An opportunity for new bugs

I've had bits of code for 1.92 laying dormant for quite some time now and I felt it was getting overdue. It's been a bit painful for various reasons, and it seems I have a tendency to spontaneously enter the "cathedral-building" sort of release cycles that led to defrag updates taking months some years ago.

Well, I'd rather have it released now and save the speech.

In no way should this be considered complete or stable. You may see this build as a preview, and a chance to intervene early in the process. I have set up two test servers:

  • cggdev.org (DF)
  • cggdev.org:27961 (FC)

Here is the changelog:
defrag 1.92.00
- port to quake3 1.32 sdk (was built upon 1.29)
- default player model changed to Slash
- added cooldown to changeteam/respawn; self-kills trigger immediate respawn
- added spectator lock
df_spectatorLock to activate (def 0)
must be explictely supported by the server with df_sv_allowSpectatorLock (def 0)
- reintroducted timelimits and intermission for online games
- introduced maps rotation with multiple choices instead of linear rotation
cvar g_rotationFile (eg /g_rotationFile "rotation.txt"); map names must
be separated by newlines.
- added new vote system
vote command accepts values from 1 to 8 (eg. /vote 3)
server settings: g_allowVote, g_vote_allow_*

And the download link: http://q3defrag.org/files/defrag/beta/defrag_1.92.00.zip

Of course feedback is welcome - although keep in mind this is a work in progress.
And yes, there are fixes and tweaks for both 1.91 and 1.92 on the way.
Have fun.

Comments

Great info you have on your

Great info you have on your mind as well as your page so. I'd like to share one think that is cialis so go for the best deal. That will give you a nice result.

Very nice implentations

map rotation for the very win :D, let's have some fun games without GRINDING that much

lol spectator lock ... how

lol spectator lock ...
how stupid is that ..

Well, be constructive. I'm

Well, be constructive. I'm not fond of this feature either and part of the reason it's in this early 1.92 was to take the temperature. Ultimately you (the defrag community) decide.

 

Two suggestions on the spectatorLock feature:

1) Add some command to invite/uninvite certain friends to be allowed to spectate you. e.g. /specinvite

2) After df_spectatorLock 1 make yourself be hidden to any other (uninvited) client ignoring their df_mp_nodrawradius values.

/specinvite sounds great, I'm

/specinvite sounds great, I'm going to add this.

Making the player hidden from other ppl on the server maybe goes slightly overboard. I understand the point of server rankings but doesn't such a feature defeat the whole purpose of having online defrag in the first place?

I think it's feasible with server entity flags - without resorting to some half-assed client tampering.

 

Probably the invisibility aspect would be too much, it was just a random suggestion anyways =)

/kill and fastcaps

I noticed with this version, if you pickup CTF flag and then /kill immediately afterward, the flag won't respawn for 1 second, in 1.91 I believe there was a blue flag outline if that occurred. Not a _major_ bug but still there hehe

I was actually looking

I was actually looking forward to something like that :)

.

Some testing:
1. callvote gametype fc1 don't work
2. pls change default mode for fc to 1 (callvote gametype fc will be work as gametype fc1)

Yep something's screwed up

Yep something's screwed up with the fc mode on the test server.

The default mode (when you do /callvote fc) is the current fc mode the server is configured with.

.

Does nwe Defrag version really needs defrag_192 folder name ?

if you overwrite the defrag

if you overwrite the defrag folder with the 1.92 zip contents, you won't be able to play online at q3df servers or servers still running 1.91

.

But now, dfengine don't work. All Defrag servers will be updated to new version soon (there is no question about it as staying at old version is nonsense) so what is the point of it ?

Well cgg said changes for

Well cgg said changes for 1.91 and 1.92 are coming, the defrag_192 folder thing is probably set so people can beta test 1.92 and still use 1.91 where its still being used. Besides dfengine still works with 1.91 and 1.92, just need 'dfengine.exe +set fs_game defrag_192'o

Yep that's it. 1.92 is not

Yep that's it. 1.92 is not release material yet. :)

The dfengine should work with any mod.

.

I know how to workaround this. I will love to see auto-downloading feature in 1.92.x for testing :-]

Bug report

I noticed some strange behavior on your testserver. I callvoded "nextmap" and some map appeard. I didn't vote anything. Suddenly most of all choices disappeared except of two.
The second time i was there with nightmare and nightmare voted for 'no change'. The server then went to the result screen and did not respond for minutes.
When a third player connected the server started the map we have been playing all the time.

thx HK, I'm going to track

thx HK, I'm going to track this.

Docs and Features

Could you please update the documentation section? There are lots of new commands.
Also there are some links in the readme file that should be updated. For example http://overdrivepc.com/forum/ is now http://www.velocitymicro.com/forum/

Here is something i always wanted to suggest. There is a function in defrag that enables you to execute a script on respawn. Unfortunately the on-map-load script is map name depend. Could you add a feature that let's me execute a specivic config file on every map load? Not depending on map name. I have no idea when autoexec.cfg is executed since it doesn't work at all (linux).

I miss the killing sound :(

As for mDd we are planing on upgrading our servers soon.

Could you please update the

Could you please update the documentation section? There are lots of new commands.
Well it would be nice, but we've been a bit over-productive with the defrag documentation and reviewing/updating takes an awful lot of time - which is kind of a luxury right now. I've envisioned opening a wiki for ppl to help themselves, but right now I'm in a "code now, document later" state of mind - even though, yeah, I know it's dirty.

You should wait a bit before making the code live. It's quite early, things are going to change and bugs are going to be found. When we were a team, updates were at least going through some stages of beta testing that guaranteed they were free of the most obvious problems. Besides there were twice as many eyes and cerebral hemispheres as there were team members - which helps catch bugs, design flaws, etc. Now updates are going out without a safety net. But that's nice to know anyway.

 

"enables you to execute a script on respawn"
--> Scripter!

"I have no idea when autoexec.cfg is executed since it doesn't work at all (linux)."
--> Debugging the engine helps, sir.

"I miss the killing sound :("
--> bind key play sound/player/gibsplt1

asd

Was this meant to be funny?

 

@the aliaser: no it's dead serious :)

Sorry for the resposts, can

Sorry for the resposts, can you enable intermission to be toggable as well server-side? :D also it seems /callvote gamemode 1 doesnt work as it just gives the usage statement for /callvote gamemode :D

you mean having intermissions

you mean having intermissions entirely disabled?

Ok, got the pb with gamemode 1. Nice catch.

Well, I'm not sure how others

Well, I'm not sure how others feel about having intermission in defrag, that's why I thought of making it toggable with a cvar hehe.

Also with the callvote system, I couldn't see a timer for how long the callvote goes for.

Well I think it's nice to

Well I think it's nice to have a (short) intermission between games, I'm not too fond of cold restarts - although my opinion may not be representative. Either way it's easy to add a setting should this be needed.

Also with the callvote system, I couldn't see a timer for how long the callvote goes for.
Actually it's not quite complete on the client side. The design is going to change - at least some bits will.

 

A very old but still existing issue are so called hidden and empty (or blinddate) votes (names (c) me :P)

Hidden votes: Often when you connect to a server when there's a vote running it isn't displayed at all for you then. You can vote afaik but it doesn't show up on screen.

Empty/blinddate votes: The vote shows up on the screen correctly (timer and vote yes/no count), but the actual content of the vote (map, physic change, etc) is missing.

Hidden votes: Often when you

Hidden votes: Often when you connect to a server when there's a vote running it isn't displayed at all for you then. You can vote afaik but it doesn't show up on screen.

This is due to Quake3's cgame not initializing properly. Cgame acts properly when the configstrings (the one related to callvotes) are changed but doesn't account for those when it is initializing - although it has the information. Vid_restarts have the same problem.
It is fixed (or should be) in 1.92.

Empty/blinddate votes: The vote shows up on the screen correctly (timer and vote yes/no count), but the actual content of the vote (map, physic change, etc) is missing.
I'm aware of this in df 1.91, although I haven't nailed it.

Speclock bug? Or maybe its a

Speclock bug? Or maybe its a feature? Anyways if you spectate a player before he has a chance to speclock, you can still spectate him it seems.

It's a "feature" :) That case

It's a "feature" :)
That case simply isn't handled, I'll add code for it.

 

It doesn't necessarily have to be handled since one can go spec and join game again.

I don't like the cooldown on team and kill though :)

That's true too. You can in a

That's true too. You can in a way select who you want to spec you and who you don't, sort of like /specinvite in osp or whatever the cmd is, just without as much freedom : D

woot speclock \o/

woot speclock \o/