Author Topic: The Foe All-in-one mod  (Read 11189 times)

jackmcbarn

  • Posts: 12
  • Turrets: +0/-0
    • jackmcbarn.no-ip.org
The Foe All-in-one mod
« on: March 09, 2009, 10:38:27 pm »
The Foe all-in-one mod is a gameplay changing mod written by ~Foe of Eternity~ and me.  Originally, it was a fork of NEXT Nero's Crazy QVM Serverside Only, but now has many more features including several commands from the P-G-QVM as well as the Invasion gameplay style (and plans to implement Ambush), in addition to many other features.  The mod's homepage is located at http://jackmcbarn.no-ip.org/foe-allinone/.  Download instructions are at http://jackmcbarn.no-ip.org/foe-allinone/wiki/index.php/Download.  Constructive criticism is welcome but flaming is not.

EDIT:Note that although people are free to provide precompiled versions of this mod here, they are all UNOFFICIAL and may be out of date.
« Last Edit: March 10, 2009, 03:01:52 pm by jackmcbarn »
Developer of the Foe All-in-one mod

rotacak

  • Posts: 761
  • Turrets: +39/-64
Re: The Foe All-in-one mod
« Reply #1 on: March 09, 2009, 11:09:33 pm »
I like new admin.dat. It's readable for human without manual :)

Snake

  • Posts: 541
  • Turrets: +43/-110
    • IdeaShock
Re: The Foe All-in-one mod
« Reply #2 on: March 10, 2009, 12:17:38 am »
I like new admin.dat. It's readable for human without manual :)

That may be true but there still some dumb people that cant understand it But thats a lot of work for the owner, i like the old fashioned way :P


I would like to try it soon. Is there a list of cmds?

EDIT:
You should upload a precompiled one.
« Last Edit: March 10, 2009, 01:49:03 am by Snake »
.

jackmcbarn

  • Posts: 12
  • Turrets: +0/-0
    • jackmcbarn.no-ip.org
Re: The Foe All-in-one mod
« Reply #3 on: March 10, 2009, 01:14:36 am »
When I'm ready to release I'll upload a precompiled one.  Right now, it's still a public beta.
Developer of the Foe All-in-one mod

Snake

  • Posts: 541
  • Turrets: +43/-110
    • IdeaShock
Re: The Foe All-in-one mod
« Reply #4 on: March 10, 2009, 01:47:35 am »
You should have stated it before, I will remove my link if it is not ready then.
.

Lakitu7

  • Tremulous Developers
  • *
  • Posts: 1002
  • Turrets: +120/-73
Re: The Foe All-in-one mod
« Reply #5 on: March 10, 2009, 05:17:50 am »
I like new admin.dat. It's readable for human without manual :)

Human-readable flags are a trunk-destined patch. Look forward to seeing it everywhere very soon. :)

Amanieu

  • Posts: 647
  • Turrets: +135/-83
    • Amanieu
Re: The Foe All-in-one mod
« Reply #6 on: March 10, 2009, 06:55:42 am »
I had a similar idea for tremfusion: https://dnc.tremforges.net/trac/wiki/NewTremDraft
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

jackmcbarn

  • Posts: 12
  • Turrets: +0/-0
    • jackmcbarn.no-ip.org
Re: The Foe All-in-one mod
« Reply #7 on: March 10, 2009, 02:59:32 pm »
I like new admin.dat. It's readable for human without manual :)

Human-readable flags are a trunk-destined patch. Look forward to seeing it everywhere very soon. :)
When I showed you on IRC, you said it was too complicated :P
Developer of the Foe All-in-one mod

Lakitu7

  • Tremulous Developers
  • *
  • Posts: 1002
  • Turrets: +120/-73
Re: The Foe All-in-one mod
« Reply #8 on: March 11, 2009, 10:00:43 pm »
Not the human-readable flags part. I said the same thing about that then as I said above.

The part where it defines classes/categories of commands is too complicated when you don't have a ridiculous number of (also ridiculous) commands.

Tino

  • Posts: 28
  • Turrets: +1/-4
Re: The Foe All-in-one mod
« Reply #9 on: April 13, 2009, 03:01:05 pm »
the links don't work man ??? can u please send me a link for the game.qvm for this mod?

Thnx in advanced

Tino

EDIT: don't worry there working now :P
« Last Edit: April 15, 2009, 08:11:33 am by Tino »

jackmcbarn

  • Posts: 12
  • Turrets: +0/-0
    • jackmcbarn.no-ip.org
Re: The Foe All-in-one mod
« Reply #10 on: April 16, 2009, 05:32:26 pm »
They were down?  :-\
And by the way, there's no precompiled game.qvm file.  You have to compile it yourself (don't worry, there's instructions.)
Developer of the Foe All-in-one mod

Tino

  • Posts: 28
  • Turrets: +1/-4
Re: The Foe All-in-one mod
« Reply #11 on: April 17, 2009, 06:00:31 am »
yer my PC mustn't of been working properly

and i don't know how to compile them is it hard?

jackmcbarn

  • Posts: 12
  • Turrets: +0/-0
    • jackmcbarn.no-ip.org
Re: The Foe All-in-one mod
« Reply #12 on: April 17, 2009, 02:19:26 pm »
No, it's not hard.  There's instructions on the wiki.
Developer of the Foe All-in-one mod

ACKMAN

  • Posts: 342
  • Turrets: +9/-20
Re: The Foe All-in-one mod
« Reply #13 on: April 18, 2009, 01:39:24 am »
I like new admin.dat. It's readable for human without manual :)

Human-readable flags are a trunk-destined patch.

WHAT

jackmcbarn

  • Posts: 12
  • Turrets: +0/-0
    • jackmcbarn.no-ip.org
Re: The Foe All-in-one mod
« Reply #14 on: April 18, 2009, 02:32:48 am »
Lakitu7 just said human-readable flags, not which implementation.  In fact, he doesn't like my implementation as much as others.
Developer of the Foe All-in-one mod