Author Topic: Third Team Mod (for 1.1, version 004)  (Read 31351 times)

rotacak

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Third Team Mod (for 1.1, version 004)
« on: November 03, 2011, 08:32:03 pm »
If you can't autodownload mod, maps or you have slow downloading, use this client.

What is new? Read here.

SERVER: R Third Team CZ (46.28.111.49:30721)

This mod adding third team to Tremulous (robots). Robots are exactly same like humans. They using same strategy, same buildings, same weapons etc. Some weapons are different, but works exactly same and doing same damage, like humans weapons. I was borrowed few graphic things from Tremx mod, so robots atleast looks little different and you can recognize them.

Damage caused from human turrets and teslas to robots is tripled and damage from humans weapons to robots buildings is 3x smaller (same with robots vs humans).

Robot commands, binds
If you want to make binds for robots and human commands not work, add "r" on begining of command.
For example: "rbuy rrifle", "ritemact rpsaw"

Server commands
g_thirdTeamPlayerToBuildableLessDamage (default 3)
g_thirdTeamBuildableToPlayerDamageMore (default 3)

This commands can balance gameplay between humans and robots without recompiling qvm.

Thanks to
Gimhael - helped me lot with weapons and upgrades limits, without him this mod was never finished.
Undeference - for map entities export/import script.
TremX - for textures, efects and xael.
Superpie - for new chaingun from his mod (sadly, I cannot make it work with new muzzle textures - it was still not opaque).

Downloads - not needed, everything is automatically downloaded after connect
Mod (copy it to folder tremulous/3team):
z-thirdTeam_data_v001.pk3 (14 MB)
z-thirdTeam_vms_v004.pk3 (400 KB)

Layouts for 3team mod:
3team_layouts.zip (for default maps and and two others, unpack and copy to server 3team/layouts). Mod using now only layouts with name 3team.

Entities for map makers:
entities.def (copy it to netradiant/trem.game/base/entities.def)

Source:
3team003.patch (apply to Lakitu7 5.4)
« Last Edit: November 06, 2011, 12:13:19 am by rotacak »

Hendrich

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Re: Third Team Mod (for 1.1)
« Reply #1 on: November 03, 2011, 09:02:09 pm »
rotacak

I will find you.

Keep that in mind.

CreatureofHell

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Re: Third Team Mod (for 1.1)
« Reply #2 on: November 03, 2011, 09:05:18 pm »
Screenshots?
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

rotacak

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Re: Third Team Mod (for 1.1)
« Reply #3 on: November 03, 2011, 09:29:36 pm »
Screenshots? Here is something:



:)
« Last Edit: November 06, 2011, 12:08:53 am by rotacak »

/dev/humancontroller

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Re: Third Team Mod (for 1.1)
« Reply #4 on: November 04, 2011, 02:09:18 am »
supply the source code !

rotacak

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Re: Third Team Mod (for 1.1)
« Reply #5 on: November 04, 2011, 08:53:50 am »
supply the source code !
Sure, just give me while.

rotacak

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Re: Third Team Mod (for 1.1)
« Reply #6 on: November 04, 2011, 07:32:16 pm »
Source added...

Chomps123

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Re: Third Team Mod (for 1.1)
« Reply #7 on: November 05, 2011, 03:30:36 am »
Just tried it out.

Not too bad for a start but you copied too much of the korx stuff.

I'll help out by giving you a new version of it later.

Got to get some sleep then I'll work on it tomarrow.
Don't just live life with work.
Find some time every day to have some fun. ;)

/dev/humancontroller

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Re: Third Team Mod (for 1.1)
« Reply #8 on: November 05, 2011, 04:32:05 am »
Source added...
...for the cgame, game, and ui modules. what about the client?

rotacak

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Re: Third Team Mod (for 1.1)
« Reply #9 on: November 05, 2011, 09:35:17 am »
There is no changes in client. That downloadable client is tjw client with few changes in default options like autodownload on etc. Because official client is against all downloadable mods and new players can't try them. I am not sure if I have sources, I must search them.

Or you can suggest another client, with autodownload on by default.
« Last Edit: November 05, 2011, 09:42:07 am by rotacak »

/dev/humancontroller

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Re: Third Team Mod (for 1.1)
« Reply #10 on: November 05, 2011, 10:56:18 am »
official client is against all downloadable mods
however, the "official" (you should call it "stock" instead) 1.1 client fully obeys the server's systeminfo setting requests, notably the cl_allowDownload cvar setting. this means that your server can instruct a stock client to enable downloading when the stock client connects to your server. to create a systeminfo cvar named "cl_allowDownload" on the server, add, in the cvar registration table of the game module, something like the following:
Code: [Select]
{ &g_cl_allowDownload, "cl_allowDownload", "1", CVAR_SYSTEMINFO, 0, qfalse },
Or you can suggest another client, with autodownload on by default.
not sure about the download enabled part, but TremFusion > *

rotacak

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Re: Third Team Mod (for 1.1)
« Reply #11 on: November 06, 2011, 12:12:24 am »
official client is against all downloadable mods
however, the "official" (you should call it "stock" instead) 1.1 client fully obeys the server's systeminfo setting requests, notably the cl_allowDownload cvar setting. this means that your server can instruct a stock client to enable downloading when the stock client connects to your server. to create a systeminfo cvar named "cl_allowDownload" on the server, add, in the cvar registration table of the game module, something like the following:
Code: [Select]
{ &g_cl_allowDownload, "cl_allowDownload", "1", CVAR_SYSTEMINFO, 0, qfalse },
Wow. I will try that, but even with that will be downloading very slow (+- 5KB/s) and players will give it up.

Chomps123

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Re: Third Team Mod (for 1.1, version 004)
« Reply #12 on: November 09, 2011, 10:32:50 pm »
Hey what you should do is try to get the unvanquished mod to work.

You got 3 teams now you just need to replace the robots with the deamons.

Good luck! ;)
Don't just live life with work.
Find some time every day to have some fun. ;)

CreatureofHell

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Re: Third Team Mod (for 1.1, version 004)
« Reply #13 on: November 09, 2011, 11:27:50 pm »
Hey what you should do is try to get the unvanquished mod to work.

You got 3 teams now you just need to replace the robots with the deamons.

Good luck! ;)

No you.
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

/dev/humancontroller

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Re: Third Team Mod (for 1.1, version 004)
« Reply #14 on: November 10, 2011, 04:59:22 am »
Hey what you should do is try to get the unvanquished mod to work.
there is no mod.

rotacak

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Re: Third Team Mod (for 1.1, version 004)
« Reply #15 on: November 10, 2011, 09:03:06 am »
unvanquished mod = too much talking and sadly nothing finished.

KenuR

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Re: Third Team Mod (for 1.1, version 004)
« Reply #16 on: November 11, 2011, 12:22:56 pm »
That's pretty cool. I had this idea a while ago.
Maybe eventually you could replace robots with another kind of aliens.

Loki

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Re: Third Team Mod (for 1.1, version 004)
« Reply #17 on: November 15, 2011, 06:51:02 am »
WHAT ABOUT MOD IN WHICH YOU CAN PLAY AS MGTURRET!
Every single post of me 2012 and below must be left ignored. That wasn't me. That must've been some retarded kid.

ULTRA Random ViruS

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Re: Third Team Mod (for 1.1, version 004)
« Reply #18 on: November 17, 2011, 09:02:45 am »
WHAT ABOUT MOD IN WHICH YOU CAN PLAY AS MGTURRET!
benmachine's mod? :D
(turret controlled by blaster)

Speaking of which, i might want to add it to my qvm since my qvm has bots already.

Chomps123

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Re: Third Team Mod (for 1.1, version 004)
« Reply #19 on: November 22, 2011, 03:35:31 pm »
Hey what you should do is try to get the unvanquished mod to work.

You got 3 teams now you just need to replace the robots with the deamons.

Good luck! ;)

No you.
I can't mod anything except textures. >:(
Don't just live life with work.
Find some time every day to have some fun. ;)

Chomps123

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Re: Third Team Mod (for 1.1, version 004)
« Reply #20 on: March 19, 2012, 04:46:45 pm »
Sorry for the double post but I was wondering the status of this mod?
Don't just live life with work.
Find some time every day to have some fun. ;)

/dev/humancontroller

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Re: Third Team Mod (for 1.1, version 004)
« Reply #21 on: March 19, 2012, 06:08:52 pm »
Sorry for the double post but I was wondering the status of this mod?
there is no mod.

ULTRA Random ViruS

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Re: Third Team Mod (for 1.1, version 004)
« Reply #22 on: March 26, 2012, 11:59:35 am »
It exists in 1.1. I don't think i've ever seen you play 1.1 so... um... yeah.
Also, it hasn't been updated in a while from the last time i played... gameplay is still a bit uneven and not enough people join the game. There's also player balance issues where 3 player in the game, two are allowed to join one team even though one team would be empty.

Chomps123

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Re: Third Team Mod (for 1.1, version 004)
« Reply #23 on: March 27, 2012, 01:11:56 pm »
I do play 1.1 quite often, mostly korx offline with some friends, but I do

I do also check for updates by connecting to the server with the mod, so all I wanted to know is if this mod is still being worked on

There's also player balance issues where 3 player in the game, two are allowed to join one team even though one team would be empty.
never noticed
Don't just live life with work.
Find some time every day to have some fun. ;)

rotacak

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Re: Third Team Mod (for 1.1, version 004)
« Reply #24 on: March 29, 2012, 02:17:30 pm »
This mod need only minor tweaks, but I not working on it.