over your own spawnpoints

zel wrote:
cmd is required before all admin commands (except /commands).

should be easy to fix
2007-11-18, 13:37
Administrator
2058 posts

Registered:
Jan 2006
how is this going?

and where can i find a decent server config for oz tf? with lots of comments
2007-11-18, 13:59
Member
1026 posts

Registered:
Feb 2006
oldman: are you remaking the menus? i hate that text menu with impulse commands
an in-game menu would be really nice.. ezquake autodetects mod -> adds items in the in-game menu accordingly
for frogbots: addbot/removebot, etc. for team fortress: select class etc.

TF included in KTX would be really awesome.. since its class based CTF is better than standard CTF imho.
but classes need to feel a bit more different, so teamplay and class cooperation would count more.

ex: no more grenades for all classes, cap bunny speed according to class, make scout fastest etc.)

also stealing some elements from TF2 wouldn't hurt either like LG-like tool (but not that precise) for medic to heal Heavy Weapons guy
god damn hippies >_<
2007-11-21, 17:33
Member
159 posts

Registered:
Jun 2007
i think just getting rid of the bugs and bringing it up to date with current server versions would be a good start (-;

hows it going oldman? any word?
FortressOne - A QuakeWorld Team Fortress package for Windows and Linux | https://www.fortressone.org
2007-12-26, 01:43
Member
200 posts

Registered:
Apr 2006
any progress oldman?
  49 posts on 2 pages  First page12Last page