Author Topic: No Deconning?  (Read 10186 times)

BugHuman

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No Deconning?
« on: May 24, 2008, 02:27:15 pm »
How do I make it so NO ONE can decon?

Death On Ice

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Re: No Deconning?
« Reply #1 on: May 24, 2008, 07:05:11 pm »
That effectively ruins the game, because then building / basemoving is completely pointless.

Lava Croft

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Re: No Deconning?
« Reply #2 on: May 24, 2008, 08:58:10 pm »
Type this in the server console:

Code: [Select]
killserver
quit

jackForward

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Re: No Deconning?
« Reply #3 on: May 25, 2008, 10:58:45 am »
Dear Newbies and first-time-readers: Allthough it might appeaer, tremulous and this forum are not ridden by nazis. Those two guys above me just think this is funny.
 :-[

David

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Re: No Deconning?
« Reply #4 on: May 25, 2008, 11:09:46 am »
AFAIK you can't break the ckit with out changing the code.
Its not functionality anyone thought to add.
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infy

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Re: No Deconning?
« Reply #5 on: May 25, 2008, 11:38:39 am »
Its not functionality anyone thought to add.

For good reason.  ;D

ape

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Re: No Deconning?
« Reply #6 on: May 25, 2008, 10:53:59 pm »
There is no way to effectively prevent anyone from "deconning", however if you'd like, you can turn g_markdeconstruct to 1.
While this might seem to disable deconning, it is simply apart of the new building system in the next version of Tremulous.

Also the following patches might help against grief deconning:
!pause - http://www.mercenariesguild.net/patches/index.php?getfile=185
!revert - http://www.mercenariesguild.net/patches/index.php?getfile=370
!buildlog - http://www.mercenariesguild.net/patches/index.php?getfile=370

your face

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Re: No Deconning?
« Reply #7 on: May 25, 2008, 11:25:53 pm »
Dear Newbies and first-time-readers: Allthough it might appeaer, tremulous and this forum are not ridden by nazis. Those two guys above me just think this is funny.
 :-[
That effectively ruins the game, because then building / basemoving is completely pointless.

Lolwut, that statement is completely true!  Of course, Lava's statement was a bit...on the other side. xD

Anyways, I've played on servers where you can't decon anything (it isn't SD), and it totally ruins the gameplay...
spam spam spam, waste waste waste!

Smithjones

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Re: No Deconning?
« Reply #8 on: May 26, 2008, 06:22:23 am »
here do this
/bind key "!denybuild 1;!denybuild 2;!denybuild 3;!denybuild 4;!denybuild 5; so on and so on this will go through the list and denybuild everyone works like a charm, im to nub to code extreme sudden death so i just hit that on my server to create like a special mode :)

or if you have a qvm that supports it turn on markdecon so that noobs wont decon and that they have to mark where they're building.

Le Compilateur

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Re: No Deconning?
« Reply #9 on: May 26, 2008, 06:01:50 pm »
There's another way to denybuild everyone...umm...

Oh yeah. Add the command to admin.dat and set it to exec commands/denybuildall.cfg or whatever the script is called.
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David

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Re: No Deconning?
« Reply #10 on: May 26, 2008, 06:47:44 pm »
There is no way to effectively prevent anyone from "deconning", however if you'd like, you can turn g_markdeconstruct to 1.
While this might seem to disable deconning, it is simply apart of the new building system in the next version of Tremulous.

Markdecon needs a cgame download for the new UI, so is not an option for most servers.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
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My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Paradox

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Re: No Deconning?
« Reply #11 on: May 26, 2008, 09:32:41 pm »
David, you forgot about semi-mark.

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Le Compilateur

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Re: No Deconning?
« Reply #12 on: May 26, 2008, 10:15:32 pm »
What is semi-mark?
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ape

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Re: No Deconning?
« Reply #13 on: May 27, 2008, 12:13:55 am »
I believe "semi-mark" is referring to the backported version of markdeconstruct as we know it.
A couple of revisions ago, an official dev decided to add markdeconstruct functionality, and given that most precompiled QVMs today run on a 900+ SVN revision, this "semi-mark" functionality should be present on all but the most austere servers.

Le Compilateur

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Re: No Deconning?
« Reply #14 on: May 27, 2008, 12:15:30 am »
Ah. Thanks.
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QVMs now compile under Leopard; get the patch here. Requires SVN r1053 or later.

Paradox

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Re: No Deconning?
« Reply #15 on: May 27, 2008, 03:41:56 am »
Im talking about g_markDeconstruct 2

Basically, it allows for BOTH types of deconstruction.
Normal instant decon, and mark decon, through use of the /mark command. In the current iteration, if you are not designated, R works as /mark

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Blade

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Re: No Deconning?
« Reply #16 on: May 27, 2008, 05:55:01 am »
How do I make it so NO ONE can decon?

sudden death at 0 minutes?

David

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Re: No Deconning?
« Reply #17 on: May 27, 2008, 08:14:18 am »
Would prevent building too, and still lets you decon dead stuff.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Blade

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Re: No Deconning?
« Reply #18 on: May 27, 2008, 09:00:16 pm »
obviously, but those weren't parameters of his question

however, if he didn't want building either, he could just set BP to 1

Paradox

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Re: No Deconning?
« Reply #19 on: May 27, 2008, 10:03:47 pm »
If you want a game with broken deconstruct, go play NS.

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blood2.0

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Re: No Deconning?
« Reply #20 on: June 01, 2008, 08:35:38 am »
just do g_markdeconstruct 1

David

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Re: No Deconning?
« Reply #21 on: June 01, 2008, 01:15:50 pm »
And then you have to enable the download, and we all know what that does to your player count.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

blood2.0

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Re: No Deconning?
« Reply #22 on: June 03, 2008, 06:11:56 am »
no it works with all the new qvm's without downloading

Paradox

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Re: No Deconning?
« Reply #23 on: June 03, 2008, 07:43:43 pm »
Are you being stupid, or did you not read his post?

It works with or without a client side download. But without a CL download, you will get a ton of OMG WTF CANT DECON!!!

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Le Compilateur

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Re: No Deconning?
« Reply #24 on: June 03, 2008, 09:05:47 pm »
I used to say that when I played on servers with markdecon...
I'm a developer! If you'd like to contribute to the Equilibrium QVM project or download the latest version, please visit this thread.

QVMs now compile under Leopard; get the patch here. Requires SVN r1053 or later.