Tremulous Forum

Mods => Mod Releases => Non-Gameplay Changing => Topic started by: Paradox on April 04, 2008, 04:19:14 am

Title: P-g-qvm release: 1.5.2 (BIG FEATURES)
Post by: Paradox on April 04, 2008, 04:19:14 am
Well, this was a fairly large release.

No hovelports yet.



!flag allows an admin to change people's per-user flags on the fly. Uses flag f

Chat channels add chat channels to game.


Downloads: http://code.google.com/p/p-g-qvm/downloads/detail?name=p-g-qvm-1.5.2.zip
Changelog: http://code.google.com/p/p-g-qvm/wiki/Changelog
Revision: http://code.google.com/p/p-g-qvm/source/detail?r=47
Changes since 1.5.1: See all revisions from 41 here (http://code.google.com/p/p-g-qvm/source/list)

Newspost: http://paradoxdgn.com/archives/12
Title: Re: P-g-qvm release: 1.5.2 (BIG FEATURES)
Post by: Airi on April 04, 2008, 09:59:21 am
I like the Higher your spree the more you are worth good idea. But if you keep getting knocked buy rets does that still count as feeding? Love yours and googles qvm top job.
Title: Re: P-g-qvm release: 1.5.2 (BIG FEATURES)
Post by: Paradox on April 04, 2008, 06:30:39 pm
Oh, sprees must be completed in a minute.

As for feeding, ask lakitu what he defines it with, all this does is check the mystats
Title: Re: P-g-qvm release: 1.5.2 (BIG FEATURES)
Post by: Lakitu7 on April 04, 2008, 06:47:37 pm
If the other team got a point toward stageup with your death, your feed counter goes up.
There are no feeds when the other team is in S3.
Title: Re: P-g-qvm release: 1.5.2 (BIG FEATURES)
Post by: Paradox on April 04, 2008, 08:24:27 pm
Forgot to mention.
Chat is still in early development. Next version should have flags for admins and operators.
Title: Re: P-g-qvm release: 1.5.2 (BIG FEATURES)
Post by: googles on April 04, 2008, 10:33:59 pm
I would like to thank Rezyn for all the help he has given us, he has contributed alot to this QVM(probably more then me).
Title: Re: P-g-qvm release: 1.5.2 (BIG FEATURES)
Post by: Airi on April 04, 2008, 11:49:18 pm
Ok then good job to everyone that helped out with this qvm, Top job to you all. I also hope that you continue with this project as this is probally the best qvm I have come across.
Title: Re: P-g-qvm release: 1.5.2 (BIG FEATURES)
Post by: Lakitu7 on April 05, 2008, 01:26:50 am
I would like to thank Rezyn for all the help he has given us, he has contributed alot to this QVM(probably more then me).

I will actually also express thanks to Rezyn. Given the subset of the additions made in this qvm that are not completely terrible ideas, the large majority are his. He's done some good work. Thanks Rezyn.
Title: Re: P-g-qvm release: 1.5.2 (BIG FEATURES)
Post by: Paradox on April 05, 2008, 02:55:07 am
Yes.
Rezyn has outdone himself many times.

My favorite new feature: !seen.
Title: Re: P-g-qvm release: 1.5.2 (BIG FEATURES)
Post by: Airi on April 06, 2008, 02:55:49 am
Looks like rezyn diserves a clap possibly a bit more. Can I make a bid on his brain?
Title: Re: P-g-qvm release: 1.5.2 (BIG FEATURES)
Post by: techhead on April 07, 2008, 12:31:54 am
I will actually also express thanks to Rezyn. Given the subset of the additions made in this qvm that are not completely terrible ideas, the large majority are his. He's done some good work. Thanks Rezyn.
How many of those not-terrible ideas can we expect to see in Lakitu7's QVM somewhere down the road?

I do have a bunch of ideas that aren't in this (or other) QVM, to the best of my knowledge...
1. Preserve Mystats when moving to spectators, and restore if you rejoin the same team.
2. Sharing or donating a number between 100 and 2000 as aliens scales it down by a factor of 175, rounded.
3. An optional g_friendlyfiresplash server variable, for servers swamped with noobs using nades and/or luci.
4. '!lock spec' support, so no-one can abandon their team but still hang around on the server.
5. I had more... lemme think...
Title: Re: P-g-qvm release: 1.5.2 (BIG FEATURES)
Post by: Lakitu7 on April 07, 2008, 02:38:57 am
I will actually also express thanks to Rezyn. Given the subset of the additions made in this qvm that are not completely terrible ideas, the large majority are his. He's done some good work. Thanks Rezyn.
How many of those not-terrible ideas can we expect to see in Lakitu7's QVM somewhere down the road?

The ones that are good are going in, slowly. I make it a point to create and maintain separated patches patched against Trem SVN, something a bit lacking in this project as of late, so it takes a bit more time. Plus there's modding/rewriting the things that are good ideas with silly implementations. I'll be entering some of them into testing pretty shortly. I'll be setting up some more public-ish things in the near future, so stay tuned, but for now let us not continue to derail Paradox's topic.
Title: Re: P-g-qvm release: 1.5.2 (BIG FEATURES)
Post by: Airi on April 07, 2008, 05:03:30 am
Lak give us a yell when your qvm is in it's testing stages I wanna test it :p I live in Aus so its hard for me to play mods and stuff like benmachines when the only servers we have are serious servers exept for mine.
Title: Re: P-g-qvm release: 1.5.2 (BIG FEATURES)
Post by: Death On Ice on April 07, 2008, 10:48:29 pm
Err... anything to say about basi health being changed?
Title: Re: P-g-qvm release: 1.5.2 (BIG FEATURES)
Post by: + OPTIMUS + on April 07, 2008, 10:57:19 pm
ffs, you are doing huge efforts to trem nowadays(weeks/months), Paradox!
+COOL!+
Title: Re: P-g-qvm release: 1.5.2 (BIG FEATURES)
Post by: Paradox on April 07, 2008, 10:58:15 pm
the basi stuff is in one of the revision logs. Look around 42-43
Title: Re: P-g-qvm release: 1.5.2 (BIG FEATURES)
Post by: Death On Ice on April 08, 2008, 01:31:41 am
It states no way to toggle these changes, however...
Title: Re: P-g-qvm release: 1.5.2 (BIG FEATURES)
Post by: techhead on April 08, 2008, 08:28:32 pm
Also, multiple human weapons would be better if the cvar said how many extra weapons they could have.
g_xxx 0 -one weapon (default)
g_xxx 1 -two weapons
g_xxx 2 -three weapons

Not like I would use it, but some people might like it.