Author Topic: WoGoMo's QVM  (Read 8044 times)

WoGoMo

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WoGoMo's QVM
« on: January 09, 2011, 05:05:40 pm »
After much tinkering, and adding of features, I've released my qvm (precompiled as well as individual/combined source code patches against the latest svn GPP branch).

Since this mod includes a special game mode called "TK Wars" mode, I've chosen to announce it on this board.

For more details about the mod go to:
http://code.google.com/p/wogomo-tremulous-mod/
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CATAHA

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Re: WoGoMo's QVM
« Reply #1 on: January 09, 2011, 07:01:16 pm »
Weird instagib version O_o
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ACKMAN

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Re: WoGoMo's QVM
« Reply #2 on: January 15, 2011, 01:40:51 am »
Been looking your TK patch...

So it's just a game with friendly fire on, godmode buildings(which attack the other team) and no... 'enemy fire' I guess.

I don't like the idea. Tremulous HvH is unbalanced. Humans have to share their buildings while they kill each other. Their weapons deal insane damage. And a human who gets some credits can easily camp next to an armoury and own everyone. Free healing+ammo+chaingun?
___

I haven't downloaded your Intermission thing yet but it's a nice idea. I never tought of it.

But, wouldn't it be better to save it in a different file from layouts? Just sayin'.


PS: Try out a map called tk_beta2 or something like that. You enable friendly fire, lock human team and have fun.
PS2: And Cataha, my instagib was cooler than yours e_e

CATAHA

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Re: WoGoMo's QVM
« Reply #3 on: January 16, 2011, 12:14:27 pm »
PS2: And Cataha, my instagib was cooler than yours e_e
Thats not my instagib lol. =)
And j4f instagib have more features and drive that tremspain in any case. =D
Russian q3/trem mapping site: http://tremlair.krond.ru/
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ACKMAN

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Re: WoGoMo's QVM
« Reply #4 on: January 16, 2011, 07:02:09 pm »
Thats not my instagib lol. =)
And j4f instagib have more features and drive that tremspain in any case. =D

In that case X is better than any other server because it has more 'features' than any other.
It's just that I played that russian IG and it didn't feel nice, dunno. It might have more stuff than mine but it doesn't make it more fun. I don't really know who made it btw.

AaaaAAAnnnd... I wont talk more about that I don't wanna make this thread offtopic.

CATAHA

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Re: WoGoMo's QVM
« Reply #5 on: January 16, 2011, 10:32:59 pm »
Ok, sure, as you wish. BTW it was made by Odissey. He searched for ur instagib, but some1 from TremSpain demanded 500eur for it. Odissey raged and started own project. When after few time he got ur code he was shocked by its quality and continued own project (no offence, i know u just started learn C with that trem mod and Odi professional coder).
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

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WoGoMo

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Re: WoGoMo's QVM
« Reply #6 on: January 18, 2011, 02:56:24 am »
Been looking your TK patch...

So it's just a game with friendly fire on, godmode buildings(which attack the other team) and no... 'enemy fire' I guess.

I don't like the idea. Tremulous HvH is unbalanced. Humans have to share their buildings while they kill each other. Their weapons deal insane damage. And a human who gets some credits can easily camp next to an armoury and own everyone. Free healing+ammo+chaingun?
___

I haven't downloaded your Intermission thing yet but it's a nice idea. I never tought of it.

But, wouldn't it be better to save it in a different file from layouts? Just sayin'.


PS: Try out a map called tk_beta2 or something like that. You enable friendly fire, lock human team and have fun.
PS2: And Cataha, my instagib was cooler than yours e_e

Well firstly, to whoever said that this was a "weird instagib version". I'd never even seen instagib code, much less instagib gameplay before making this small patch (yes its a patch and it's meant to work alongside normal game mode).

Secondly, when building a tk war map, it is important to have arm and nodes in several different places around the map (EDIT: setting g_humanBuildPoints higher during devmap helps) so that one player will not gain advantage over other players. One thing this patch does is make spawning location totally random instead of nearest to last death so as to prevent spawn camping. As for arm camping, it will only get you killed faster, trust me.

Thirdly, there is no need for offensive buildings such as rets or teslas except for the sake of blocking entrances where one other team can wander into the other team's TK arena. (EDIT:there currently isnt any map made specifically for tk war)
« Last Edit: January 18, 2011, 02:58:48 am by WoGoMo »
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CATAHA

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Re: WoGoMo's QVM
« Reply #7 on: January 18, 2011, 05:48:47 pm »
Quote
EDIT:there currently isnt any map made specifically for tk war
But a lot of maps for instagib =) You can use any of those, just make your layout.
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

WoGoMo

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Re: WoGoMo's QVM
« Reply #8 on: January 19, 2011, 06:52:33 am »
Quote
EDIT:there currently isnt any map made specifically for tk war
But a lot of maps for instagib =) You can use any of those, just make your layout.

I kinda like the one in the desert for humans. Although right now I wouldnt know how to keep the aliens and humans apart there. Hmm... but then I could use "lock a" in tkwarconfigs/mapname.cfg and have just one solitary alien egg somewhere to the side.

I haven't downloaded your Intermission thing yet but it's a nice idea. I never tought of it.
But, wouldn't it be better to save it in a different file from layouts? Just sayin'.

Excellent idea actually! I've been thinking about this myself. It would certainly make things neater and maintain compatibility with layout files from normal trem.

EDIT: In addition to that, the patch could be renamed as "alternative map entities" instead of "alternative intermissions". This way more things can be added/modified on a map, such as a clipping layer (blocking entrances for instance), disabling doors, changing/disabling cp messages, changing textures etc, without having to change the map file itself. That being said, I still haven't gotten a clear idea on how to allocate/create entities in a map which aren't already there during game run time. It could take a while before I have the time again to spend on it.
« Last Edit: January 19, 2011, 07:01:48 am by WoGoMo »
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ULTRA Random ViruS

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Re: WoGoMo's QVM
« Reply #9 on: January 20, 2011, 12:17:16 pm »
Quote
EDIT:there currently isnt any map made specifically for tk war
Wrong. There are lots out there. like teamkill for korx, and that's all i can think of at the momment.  ;D

Plasma

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Re: WoGoMo's QVM
« Reply #10 on: January 20, 2011, 10:37:52 pm »
tk crazy teamkill and tkwars i think