Author Topic: Antidecon Mod  (Read 9192 times)

McZonk

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Antidecon Mod
« on: October 03, 2007, 01:53:49 am »
I have written a simple mod that should prevent from join,decon,leave players without touching the gameplay.

http://emergencyexit.untergrund.net/2007/10/tremulous-antidecon-mod/

Feedback is welcome.

Steely Ann

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Antidecon Mod
« Reply #1 on: October 03, 2007, 02:34:11 am »
I sense a bloody e-battle in the near future.

The "This is stupid/Admin bans are how you really solve it" folks v. The "This might be a workable idea with some tweaking" people. :P

Truly, a titanic battle for the ages.

Overdose

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Antidecon Mod
« Reply #2 on: October 03, 2007, 08:02:15 am »
Quote from: "Steely Ann"
I sense a bloody e-battle in the near future.

The "This is stupid/Admin bans are how you really solve it" folks v. The "This might be a workable idea with some tweaking" people. :P

Truly, a titanic battle for the ages.


Generally speaking, I am with the "This is stupid/Admin bans are how you really solve it" people (BAN BAN BAN! PERMA PERMA PERMA!), but I think this guy made something very usable.

Nice work, hopefully it will help out quite a few servers.
Chocolate Milk.

Steely Ann

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Antidecon Mod
« Reply #3 on: October 03, 2007, 08:06:20 am »
Bah.  Lame fence-sitters and their worldview that reasonably takes into account nuance and circumstance.  I want my flamey goodness! :(

Overdose

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Antidecon Mod
« Reply #4 on: October 03, 2007, 08:11:31 am »
Okay okay, just for you...


This idea is great! Now we don't have to ban anyone!! NOBODY WILL EVER DECON MALICIOUSLY AGAIN! w00t!!!1!


Hows that for my first (half-hearted) attempt?
Chocolate Milk.

jal

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Antidecon Mod
« Reply #5 on: October 03, 2007, 02:21:01 pm »
It's far of being bullet-proof, but should at least make deconners life harder without interfering with normal players too much.

I'd also make these non-gameplay-intrusive changes:
- Never, under any circumstance, allow to decon the last telenode/egg.
- Never allow to decon the last armory unless it's dead and waiting to explode.
- Never allow to decon any telenode if there is no reactor or no armory.
- Make om/reactor spawn with a small amount of health instead of 0 (just so it can stand 3 or 4 bullets right at placing it, to prevent it being unintentionally teamkilled).

Caveman

  • Guest
Antidecon Mod
« Reply #6 on: October 03, 2007, 02:56:28 pm »
What of those maps where the base layout demands a direct base move?

Phailed patch imho.

To unphail it...

- Mention which SVN-Number you used.
- Do NOT give linenumbers where to apply the patch, use lines of original code to show where.
- Enhance this by combining it with !register to give regulars the ability to be NOT annoyed with this.
- Please don't call a few lines of code a Mod, you insult the ppl doing real mods.

McZonk

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Antidecon Mod
« Reply #7 on: October 03, 2007, 04:00:32 pm »
I used the Tremulous 1.1.0 source code archive I found as download. I don't know there is a subversion system.
I will still call this a mod. A mod is modification in the game. For sure it is bulky, but when the real mod makers feel insulted now, they have a problem with their egos.
The idea was not to touch the gameplay itself by disallow decon the armory or last telenode. Sometimes I want exactly this.

Caveman

  • Guest
Antidecon Mod
« Reply #8 on: October 03, 2007, 04:22:00 pm »
get a grip on reality.
After your own definition there are only Moders around and all patches are now Mods.

And your patch is useless unless you do give the svn-number.
If you used the source you "found" that's quite ok, but you should be aware that your patch is useless if you can not tell to which version it is to be applied.

jal

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Antidecon Mod
« Reply #9 on: October 03, 2007, 04:31:44 pm »
Pfff... I've coded full games and I don't see the reason to feel offended by him calling it a mod. If he's just starting and only did a small change the last thing he needs is someone to come frustrating him just to feel 1337, instead of giving him hints on how to continue. And if he doesn't know about the svn maybe it isn't as easy to find as it should. It was actually a good start. A reallistic starter goal which was accomplished, more than what 80% of the mods that get started can claim.

McZonk

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Antidecon Mod
« Reply #10 on: October 03, 2007, 05:20:45 pm »
Typical german ...

I don't know the version number. I downloaded the archive from sourcefroge. The file is called tremulous-1.1.0-src.tar.gz and there is no more version infomation inside.
And with a simple search in the files you will find the lines I touched. You can call it mod, patch or whatever. I don't care.
I just want to present the idea and get a discussion about how to prevent deconning in Tremulous. But with guys like you it will never happen. So do me a favor and be constructive.

rotacak

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Antidecon Mod
« Reply #11 on: October 03, 2007, 05:22:08 pm »
Nice. But I have better idea.

Now:
1) join game
2) decon
3) disconnect

Your:
1) join game
2) wait
3) decon
4) disconnect

My idea:
1) join game
2) decon
3) disconnect
4) automatic revert deconned things
5) automatic permaban

 :)

Vector_Matt

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Antidecon Mod
« Reply #12 on: October 03, 2007, 06:00:58 pm »
Quote from: "rotacak"
Nice. But I have better idea.
My idea:
1) join game
2) decon
3) disconnect
4) automatic revert deconned things
5) automatic permaban
Then go make it.

Plague

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Antidecon Mod
« Reply #13 on: October 03, 2007, 08:35:36 pm »
Quote from: "McZonk"

I don't know the version number. I downloaded the archive from sourcefroge. The file is called tremulous-1.1.0-src.tar.gz and there is no more version infomation inside.


For your own interest, that version of the source (and Tremulous in general) is horribly outdated. I suggest procuring yourself svn from whatever package and using the source available at

Code: [Select]
svn co svn://svn.icculus.org/tremulous/trunk tremsource

Additional reading from the svn documentation is encouraged.

In regard's to your patch, I'm afraid I fail to see the usefulness of this.  This is hardly a deterent, and it's an annoyance to the honest builders' wishing to fix up a base upon connection, or attempt a swift move.

Steely Ann

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  • Turrets: +106/-88
Antidecon Mod
« Reply #14 on: October 03, 2007, 11:14:30 pm »
Quote from: "rotacak"

My idea:
1) join game
2) decon
3) disconnect
4) automatic revert deconned things
5) automatic permaban


"Good sir/madam, I am intrigued by your thoughts and would like to subscribe to your newsletter."  

Not bad, actually.  I assume that would simply autoban anybody who leaves within x minutes of deconning stuff or something like that, and use the same thing for auto-revert?  Please elaborate on your evil plot. :)