Quick server fixes for defrag 1.92

For those who want to give this test version a try, the servers are :

  • cggdev.org
  • cggdev.org:27961

Changelog is:
- fixed up broken "don't change map" option for nextmap votes
- fixed usage message for callvote map
- callvote console message back in
- added "mode" alias for callvote gamemode
- fixed numerous issues with callvote gamemode
- picked up flags are reset upon player respawn
- removed CVAR_CHEAT from cg_gun# cvars
- removed drowning sound effects when player damage is off

Download (only necessary if you plan on playing offline or running a server):
http://q3defrag.org/files/defrag/defrag_1.92.01.zip

By the way, usage for the map callvote is: callvote <map|devmap> <mapname> [vq3|cpm] [df|tm|fc|tm1-7|fc1-7]

Comments

version and physics with 'getstatus'

When using the connectionless command 'getstatus' to retrieve a server set of infos, the various defrag specific cvars are not shown anymore.
Is it possible to put back at least the 'defrag_vers' and 'df_promode' cvars to this output (even with different names)?

Map vote levelshot

A levelshot thumbnail should be visible when a vote occurs.

Name

Is the name defrag, DeFrag or DeFRaG?

It was made "DeFRaG"

It was made "DeFRaG" officially.
I'm not really fond of that spelling - and of mixed case in general.
"defrag" is fine by me.

hmm

would it be possible to keep a weapon projectile active after u kill yourself? ie: shoot a rocket back to spawn kill urself and do 2x or whatever..

 

no, it was made like this because it was abused for tr'ing (v_rocket2, etc)

that's right

that's right

ya i figured u were gonna say

ya i figured u were gonna say that.

although I agree it leaves

although I agree it leaves open nice perspectives - but it's probably not suited for any competitive setting.

First DeFrag release

When was this mod first released?
http://en.wikipedia.org/wiki/Talk:DeFRaG

Around october 2000, in

Around october 2000, in France, I think - maybe a month earlier. We moved to Planetquake and started publicizing the mod outside the french community some months later.

http://frenchfragfactory.net/

http://frenchfragfactory.net/blabla.shtml?command=comment&post=245821111...
That is the first public announcement - on a major french news site. The date's actually oct 11 2000.

And that's the earliest defrag page I could find :
http://web.archive.org/web/20001020211915/www.fragdome.com/q3defis.htm

The mod started as a challenge on a french news website - fragdome.com
The first maps were fdrj, fdsj and fdcj.
The first run map came after - it was runforest.

Mmmh, sometime in 2001?

Mmmh, sometime in 2001?

first map 01-01-2000? on q3a

first map 01-01-2000? on q3a

nah, those 01-01-2001 maps

nah, those 01-01-2001 maps have vq3/cpm as game mode, before cpm was a game mode - they must of been submitted later without a date I presume, so website just sets their date to the earliest it knows.

Shader option

Add a surfaceparm nooverbounce.

mouse buffer (not a new bug)

if you exceed the mouse buffer (somehow :) ) you can get strange effects like reduced responsiveness, ignoring of small mouse deltas, or you can lose the ability to change your viewangles completely.
increasing this would be convenient as this bug requires a map reload or reconnect to return aiming capabilities.

oops

this was a dumb suggestion, sorry :)

still, you should fix the cpm slope bs.
its a serious thing to have a random chance to not jump, with no way of predicting or preventing it

1023:

1023: (null)
********************
ERROR: G_Spawn: no free entities
********************
----- Server Shutdown (Server crashed: G_Spawn: no free entities) -----

Just noticed this error today after the Q3 server we run went down :)

Delete that map

This errormessage is printed when somehow the maximum number of entities (1024) is used at the same time. It's probably the mappers fault since there are too many entities and the last one seems to be of an unknown type. Our servers crash due to missing spawnpoints every now and then. We usually delete those maps. You should do the same.

Yeah just noticed this on

Yeah just noticed this on rdfcomp034 I think. Seems as though the finish line shoots a large amount of plasma to spell "END" and some people abused it to crash my server. >_>

remove firemissile

That's the reason why jamster removed the firemissile command from his freestyle server. It's active on mine though. Players don't do that anymore.

Bring in Warsow physics pls :)

Bring in Warsow physics pls :)

.

You can't. Instead of telling you some rude words i will only tell you to go play w$w and leave Defrag alone ok ?

honk

Oh, sorry for asking such things...
It just came to my mind that there are still some games with complex physics when I read about a Warsowrace comp, so i dropped by to ask for a new mode. Whats the problem with that?

btw. Isnt telling me, what you will not tell me, the same as telling me?

.

No. It is not the same.
Defrag isn't a garbage. Besides walljumping(witch change most every maps in to a simple strafe map) whole w$w physics is a nobish version of promode physic. Even if w$w physic was better than defrag, this mod is still not a place for it. That game have own trickjumping mod called warsowrace.

You tell me that Cgg should loose his free time to add w$w physic rather that fix Defrag 1.92 bugs and add new features ?

I see no reason why w$w

I see no reason why w$w physics should not be implemented. Walljumping would even motivate mappers to create especially maps that focus on that. And for the other maps: With promode physics, you can get shortcuts that you wouldn't think about in vq3.
I don't think that w$w physics is a noobish version of promode. And if it would be - it implements that cpm is a noobish version of vq3 (and that's not true - it's only different).

xD

.

This is about adding physics

This is about adding physics - not replacing them nor which physics are better.

.

Let's add Mirrors Edge physics. And UT III physics. And "inserthereanything" physics ok ?

Nah, UT 3 is lame. Just

Nah, UT 3 is lame. Just classic UT and insertanything is fine.

Really whats your problem? If its possible to add new modes to Defrag and someone is willing to do it, why not? It was just a question but you are freaking out about it. No one said the game xy is better than Defrag -your precious treasure- and that is not the point anyway.

Note to my self: Don't get involved in internet discussions, its just senseless. Dough, I did it again....

.

It is not about witch game is better. It is about that Defrag shouldn't be garbage.

U say 2 different things in 2

U say 2 different things in 2 sentences.

Anyway, i am with Retrohelix cuz it's better to be openminded to new possibilities for defrag instead of staying at the state that defrag already had 103 years ago.

I won't talk about this anymore. U think w$w physics shouldn't be added <-> I think they should be and I don't really care what u think about that. xD
So lets stay like that.

;D

Why not just play Warsow if

Why not just play Warsow if you want to play with WSW physics?

 

Defrag is (more or less) a mod based on Q3 physics vq3 and cpm which became the established standards.
There is no need to add random physics from another game that someone thought of a few years ago.

Don't get me wrong - i don't

Don't get me wrong - i don't have to have new physics in defrag as i don't really play defrag anymore.
I can really understand Retrohelix's point of view which basically says that there should be something new after all these years and I think that ppl would appreciate it (also those who stopped playin df cuz they already did everything the game offers). For the physics itself: I doesn't have to be a 1:1 copy of w$w physics but something new for a change (you yourself will anyway decide which physics you prefer - it's optional).

 

People are still playing Quake3 because it's fun and not because they expect new weapons and stuff alike added.

The physics shouldn't be touched at all, there is enough other stuff to work on:
- e.g. the network code needs improvements so projectiles/teleporters are predicted.
- e.g. the multiplayer needs additions such as proper teamrun modes.
- more functionaly and support to things like a record database.

marky beat me to it.

marky beat me to it.

q4 physic

Give me Q4 sliding and ramping!

Sure this update's a couple

Sure this update's a couple of months old, but nice work so far cgg, defrag's really been making some progress again latley after the ~4 year hiatus.

Anyway, how about a server side cvar to make all doors/buttons/platforms etc. independant between clients so maps using these become playable online with more than 1 person on the server (and also prevent cheating)? Also any chance of a fix for the moving platform stutter/kill bugs?

it could be possible. but

it could be possible. but some1 would have to write a new .def file for doors, just liek the start/stop timers

No way

You would have to rewrite the whole quake engine for that. You have to copy every state of every entity for every player at all times. I rather doubt anyone will write this.

yeah, unfortunately... it's

yeah, unfortunately... it's up to the mapper to make maps that perform well in mp.

$chsinfo() / varmath

its possible to disable varmath/chsinfo in multiplayer run modes
i think a restriction in binds/exec is ok.

q3bers

new render of quake3

look mod with new render for q3 (per-pixel lighting, parallax, bump. specular)

http://files.mail.ru/7QAYM1 (press on file name or "скачать")

cgg, you can use this render in dfengine ;)

Loading screen

Increase the levelshot and show the map author in the loading screen.

qwerty

Nice! This really honors Defrag:
http://www.own3d.tv/watch/ae5%3A-defrag,13058.html

breakables

is it possible to add func_breakables in defrag?? this fucntion can be found in the modification reactionq3 (rq3) im not sure if source code is open but it would be really sweet if its possible to add this, i think it would give a whole new meaning in creativity through mapping and playing.

i second that .D also the

i second that .D
also the target_delay are buggy in mp mode, for example if 2 players activate a trigger linked with a delay, it will randomly choose one of em leaving the other one untriggered.