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#51 Re: Off topic » Guys... HALP » 2011-01-23 23:17:26

Water types are always good all around and make great starters.  Tell your daughter her advice is super effective! big_smile

#52 Re: Off topic » Guys... HALP » 2011-01-23 19:20:07

They're the starters in Pokemon SS and HG.  I wanted to know which one to take. 
I picked Cyndaquil by the way, no thanks to you lot.  tongue

#53 Re: Deathmatch Classic » DMC : Source BETA is open » 2011-01-23 19:16:25

PaRaSiTe wrote:

  The lead developer of the mod is 14-15 years old

I don't know if they've ever played DMQ (or perhaps even Quake) so they aren't aware how crucial proper physics are in it.

Okay.

#54 Re: Deathmatch Classic » Hello » 2011-01-22 09:09:35

If that leaves one of those soft spots on your head, like a baby has... we're going to have to get you a Kaiser Helmet or something to keep people from poking at it.  Just saying, you can use those kaiser helmets to stab people... and that's pretty awesome.

#55 Off topic » Guys... HALP » 2011-01-22 02:21:36

OG_CaRboN
Replies: 6

Cyndaquil, Chikorita or Totodile?

#56 Re: Deathmatch Classic » DMC : Source BETA is open » 2011-01-21 01:32:50

I still can't figure out if it's a troll / joke or not... pretty sad though.

#57 Re: Deathmatch Classic » DMQ3 Beta Downloads » 2011-01-20 22:43:03

This is something that could probably use a bit of testing:  The Glowshell model and how it functions.  I've seen a few things that would indicate it might be a fixable situation other than just on epoly.  It looks almost as if it's the glowshell on the player model that causes the problems, not so much on the powerup / rune models.  BUT - here's the funny part:  The glowshell generated by several of the adminmod plugins don't have the same laggy effect.  It seems almost like there's a hangup within how Valve has the glowshell vs. how everyone else does the glowshell 3rd party. 

I don't know if that makes any sense, man...

#58 Re: Deathmatch Classic » Map Cycles » 2011-01-20 18:55:21

O.k.... now that is handy. 

Outside of testing this out for myself (as I'm extremely lazy), can you just put any vars in between those delimiters, or is it specific to minplayer/maxplayer?

#59 Re: Deathmatch Classic » DMQ3? » 2011-01-18 20:07:02

I really don't have any problem sharing stripper files either.  If anyone wants mine they can just ask. big_smile
I'll edit out the parts where I banged on the keys aimlessly just to see what happens.

#60 Re: Deathmatch Classic » DMQ3? » 2011-01-18 19:38:33

Oh I dunno... I'd say running DMQ3 would be a benefit.  DMQ3 Beta 5 is a stable release, and is wonderful... Another advantage would be you can be part of testing it out and offering feedback (because mfrx LOVES FEEDBACK).

Also, I doubt there will be any push for admins to share our respective stripper files,  because it would mean unlimited access to our super-secret cool kids club map hax.

#61 Re: Deathmatch Classic » DMQ3? » 2011-01-18 18:26:15

eejot wrote:

What is the difference between DMQ2 and DMQ3 ? is it just the shards or are there other upgrades ?

DMQ3 is still in Beta, and mfrx made a few changes other than the armor shards.  If you go to the geeky site and hunt around you can see some of the other things that ended up in the request bin. 

eejot wrote:

Also, is the placement of shards on maps going to be uniform across servers for DMQ3 ?

Well, no; because admins add them into the maps with stripper files.  We make those specific to our servers and it adds to their uniqueness.  This way people can add more or less (or none) of them as to their individual liking.

#62 Re: Deathmatch Classic » DMQ3 - Shards » 2011-01-17 17:25:00

Try this one.  I don't think it crashes the server on bot re-join... because I have my settings wrong and whenever I kick a bot it readds it right away.  I guess that would mean it doesn't but you're going to have to test it for your individual settings to be sure.  They don't use the LG tho.  big_smile

#63 Re: Deathmatch Classic » DMQ3 - Shards » 2011-01-17 07:02:32

Just a thought, Fireball - You may be able to rename the old one "HPB_bot_mm.dll" and get it to work.   I seem to remember certain versions of them that worked with metamod just by renaming them.   It might be worth a try if you want to keep the old jumpy bots without having to upgrade to the face melting hpb bots that use the LG.  I had to pester Dive to find the windows version of mine; they're the no-lg bots from the old Free-Fall.

You may very well have the last surviving copies of the old MDB jumpybots. big_smile

#64 Re: Deathmatch Classic » DMQ3 - Shards » 2011-01-16 21:49:25

I execute metamod in liblist.gam with gamedll "dlls\metamod.dll" and run the bots out of the Plugins.ini file for metamod...
Win32 dlls/HPB_bot_mm.dll.

I never even tried running them out of a command line... hmm

#65 Re: Deathmatch Classic » DMQ3 - Shards » 2011-01-16 19:46:23

OG_Fireball wrote:

I have found what is causeing the shards not to work but do not know why yet.

Looks like HPB bots is the what. I built a server from scratch and added plugins one by one and the shards worked fine until I added HPB bots as soon as I added the line, +localinfo mm_gamedll "dlls/HPB_bot.dll", to the startup commandline then shares stopped working. When I remove the line they come back I also noticed runes stop when adding the bots and return when I remove them.

That's odd.  Can you run the bots without the  +localinfo mm_gamedll "dlls/HPB_bot.dll" argument?  I've never had to use it so not really sure why it would make a difference.  I don't use that in the command line but have HPB bots and the shards work fine... sad

#66 Re: Deathmatch Classic » Downloads Section etc... » 2011-01-16 09:39:24

Here are about 15 different variations of the armor shard model, as well as 4 different sounds,
for anyone that would want something flavored a little different than the originals.  Shards For All

Enjoy. big_smile

#67 Off topic » Grapefruit - Cat » 2011-01-14 21:36:21

OG_CaRboN
Replies: 2

He won't stop staring at me, demanding me sugars.
Make him stop, daddy.

#69 Deathmatch Classic » Downloads Section etc... » 2011-01-11 05:26:09

OG_CaRboN
Replies: 3

Just an update that I've finally started working on that Downloads section for my site.  There isn't much there now but I should be collecting and adding files as I get them all sorted out.  If anyone has anything they'd like hosted, let me know and I can put it there.

http://www.thirteenninetythree.com/

Also, here's an updated CEL1 with Sky fix for anyone that needs it.  I left the game for a few years, came back, and downloaded my map from 3 different servers, and all 3 either had the wrong skies or the right ones all flipped around.  FFS.  Here is a fix for that, and I've included a _str.cfg file that puts armor shards in it as well.  There are a few updates to the readme and it's been made all better.

http://www.thirteenninetythree.com/inde … ccel1.html

Thanks.

#70 Re: Deathmatch Classic » DMQ3 - Shards » 2011-01-05 18:09:14

mfrx wrote:

Everyone:  The maximum amount of armour is 250.  I realised that shards are still picked up when not required so I will fix that in next update.

Looks like you had the same issue I had with it. tongue  It's more of a tossup in DM too... because you wonder about the paradigm of whether or not people should be able to hog them - play keep away with them once their armor is maxed.  And yes, I know that's not "fair", but still interesting.  Either way it doesn't seem consistent to keep picking them up so...

    if (other.armorvalue >= 250)
    return;
    other.armorvalue = other.armorvalue + self.armorvalue;
    if (other.armorvalue > 250)
    other.armorvalue = 250;

I don't know if that fits with your code but that's how I fixed it in Quake.

#71 Re: Deathmatch Classic » DMQ3 - Shards » 2011-01-05 08:59:02

I can confirm that they're now working on my server.  big_smile Yaaaay.   I think what may have happened was I have metamod p's .dll file in 2 places, and replaced the wrong metamod file.  And also confirmed they work w/ stripper2 running, although I haven't tried putting them in a different map yet with a .str file. 
Cel2 now plays exactly as I thought it would.

I'm glad that code went to good use, because I doubt this Quake mod is going to get released anytime soon.  There's just way too much to do.  Out of curiosity, how easy was it to squeak it into HL?  I haven't really looked at the engine code in ages.

Edit:  Added a few to dcdm5 via Stripper 2.  It works.  Cheers m8 and thanks wink

#72 Re: Deathmatch Classic » GENTLEMEN » 2011-01-04 08:39:52

dirk wrote:

wtf is a killtarget.i need to know all this stuff.only been doin it for 2 weeks and i feel like i live in my pc already.

      http://tinypic.com/view.php?pic=m83h5i&s=7

   hmm  i changed provider and lost my webspace  sad

See, this is what I appreciate about you, Dirky.  You put a waste bin AND an ashtray in there.  One of my pet peeves is people using my god damned ashtray as their personal trash receptacle for candy wrappers, gum, etc.  I wonder how they'd like it if I just started flicking my lit cigarettes in their garbage can?

#73 Re: Deathmatch Classic » DMQ3 - Shards » 2011-01-03 19:03:10

Yeah, I'm running all of the above.  It won't return any dialogue in console either.  The menu pops up, it's interactive, but doesn't accept entries, or does but doesn't do anything with the entries.  Weird.

Idk why the shards are not working on my side then... I can't think of anything sad

#74 Re: Deathmatch Classic » DMQ3 - Shards » 2011-01-03 00:37:25

Yeah, looks good.  Must be the .dll then unless I named them wrong in cel2... sad  I used "item_shard"

Not to make more work for you but I can't get the Menu system working.  It works but won't accept gamemode changes or commands.  There is something really obvious I'm overlooking isn't there?

Cheers m8.

#75 Re: Deathmatch Classic » DMQ3 - Shards » 2011-01-02 20:11:34

I don't see them sad  What gamemode?

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