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#76 Deathmatch Classic » Game Engines » 2010-12-20 22:47:29

mfrx
Replies: 5

AFAIK, there are a few main engines out there ATM...

Source
id Tech 4
CryEngine 2
Unreal Engine 3

Anyone know the pros and cons of each?  Or know of somewhere that compares all of them?

#77 Re: Deathmatch Classic » DMQ3 : Race » 2010-12-20 17:51:40

Hmm, well I have buggered something up then!  Will have a look.

#78 Re: Deathmatch Classic » DMQ3 : Race » 2010-12-20 13:06:33

Everyone knows I am slow - still kick your arse though tongue

#79 Re: Deathmatch Classic » DMQ3 : Race » 2010-12-20 12:58:27

Hmm,  I don't know why you got kicked off - that's a bit odd.  What were you doing at the time?

I should have said, just bind a key to racepoint - I use "bind n racepoint" ;-)  It could really do with buttons on the client but I don't want to mess with that really.

I added dmz3 to the rotation - no idea how you were so quick!  Making the bounding box taller shouldn't be too much of a problem - it is 32*32*32 atm.

Losing routes is a PITA - I thought I had sorted that.  Do you know when it happened?  It should reload route information everytime the map changes and save it whenever you save a route or get on the high score table.

Totally agree on showing the table - I had to look at the file to figure out your times ;-)

I havn't touched the ramp code, but may have started off with the wrong source sad

It is on my svn server, but that is not public, I will sort something out - there are about 6000 warnings to fix now!  (DMC had loads, compilers are a bit stricter now).

#80 Re: Deathmatch Classic » DMQ3 - Feel free to bow down and worship me... (Linux Works) » 2010-12-20 12:47:43

hehehe

It included the bracket when converting the link - fixed that.

Yes, the zip includes metamod-p

#81 Re: Deathmatch Classic » Clans Of Deathmatch Classic » 2010-12-20 02:55:57

Missed this one, yeah I was OG for a bit but they can't spell Gangster ;-)

I was in [COO] for a while - Clan Of One ;-)

#82 Deathmatch Classic » DMQ3 - Feel free to bow down and worship me... (Linux Works) » 2010-12-20 02:32:02

mfrx
Replies: 10

...or not.

DMQ3 now works on linux - at least I could enter the server and run around.

I may have broken a boat load of stuff in my quest for nice cross compiling code.  The main issue (if any) will be with case SeNsitIve stuff.  Hopefully it will be fine, but if you can't change mode or something, please let me know.

EDIT: Check this thread for latest: http://dmc.vibrion.org/viewtopic.php?id=31

Just extract that in to your dmc directory and restart your server.  The download should be valid for both Windows and Linux servers.

For existing DMQ servers, please do copy everything, although the important stuff is as follows:
dlls/dmc.dll (obviously)
addons/metamod/dlls/metamod.dll (metamod-p is now required - http://metamod-p.sourceforge.net/)
modes/race
modes/tricks

New features include:
A race mode that works (or at least seems to - give it a try!)
Tricks mode that works.
Linux compatibility.
New cvar: maptextallowed (setting this to 1 will allow game_text entities to be shown).  Pix disabled this (with good cause on the spamming MTN maps) but Carbon wanted it for his maps.  Now it is down to the admin.  Default = 0.

#83 Deathmatch Classic » DMQ3 : Race » 2010-12-19 21:28:13

mfrx
Replies: 6

Race mode finally works - well, it seems to anyway!

It's you vs time.  You can create your own routes using a new command: racepoint.  The Haxxors duel server has the latest build - just "votemode race".

I have created a couple of routes on dmc_dmz1 and bunnyrace_beta2.  Make sure that you hit the waypoints (purple flags).  You start at the blue flag, end at the red flag.

The route creation is a bit funky - best to do that on your own I think, but actual racing seems to work fine with multiple players.  You can use the DMQ menu (bind m "menu").  While in race, there is an additional option which allows you to select which route you want and whether to allow weapons or not.

#84 Re: Deathmatch Classic » DMQ3 » 2010-12-19 21:19:26

hehe dirk, yeah the textures are pretty sweet.  Especially on the dmq_ maps ;-)

#85 Re: Deathmatch Classic » DMQ3 » 2010-12-19 17:51:57

Fireball: I understand what you mean, my thinking was that you can normally run a server in Noob mode (Maybe call it Fun Mode?), but then change it to FFA if required ;-)

Nextgen:  My thinking was I would wait and see what they actually manage to do.

#86 Re: Deathmatch Classic » DMQ3 » 2010-12-18 23:55:58

Hey dirk & Fireball - good to see you're still about!

TBH, the only reason I have gone anywhere near the code is because there are a few things still on my list.  Just want to get it finished really ;-)

I would be very surprised if we get any amount of new players.  Kids don't buy old games.

Regarding DMQ:S, I would still like to see it live.  The problem was (is?) as carbon mentioned, the amount of resources required is crazy.  There are people working on DMC:Source atm, but as far as I can see, they are just remodeling.  There is no mention of improved physics or gamemodes.  There is not even a coder listed as part of their team! (http://www.moddb.com/company/dmcs-devs/members).

Without wanting to start a flamewar or anything (I don't know any of the team) but as I don't know any of them, and one of them rage quit on me (lol), I wouldn't be letting them have my code ;-)

I think Fireball is wrong (sry m8!) with the ability to toggle KPD damage - I think it should either be part of the new mode, or not.  It could be very confusing for players.

If people are serious about creating an up-to-date version of DMC/QW, then the best way to approach it IMHO, would be to jump on a nice shiny new game engine.  Off the top of my head I'm thinking CryEngine3 (ideally distributed via steam).  This would mean that new players could actually find the mod - I very much doubt that a player would buy a game in order to play a mod.  I would be happy to write the code, but that is a tiny part of a game - the big issue (esp on newer engines) is the huge amount of detail that is required.  See this for what I mean: http://www.moddb.com/engines/cryengine-3

/end waffle

#87 Re: Deathmatch Classic » DMQ3 » 2010-12-18 00:46:20

An idea is forming...

We have a new mode: DMQ : Noob (but with a nicer name).
SG, SSG, NG, and SNG do more damage - say 150% over current.
Armour shards are present - down to carb on placement, the code should be easy enough.
Damage given reduces based on current map K/D (not historical - it's a PITA to do).  Not sure how this should be done.  Assume max of 5 kpd and each extra reduces dmg by same %? So if kpd = 2 then dmg = 80%, if kpd = 3 then dmg = 60%?

Pix: I don't mind either way.  I could set up a public svn server, then it would be easy for us both to do stuff.

The code now compiles in VS2010 and MingW (via QT) but I can't get the server to run using a make file, once I can, over to linux :-)  thats the theory anyway!

#88 Deathmatch Classic » DMQ3 » 2010-12-16 19:55:33

mfrx
Replies: 17

I have recently got DMQ compiling & running again.

I would like to get a couple of things finished including Linux builds and a working menu.

Carbon had the idea of including armour shards in the game.  IMO, this could be interesting, but would require a new mode - not just cvars.  We could have "DMQ3 : FFA" and "DMQ3 : Q3" so that people know what to expect.

Does anyone have any other ideas or requests?

Don't forget that you can add and vote for stuff here: http://dmq.geeky.cc/Requests.aspx but a reply will be fine ;-)

EDIT: I nearly forgot - DMC server admins - why don't you run DMQ?  Is it because you want to stay traditional, or something else?

#89 Re: Deathmatch Classic » Lettin da peeps know » 2010-12-10 23:17:52

Hey, grab me on steam sometime and I will upload maps and stuff from my server to yours - will only take a few mins at a gig per second ;-)

#90 Re: Deathmatch Classic » 13:93 DMQ FFA Test Server » 2010-12-06 17:05:31

Hey Carbon, were you on yesterday - playing as "HO HUM"?

I was playing as "oldun" or "cant" or something with silly high ping smile

#91 Re: Deathmatch Classic » New DMQ -=[BaF]=- server » 2010-12-02 20:49:48

O yeah, the dmq_* maps pwn big_smile

Really high res niceness - http://dmq.geeky.cc/Textures.aspx

I think Pix did them but I stupidly didn't say when I moved stuff to the new site.

#92 Re: Deathmatch Classic » New DMQ -=[BaF]=- server » 2010-11-26 23:21:43

No problem m8y - I take it that its still all good?

#93 Re: Deathmatch Classic » Deathmatch Classic Community Steam. » 2010-11-20 12:39:13

Yeah, I am a DMC legend!  One day I will pwn you all ;-)

I popped in a year or so ago servers were all still dead apart from Dak and Meg ;-)

Anyway, screeny looks nice - GL getting the site going and players using it!

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