[Game Type] Re 1.0 Beta #4G - TAMv4, Freon v2, TDMv2
- menace
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@}TCP{Coco: Inconceivable.
Are you 100% it's beta #2 that starts? I'll remember to log version numbers. :s
Here's what I test with a client-server.
@ajulo: Here's the problem: In 3SPN you get the location name, but the location name is not always used correctly, or at all, in custom maps, nor is it very accurate. In this case, you also don't have to know the location names in the map beforehand.
Here's what I test with a client-server.
- Start Match
- Round 1 Starts
- Loaded (client-server, test function sets Adren = 100 for me)
- Booster!
- Wait to about 70-80.
- Die (enemy damage, suicide)
- Round 1 Ends
- Round 2 Starts
- 0 Adrenaline
@ajulo: Here's the problem: In 3SPN you get the location name, but the location name is not always used correctly, or at all, in custom maps, nor is it very accurate. In this case, you also don't have to know the location names in the map beforehand.
Die, ugly bags of mostly water!
Oh ok then, that's what I meant.rejecht wrote:Note: It's not a bug that adrenaline carries over to the next round if you are alive and in a combo when the round ends. (In 3SPN TAM it would be reset.)
Hehe, yeah, but "punishing" just means it costs them 5 adrenaline, nothing else. Besides, invis is votable.rejecht wrote:I think I remember your server punishing the foo' who activated the invisible combo? I think it would subtract adrenaline or something?
Excellent!}TCP{Coco wrote:Oh ok then, that's what I meant.rejecht wrote:Note: It's not a bug that adrenaline carries over to the next round if you are alive and in a combo when the round ends. (In 3SPN TAM it would be reset.)
I pity the foo' who didn't know that.}TCP{Coco wrote:Besides, invis is votable.
Die, ugly bags of mostly water!
- }TCP{Wolf
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PostNetBeginPlay()...rejecht wrote:Loaded (client-server, test function sets Adren = 100 for me)
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IRC Quakenet +OTR: }TCP{Wolf @#oldunreal @#tcp.clan
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Threema: CR6Y9YSS
Signal: see profile
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Re 1.0 Beta #3 - 2013-03-16
Why helo thar.
Take a screenshot tour.
Admins should remove the Rev1b.ReTAM and Rev1b.ReTDM sections from the UT2004.ini file.
Players will automatically have their Re settings reset to their beta defaults (including the uniform crosshair
).
Please see the accompanying Help\Rev1b-About file for details on player features, awards, changes, and game/server settings. Check the homepage for known issues as they are discovered.
@Marwin: Fixed the spec bug. Had pretty much written my own version to simulate this behavior, then discovered where the bug was.
@NmS: Now you can disable the standard damage indicators as well as the pickup messages, for less clutter, and more pwng.
@}TCP{Coco: ADRENALINE FROZEN will now be shown at the end of a round if players are in an active combo.
@ajulo: Sending of camper locations is now server configurable.
Players
Take a screenshot tour.
Admins should remove the Rev1b.ReTAM and Rev1b.ReTDM sections from the UT2004.ini file.
Players will automatically have their Re settings reset to their beta defaults (including the uniform crosshair
Please see the accompanying Help\Rev1b-About file for details on player features, awards, changes, and game/server settings. Check the homepage for known issues as they are discovered.
@Marwin: Fixed the spec bug. Had pretty much written my own version to simulate this behavior, then discovered where the bug was.
@NmS: Now you can disable the standard damage indicators as well as the pickup messages, for less clutter, and more pwng.
@}TCP{Coco: ADRENALINE FROZEN will now be shown at the end of a round if players are in an active combo.
@ajulo: Sending of camper locations is now server configurable.
Players
- Press [Esc] to change Skins, Colors, Options. Several of the new options are disabled by default.
- Press [AltFire] to toggle showing the Scoreboard while you are out or spectating.
- Use the [Movement Keys] to free the camera if you are a spectator or a player who is logged in as an administrator.
- Use the [Wheel Mouse] to zoom in or out while spectating other players. You can use the wheel mouse instead of ToggleBehindView [F4] to switch between first-person views.
- The commands SetAllyCharacter and SetEnemyCharacter force allies and enemies to appear as a specific character. For example, SetEnemyCharacter Gorge forces all enemies to appear as the Gorge character. See Help\Rev1b-PlayerConfiguration for a list of character names and other features that are not accessible through the in-game menu.
- Active adrenaline combos are disabled at the end of each round. Adrenaline combos are also prevented from executing at this point. Any remaining adrenaline carries over to the next round.
- Adrenaline is not reset when players leave a smaller team for a bigger team.
- Players do not lose points for changing teams.
- Random pickups are removed at the end of each round.
- The camera will auto-switch views to the next living player when a spectated player dies, and thus remain locked on to valid players during a round or match.
- Deaths, suicides, and teamkills are not counted at the end of a round.
- Overtime draw detection will reset a round if it finds that all players would die from an overtime health drain pass.
- There are no team adrenaline combos.
- There is no mid-game time-out.
- WebAdmin shows configurable options under the sections ReTAM and ReTDM.
- Players can optionally be allowed to spectate enemy players when out of the round or match.
- ReTAM and ReTDM can deny adrenaline combos. Players are notified when a combo is disabled and for what reason.
- (3SPN TAM Difference) bAllowBehindView is supported in ReTAM. If enabled, players can switch to third-person view (ToggleBehindView). Review this setting. It's a global setting in Unreal Tournament 2004.
- In classic TDM, players who leave a smaller team for a bigger team would have their adrenaline reset. In ReTDM, this behavior has been made optional.
- Both ReTAM and ReTDM have camper detection.
- Both ReTAM and ReTDM have reverse friendly fire, but it has been made optional, allowing admins to use no friendly fire, standard friendly fire (FF), or reverse friendly fire (RFF).
- Both ReTAM and ReTDM have damage bonuses in the form of adrenaline for dealing damage to enemies, but it has now been made optional for both game types.
- ReTDM can optionally broadcast notifications when players pick up powerful items, or weapons when weapons stay is disabled.
Last edited by rejecht on Sat Apr 06, 2013 4:42 pm, edited 1 time in total.
Die, ugly bags of mostly water!
Preview
[youtube]http://www.youtube.com/watch?v=aDBfWXOCKbg[/youtube]
Die, ugly bags of mostly water!
Beta #3 2013-04-06
Updated [url=ut2004://173.199.109.56:7777/]the test server[/url] with the latest changes.
The password is test.
If you get a mismatch error, you have an earlier version of rev1b.u in your system folder. Please remove it before connecting to the test server.
Highlights
- If camper penalty damage would result in both teams dying at the same time, the round is reset. (In 3SPN TAM, there was no such check.)
- Player models are now accessible through the menu (Esc -> Models & Skins).
- Scoreboard now includes Score/PPR, Kills/Deaths.
- Camper tag event beacons now only echo the current location of the camper (was following the player for the duration of the tag).
- Ally down event beacons now only report the last player down (less spam).
- HUD now shows ally and enemy player names with health and status (out or spawning).
- Spectators can now view the health and status of both teams.
- AltFire has 3SPN TAM behavior by default (ToggleBehindView/BehindView 0/1). The mouse wheel has the same effect.
- Round Ended now includes at most two players if they share the same score.
- Head shot hits are now counted (was only counting head shot kills).
- Round Best now includes the longest head shot distance in meters (must be at least ten meters). Longest head shot distance in DM-Gael is 65 m *provoke*.
- Players are greeted with a basic versus screen at the start of the match.
- Chat messages may now be logged to a text file (Esc > Options > Chat Messages > Log Chat Message).
- A lot of graphical updates.
- Administrators can now modify team names using the command SetTeamName.
Please check out the home page for a more thorough list.
Get a quick overview with screenshots at moddb.
The password is test.
If you get a mismatch error, you have an earlier version of rev1b.u in your system folder. Please remove it before connecting to the test server.
Highlights
- If camper penalty damage would result in both teams dying at the same time, the round is reset. (In 3SPN TAM, there was no such check.)
- Player models are now accessible through the menu (Esc -> Models & Skins).
- Scoreboard now includes Score/PPR, Kills/Deaths.
- Camper tag event beacons now only echo the current location of the camper (was following the player for the duration of the tag).
- Ally down event beacons now only report the last player down (less spam).
- HUD now shows ally and enemy player names with health and status (out or spawning).
- Spectators can now view the health and status of both teams.
- AltFire has 3SPN TAM behavior by default (ToggleBehindView/BehindView 0/1). The mouse wheel has the same effect.
- Round Ended now includes at most two players if they share the same score.
- Head shot hits are now counted (was only counting head shot kills).
- Round Best now includes the longest head shot distance in meters (must be at least ten meters). Longest head shot distance in DM-Gael is 65 m *provoke*.
- Players are greeted with a basic versus screen at the start of the match.
- Chat messages may now be logged to a text file (Esc > Options > Chat Messages > Log Chat Message).
- A lot of graphical updates.
- Administrators can now modify team names using the command SetTeamName.
Please check out the home page for a more thorough list.
Get a quick overview with screenshots at moddb.
Die, ugly bags of mostly water!
Uploaded archive with files required for servers:
https://sites.google.com/site/rejecht/r ... ects=0&d=1
https://sites.google.com/site/rejecht/r ... ects=0&d=1
Die, ugly bags of mostly water!