Author Topic: Lakitu7's Tremulous 1.1 QVM 5.1  (Read 35723 times)

benmachine

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Re: Lakitu7's Tremulous 1.1 QVM 5.1
« Reply #30 on: January 07, 2008, 06:48:15 pm »
That will cut off the normal "network" buddies playing though.
No, because you refuse the ptrc only, i.e. you don't offer to restore their team/credits.
benmachine

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Re: Lakitu7's Tremulous 1.1 QVM 5.1
« Reply #31 on: January 07, 2008, 07:14:36 pm »
Well, might work, but the solution of having the feature and preventing cloning is right there  :angel:

techhead

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Re: Lakitu7's Tremulous 1.1 QVM 5.1
« Reply #32 on: January 07, 2008, 07:53:42 pm »
Sorry, probably should of phrased that better. I meant X as in the unspecified number in the example, and # as in the place X goes.

To rephrase with less confusion:
If you made -@ count as clients no longer connected, this is how it would go, using an example from benmachine's site.
!revert x5 #21 -@ h
This would revert 5 actions from #21 backwards done by disconnected clients to human buildables.
!revert x5 -@ h
This would revert the last 5 actions by disconnected clients to human buildables.
!revert -@ h
This would revert the last action done by a disconnected client to human buildables.
Unlike:
!revert -4 h
Which if I recall, would undo all builds made by client number 4.
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Lakitu7

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Re: Lakitu7's Tremulous 1.1 QVM 5.1
« Reply #33 on: January 09, 2008, 01:22:08 am »

I am glad I could help.

Could you also please consider Amsterdam Unlimited server to participate in your further QVM testing?

We are a new server, but already the average traffic of 16 players and most of the features from your QVM are enabled and constantly in use, plus some negligible tweaking made by me.

====

P.S. As for the namelog having "slot" numbers, it is not possible to ban someone with a name "s", for example, since all you get is prompt "more than a single match has been found" for about 4-5 more players, and you cannot ban by slot, since the disconnected player does not have slot.

Currently I am forced to write those bans manually into the admin.dat

===

I'm not really opposed to having more beta servers if I don't have to do the work of keeping everyone up to date on what is going on and being tested. Most of my problem with releasing is the time it takes to create and publish the documentation, then keep the multiple copies of everything up to date. As of now I'm rather unsure if I'm going to begin running more robust and complex solutions for management and distribution. That's all more things that take away from the time I could be either playing or coding.

Do you use IRC? I'd say until/unless I establish a more formal beta program, that would be the best way to keep up with me (and most of the other contributing Trem coders, really) and what's going on so I can just drop you some more bleeding edge copies and you'd already know roughly what's going on since I tend to talk about what I'm doing with it there anyway. Hop on freenode, join #tremulous and/or some related channels and we can talk.

Yeah, you can ban by ip if they're still in namelog. I do however intend to make a command to ban by IP for when someone is not there, because I also hate having to edit admin.dat to do it. This also segways into a subnet-ban system that I have to design access controls for. Such a patch is fairly high on my list, though admittedly at the moment I'll probably be taking some chill time to play since the effort of releasing always gets me spent somewhat.

!revert -4 h
Which if I recall, would undo all builds made by client number 4.

Nah, that will undo the last (single) build made by client number 4. As for the disconnected clients class, that's up to Benmachine really. It may be a solution if resolution-via-namelog turns out to be too much of a pain though.

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Re: Lakitu7's Tremulous 1.1 QVM 5.1
« Reply #34 on: January 26, 2008, 06:52:10 pm »
!spec999 leaves the jet particle system active at the place where the 999ner was.

QuentinTyrantino

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suggestion for g_markdeconstruct visual feedback
« Reply #35 on: February 20, 2008, 09:27:55 am »
Hi Lakitu7, thank you for your constant improving of your QVM.

I have simple but effective suggestion for the g_markdeconstruct feature.
This feature currently is not much used 'cause it requires client-side download to have a visual feedback of the marked structures.
And here comes the suggestion: use something already present in tremulous default files as visual feedback, without need of client download.
-For human buildables, the mark of deconstruct could be the thunder image that's shown when buildable is not powered.
-For alien buildables, the marked stuff could appear as they appear when just placed;
in this second case I don't know if there could be problems in making them work while appearing as just placed.

It's just an idea and I think it's not difficult to do, since I saw some other server-side mods that do incredible things without any client download needed.

whitebear

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Re: Lakitu7's Tremulous 1.1 QVM 5.1
« Reply #36 on: February 20, 2008, 09:45:36 am »
Rather use some particle effect than any of those. "just build" takes animation sequence and thunder image is miss leading.
The buildings are often marked even when there is no intension to use it's bp.

kevlarman

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Re: Lakitu7's Tremulous 1.1 QVM 5.1
« Reply #37 on: February 20, 2008, 05:06:23 pm »
Rather use some particle effect than any of those. "just build" takes animation sequence and thunder image is miss leading.
The buildings are often marked even when there is no intension to use it's bp.
particle effects are visible to both teams, which prevents it from being useful (trust me, i tried, it doesn't work, but it was pretty hilarious)
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
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Re: Lakitu7's Tremulous 1.1 QVM 5.1
« Reply #38 on: February 20, 2008, 06:09:31 pm »
Rather use some particle effect than any of those. "just build" takes animation sequence and thunder image is miss leading.
The buildings are often marked even when there is no intension to use it's bp.
particle effects are visible to both teams, which prevents it from being useful (trust me, i tried, it doesn't work, but it was pretty hilarious)

unless you hook onto a part where the server sends entities to a client. Quite hard, but theoretically doable.

QuentinTyrantino

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Re: Lakitu7's Tremulous 1.1 QVM 5.1
« Reply #39 on: February 22, 2008, 01:08:25 am »
I think that every mark would be ok... doesn't matter if the result would be graphically a bit ugly...
The important thing IMHO is the function... and markdeconstruct is a really useful one.
So, I repropose the idea of the thunder as mark for human buildables, maybe resized to a smaller one, or maybe a blinking thunder...
For alien buildables, sincerely don't know, but I'm sure that some small image as icon can be found too.