For those who want to give this test version a try, the servers are :
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
you can also find the .def
you can also find the .def file thats used in urban terror mod. i dont know if it would help but i could post it here.
defrag standalone
Here is a link for a texture pack
http://quake3world.com/forum/viewtopic.php?f=7&t=40028
but there is still some textures missing for a defrag standalone version.
Interesting, but building a
Interesting, but building a standalone defrag is not something I'm looking after right now - plus I believe it would create problems with the GPL.
Although it would be cool to see something like this turn up.
apt-get install q3defrag - eh.
$ eix defrag *
$ eix defrag
* games-fps/quake3-defrag
Available versions: 1.91.08 ~1.91.08-r1!m!s {dedicated opengl}
Homepage: http://www.planetquake.com/defrag/
Description: Quake III Defrag - Trickjumping challenges for Quake III
:)
Defrag standalone
I don't see any problems with GPL. Defrag is using the q3 SDK license.
Getting Defrag standalone means no need to install quake 3 (pak0.pk3), q3 1.32 point release and Defrag mod separate.
Request:
Support ghosts when spectating a player, ghosts currently only work when you're playing yourself.
greetz
w3sp
Sounds cool.
Sounds cool.
and another . i playing df
and another .
i playing df some time at server sometime at localhost. of coz at server i playing vers1.91.17. explain me next trouble in 1.92
when i playing at locahost, sometimes pmove msec sets 0. my time ending on 5 3 or 1 but not Multiple 8. How can i (or may be u) fix this little bug?
It's not so much a bug as it
It's not so much a bug as it is a byproduct of the way defrag works since 1.91.09, when the defrag triggers (the timer) have been made lag-resistant.
The timer now depends on the physics rate (whereas it used to depend on the server framerate).
In the latest defrag versions, if you set the 125Hz fix on (pmove_fixed with pmove_msec 8) the timer will run in 8ms increments.
If you set g_sync on, the server imposes its own framerate to the player physics - and sv_fps 125 will result (again) in 8ms increments for the timer.
If you set neither, the timer depends entirely on your framerate.
Or set up a local server properly with pmove_fixed 1, pmove_msec 8
g_synchronousclients 1
sv_fps 125
pmove_fixed 0
yep i know it, but at 1.92.
yep i know it, but at 1.92. pmove_msec resets every time when just i start it (i set pmove_msec 8 play some maps, exit to win. after while start mod load some map and pmove_msec resets to 0) . in 1.91.17 i just start any map and not view my cfg. i know that my cfg adjustment where normal. but in 1.92 i need check and write it everytime.
little notice i start q3.exe by this command
quake3.exe +set fs_game Defrag +set sv_pure 0 +pmove_fixed 0 +exec scout +set com_hunkmegs 256
and 1.92 skips my seta pmove_msec at start =(
pmove_msec has no effect when pmove_fixed is 0 anyways ;)
hi again. still have some
hi again. still have some questions. here condump file
Cvar: df_promode 12
Cvar: dmflags 0
Cvar: sv_cheats 0
Cvar: timescale 1.00
Cvar: g_synchronousClients 1
Cvar: pmove_fixed 0
Cvar: pmove_msec 8
Cvar: sv_fps 125
Cvar: com_maxfps 125
Cvar: g_speed 320
Cvar: g_gravity 800
Cvar: g_knockback 1000
explain first words "df_promode 12" - dont see any at latest versions. whay is it?
A typo in your config apparently.
I assume that any value over 0 is the same as 1.
hm. i see that not only on
hm. i see that not only on mine. other members cfg had. i knew its little problem and fixed so far as cgg can, but u know, all must be cool at final. i mean df_promode must set only 0 or 1 but not 123456789 and other as u like =)
12 was at cpm and as u write is the same as 1 ;)
No idea how this value (12)
No idea how this value (12) got there (presumably it's a typo) but it shouldn't really matter. df_promode is treated as a boolean: either it is 0 (off) or has any other value (on).
Just noticed this again in
Just noticed this again in 1.92. Played a map called tunnel_run in cpm online, went to spectate a friend who was playing then rejoined the game to play, immediately got a message on my screen saying "+ x.xxx" for my time and my .rec was overwritten with 0.000 :o
Ok nice. Haven't dug into the
Ok nice. Haven't dug into the details but I think I see how this could happen. It's on my list.
why i cannt use another pk3
why i cannt use another pk3 patches?
like: patch of new HUD ?
hud_bg+borders_glass.pk3 - example
Try renaming your pk3s
Try renaming your pk3s zzzzz-something.pk3
global hotkeys
I just recognized that I cant use global hotkeys, eg for controlling aimp2 or other software, from inside defrag :( Is this to prevent cheating or something? If not it would be nice to get my this functionality back. Im under Windows btw.
The dfengine does that.
The dfengine does that. There's an (upcoming) feature that was added by Drakkar and that gives control over this engine feature.
Would it be possible to
Would it be possible to display the map name also in the "ClientSpeedAward:" line of the log like it does in the "ClientTimerStop:"?
Not really a problem though... would just make parsing logs a little easier...
Well you shouldn't expect log
Well you shouldn't expect log messages to be self-sufficient - rather I believe you should catch log events as they fly by. Although I understand.
Parsing logs is deprecated
Why don't you grab that event right when it passes through the server?
You would also get that information in real time. You could output a log file that is better machine readable if you don't want to use a database.
Would it be possible to fix
Would it be possible to fix the pmove_fixed/g_sync cvars when you go from online play to offline play? For instance when playing online for a bit then moving offline, pmove_fixed 1 and g_sync is 0. Could it be possible to make it set the cvars correctly when going to play singleplayer defrag after playing online?
Well I could default g_sync
Well I could default g_sync to off in online games - since it doesn't make sense to have it on in that context.
Not sure about pmove ?
Well, my question was in
Well, my question was in regards to the way Defrag sets cvars after playing online and offline. After playing on an online server and deciding to play offline immediately after using "/vq3 whatevermap", the cvars are set in a way such as:
g_sync 1
pmove_fixed 1
sv_fps 125
com_maxfps 125
etc etc
It's more a problem I've noticed myself that tends to happen to me when I decide to do offline times to submit to speedcapture.com but have to be vigilant for as we don't accept demos with pmove_fixed 1 AND g_sync 1 :)
Actually you should end up
Actually you should end up with g_sync 0 after playing online. Defrag itself gives pmove and g_sync a default of 1 when the server code initializes.
A few server cvars are reciprocated on the client (including g_sync) when it receives the gamestate. So when you connect to a server, you end up with your local g_sync matched with that of the server.
The behavior you describe actually pertains to the way q3 handles cvars. Cvars are given a default value once, when they are first created, after what that default value may or may not be overridden. Defrag doesn't take the liberty of setting pmove and g_sync for the user (it just defines their default values once).
Not sure what you suggest.
Just noticed if 2 people are
Just noticed if 2 people are on a server and one person calls a vote and the other player doesn't vote then proceeds to /quit, the vote just sits there. :O
That's actually by design.
That's actually by design. People who quit during a vote are considered as not having issued a vote at all - but still are counted. On the contrary people who join during a vote can't take part in the poll. It's probably not the most excepted or best design but it helps prevent abuse.
In a simple yes/no vote, the vote passes if the ratio of yes to no votes strictly exceeds 50%. If there are two ppl voting, both must vote yes for the vote to pass. If one abstains or quits, it won't.
The new df vote code also differs from q3 in that you can change your mind (and go for another option) as long as the vote is on.
Ah ok, that makes sense :D
Ah ok, that makes sense :D
random stuff
Sometimes when respawning I get stuck to the ground. I can press space and it does press +moveup (I can tell because my run speed decreases) but there is no jump action. This may have been fixed recently as respawning seems different in 1.92
Also, you should do something about jumps not counting on slopes in CPM.
It is pointless to play knowing that any run can be ruined for no reason.
Also, online randomly I will see myself complete a jump, then warp back to the last landing point. This occurs even on flat ground.
Also, strafing isn't smooth online. It feels spongy or lagged somehow. Weapons are useless with more than a little latency, which really limits which maps can be played online.
Also, if a map vote fails that map should not be available for voting by the same player for a few minutes.
Also, there should be some system that allows for unlimited map pk3s in a folder other than baseq3, so that it doesn't take years to start q3 or load maps. I have heard that this has been done already.
Duno if these bugs are relevant to this post or version.
to 2)
Random OBs on slopes lead into the z vel to be set to 270 and xy not changed, while the 270 is normally just added to the z vel on slopes (iirc) and the xy be changed.
Means you DID jump but it can occur - depending on your speed, the slope steepness, etc - that you land on ground in the next frame, 2nd next, etc right again which makes the former jumppress "useless". There is no way to avoid a little speed drop if the random OB causes consecutive 2 groundframes.
to 5)
Maps should still be votable, unless it was a very obvious fail. Also votes should pass after the votetimer ended if it's like 7:0 with 16 people on the server. Annoying to get obvious votes not passed due to afk people e.g.
to 6)
Has been done by me more than a half year ago, submitted a very early test version of it for dfengine back then, too, which apparently never made it in ;)
It's a bit ahead of time -
It's a bit ahead of time - but that's fine. Most of your requests relate to items that are planned for the next updates, although it's going to take quite some time to put it all together.
Also, online randomly I will see myself complete a jump, then warp back to the last landing point. This occurs even on flat ground.
This can happen when your connection's bad and clientside prediction goes off. It corrects your (erroneous) position by making it shift abruptly. Have a look at the lagometer when this occurs and see how your connection seems to be doing.
Sometimes when respawning I get stuck to the ground. I can press space and it does press +moveup (I can tell because my run speed decreases) but there is no jump action. This may have been fixed recently as respawning seems different in 1.92
A demo or more details would help - this shouldn't happen at all.
Also, you should do something about jumps not counting on slopes in CPM.
It is pointless to play knowing that any run can be ruined for no reason.
Mind to explain this?
From what I heard, at one
From what I heard, at one point atleast, cgg says some weapon prediction stuff will be added, hopefully.. right cgg!? :DDD
It's planned, but it's going
It's planned, but it's going to be a tough one, because in most cases it can't be a clientside-only change. The server has to make the creation of projectiles more predictable for the client.
is the spam block a
is the spam block a serverside cmd at all? just wondering
sv_floodProtect is a
sv_floodProtect is a serverside setting
One question It's usefull to
One question
It's usefull to up my df version (1.91.17) or after some testing will do update?
So far 1.92 is only about
So far 1.92 is only about testing and having a chance to step in and feedback. It is incompatible with 1.91. When 1.92 is ready to be adopted, it will replace 1.91.
So you should leave you defrag 1.91 installation alone for now, and install 1.92 in a separate folder (the test servers expect defrag_192) if you plan on giving it a try.
"/callvote map [mapnamehere]
"/callvote map [mapnamehere] df" when the server was previously mp fastcaps shows 'map MP FastCaps' at the top hehe. Also it seems when the map is in defrag mode and not fastcaps, /callvote map [mapnamehere] df' still shows '[mapname here] MP FC'
nice again, it's fixed.
nice again, it's fixed.
"/callvote fc2" brings up an
"/callvote fc2" brings up an empty callvote and if it passes, nothing changes :P
Thanks, it's fixed. Issuing a
Thanks, it's fixed. Issuing a gametype callvote that only changes the gamemode caused problems.
icon
defrag icon or mascot is still missing,
I would like to see Bugs
I would like to see Bugs Bunny leaning on a rocketlauncher :)
anything not so openly
anything not so openly freudian? :)
Well art contributions are
Well art contributions are welcome.