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#1 Re: Deathmatch Classic » DMQ3 : Race » 2010-12-20 14:44:39

Pix

I think I was trying to set up a route when I got kicked off. It may have been Steam acting up. Probably best to ignore it unless I can get it to happen again.

I don't know how beast got on but there should be loads of room for improvement in my dmz3 times, as I never did get it quite right + I was doing it without weapons.

Losing the routes happened both times on dmz1. Once when I changed modes to race in the first place, and again where the map timed out and showed the scores and I admined it back to dmc_dmz1 again before it went to the next map.

#2 Re: Deathmatch Classic » DMQ3 : Race » 2010-12-20 08:58:28

Pix

Had a go on this last night. It booted me off the server a couple of times and readied me on maps without a route. Also it didn't pick up the existing route every time - I got told there were no routes on dmz1 twice. Seemed to work ok after that though and I set up a route on dmz3 ok. Not sure about having to go in and out of console when you are making waypoints.....

It should show the high score table every time, otherwise you don't know what you are trying to beat. The only other problem I had was the collision detection seemed quite strict vertically so I could rj through the final flag on dmz1 and it didn't pick it up every time. Another idea would be to detect whether you used a weapon or not, for the high score table rather than having the two modes.

I noticed that the ramps appear to be slightly bouncier, like they used to be which is an improvement as far as I'm concerned. Some ramp jumps were too temperamental to be useful as it was.

I'll lend a hand if you want to put this lot into svn somewhere. If Linux is working, there probably isn't that much work required but I expect there will be plenty of tweaking. It would be nice to get this finished, 6 years after I started on it.

#3 Re: Deathmatch Classic » DMQ3 » 2010-12-17 14:58:21

Pix

A few things I never got around to are:-

Adding the ability for the client to swap modes between dmc & dmq so that you don't get the dodgy prediction on dmc servers. This has always bugged me, especially when you click jump fractionally early and get snapped back half a second later.

It's been mentioned to me that we could do with a clock on screen all the time for duels. I didn't do this at the time because it used bandwidth. This might not matter now we aren't all on dial-up, or it could be moved to the client.

Fix the scoring on midair - i.e. more height=more points

I'd quite like some sort of opt-in handicap scheme. This would be like a rune effect where you'd do half damage or something similar. It would probably need half-ammo use as well to make maps like dm6 still playable. If we had this it might mean we could go on a ffa server and not clear it within 2 minutes every time.

I don't mind helping out if you will release the current source code by the way. Failing that I'm happy to sit back and let you do all the work.

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