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Target date/goals for Tremulous release?

Started by Risujin, December 12, 2006, 03:13:44 PM

|Nex|TrEmMa

Quote from: Undeference
Quote from: PIE
Quote from: |Nex|TrEmMa
Quote from: PIE
Quote from: |Nex|TrEmMa
This is a much more humorous approach that isn't irritating at the same time.
The humor was in the length of the posts not the number :P

rasz_pl


Risujin

Quote from: rasz_pl
Quote from: Risujin
Quote from: rasz_plok, WTF are you talking about? speak up or STFU.
rasz your Trem patches kick ass and I don't want a flame war developing here. We have two different radars and we each prefer our own (duh). I doubt either of our new radars will be used in a new Tremulous version anyway. Timbo will ultimately decide, its his baby and if he wants an ugly radar so be it.

erm, why do you answer to the question that was directed towards TROLL? :) and for the hundreds time, my radar is a patch on your patch :P so its your patch .. but mine :P
Oops, I mustve quoted the wrong block of text or something.

Speaking of rasz patches: your deaths counter! It doesn't work! ... so I fixed it and put it in Balance. Test your patches with more than one player in the game. :)

Here is the correct segment of cg_servercmds.c:52:
   cg.scores[ i ].client = atoi( CG_Argv( i * 7 + 4 ) );
   cg.scores[ i ].score = atoi( CG_Argv( i * 7 + 5 ) );
   cg.scores[ i ].ping = atoi( CG_Argv( i * 7 + 6 ) );
   cg.scores[ i ].time = atoi( CG_Argv( i * 7 + 7 ) );
   cg.scores[ i ].weapon = atoi( CG_Argv( i * 7 + 8 ) );
   cg.scores[ i ].upgrade = atoi( CG_Argv( i * 7 + 9 ) );
   cg.scores[ i ].death = atoi( CG_Argv( i * 7 + 10 ) );

P.S.

I love you PIE!

rasz_pl

Quote from: Risujin
Speaking of rasz patches: your deaths counter! It doesn't work! ... so I fixed it and put it in Balance. Test your patches with more than one player in the game. :)

Here is the correct segment of cg_servercmds.c:52:
   cg.scores[ i ].client = atoi( CG_Argv( i * 7 + 4 ) );
   cg.scores[ i ].score = atoi( CG_Argv( i * 7 + 5 ) );
   cg.scores[ i ].ping = atoi( CG_Argv( i * 7 + 6 ) );
   cg.scores[ i ].time = atoi( CG_Argv( i * 7 + 7 ) );
   cg.scores[ i ].weapon = atoi( CG_Argv( i * 7 + 8 ) );
   cg.scores[ i ].upgrade = atoi( CG_Argv( i * 7 + 9 ) );
   cg.scores[ i ].death = atoi( CG_Argv( i * 7 + 10 ) );


so why did it work on 2vs2 game? now im baffled
edit: anyway post the updated patch on bugzilla :)
i'v got somewhere sorting scoreboard on kill/death ratio, but cant find it right now :/

vcxzet

hint:
game(server) sends player HP data to cgame (client) if teamoverlay is set to 1
so it may not be sending death count to cgame (client)

rasz_pl

Quote from: vcxzethint:
game(server) sends player HP data to cgame (client) if teamoverlay is set to 1
so it may not be sending death count to cgame (client)

death count is send when client asks for the SCOREBOARD results, it has nothing to do with normal frame data