I rewrote parts of the autorecord and player interference code which both had significant issues. Take extra care while upgrading as it hasn't been thoroughly tested.
The 1.91.14 autorecord has a (quite bad) flaw. You should consider upgrading now if you are submitting demos.
This makes defrag 1.91.16:
- fixed flawed 1.91.14 autorecord
- better g_sync management for autorecord (removed no longer needed cvar df_ar_nogsync)
- changed default for df_ar_stopDelay from 1800 to 3000
- added support for OSP colors ^8 and ^9
- added multiplayer support for map shooters
- fixed df_mp_interferenceOff affecting map shooters in single-player defrag
- removed incomplete, buggy df_mp_interferenceOff bit 4 (teammates-only interaction)
Download link: http://q3defrag.org/files/defrag/defrag_1.91.16.zip
UPDATE: a bug has been found almost at once with the hud colors. If you downloaded the 1.91.15 package please upgrade to 1.91.16.
Comments
online
online telejumps really suck if your ping is high
you have to guess when the tele happens and strafe blindly
is this possible to fix for defrag?
With a proper and improved prediction yes...
it'd also be possible to predict projectiles such as rockets or grenades clientside so it'd all feel and look like offline playing
More Demo features
Some kind of rewind function in demos would be nice!
It is always getting on my b*lls that while watching a demo - and you would hit a wrong key that you have to watch everything from the beginning again. (sucks with very long demos).
An interface with a draggable
An interface with a draggable bar like in common media players would be nice =)
Acceleration
a) I am not sure if this feature is already in defrag but it would be nice to have some kind of acceleration - meter that is absolute. It would make a strafe jump compareable in a better way and you can easily see improvements. If you would do a CJ - it displays x % of the maximum possible acceleration that a player could do in a certain position (=100%).
b) Is there an average speed option? Like displaying what your average speed during a run was?
c) Is there a way to display the amount of units a player traveled in xy direction during one jump (would help for mapping strafepads)?
Greetings, Morbus.
for B), /stats shows the
for B), /stats shows the average speed of a run
Weird behaviour
While betatesting my hook map i noticed a weird behaviour of the ghost.
Every time the ghost fires the hook the noise of a flying rocket sounds. The sound is also not related to the distance to the ghost.
Could you remove that sound?
Also sometimes i can see the player equipping the hook when picking it up. I can see it as my current weapon at the bottom of the screen like any other weapon. It's totally random though. It would be cool to have that model as an active weapon on hookmaps if no other weapon exists when you pick it up. I'd like to see the hook model more often :)
regarding output of server name
Hey, tiny suggestion. It would be nice nice if the server name were displayed at the top of the scoreboard or maybe down at the right along with the map/physics/server and client version.
I always forget what server I'm at and saves the trouble of having to boot up the server browser/check info# for that sole purpose.
(Could just do a bind to echo it to the console but hiding it in the lower right corner of the screen doesn't seem to disturbing either since it only shows when tabbing. :))
Cheers!
Or /configstrings if you want some more haxx like output. Servername is in 1st or 2nd line.
The /serverstatus console
The /serverstatus console command displays this kind of information as well - but yeah extra scoreboard information would be nice.
.
// start: 110 - settings
110 CH_INFO_FPS, // frames per second
111 CH_INFO_PING, // ping
112 CH_INFO_SETTINGS1, // server settings: com_maxfps/sv_fps/g_synchronousclients/pmove_msec(if pmove_fixed is on)/timescale
113 CH_INFO_SETTINGS2, // server settings: com_maxfps/sv_fps/g_synchronousclients/pmove_msec(if pmove_fixed is on)/timescale
114 CH_INFO_MAPNAME_SERVERNAME, // mapname servername
115 CH_INFO_MAPNAME, // mapname
116 CH_INFO_SERVERNAME, // servername
117 CH_INFO_PLAYERNAME, // empty
118 CH_INFO_PLAYERNAME_NOCOLOR, // empty
119 CH_INFO_119, // empty
;-]
Yeah, what I meant is having
Yeah, what I meant is having it only on the scoreboard and not having to echo or show it onscreen all the time using a CHS#.
(Do I break the record in smallest feature requested? :P)
You probably did - nice way
You probably did - nice way of securing your request :)
teamoverlay
Is there something like the cg_drawteamoverlay to display location informations (u know, there is this possibility in q3 ctf mode to display the text from a target location entity). Would be cool to be able to display this info in tricks mode to get information where other ppl are (which makes sense in a huge map).
Problem is the overlay
Problem is the overlay requires the map to sport location entities - so it probably wouldn't work with the freestyle maps out there.
It could still be introduced as a new feature for mappers though.
ye sure, the mapper has to
ye sure, the mapper has to put the entity to the areas of the map.
(I already put location informations into the freestyle map that i am currently working on - i only didnt know if it is possible to display this kind of information in defrag).
That's interesting, I'll look
That's interesting, I'll look into it.
Cool! If Defrag will support
Cool! If Defrag will support teamruns, this entity could be used to display the position of your teammates in run maps.
Ah
Ah, i have a question: Do you think it's possible to create shooters for others weapons than RL, PG and GL ? That could offer more possibilities for maps.
ye, that would be another
ye, that would be another nice feature.
Raising the entity limit in map files would be even nicer (but I guess thats hard coded).
It seems the limit on bsp
It seems the limit on bsp entities is set to 2048 (while the actual limit on game entities is 1024, funny).
Either way you'd probably run into some other limits if you bumped those values - the max number of entities a server snapshot could carry being one instance. All in all that might not be a rich idea :)
The entity limit can be
The entity limit can be annoying, if u have a big map and u want to create the lightning with entity point lights. But you can get rid of this problem by using an invisible texture that emits light.
Well, invisible light
Well, invisible light emitting textures often somehow look better than normal light...e.g. w3sp-pgultimate3 looks much better than w3sp-pgultimate2 due to that reason. Another good example of invisible light emitting textures is qsnrun :)
I see. Well light entities
I see. Well light entities don't make it into the game. That's an issue with q3map.
You couldn't change the limit in the bsp files as that would boil down to changing the q3 bsp format.
Although I have no idea why
Although I have no idea why light entities are kept in the bsp file - as far as I can tell they are only used for preprocessing lightmaps. But I'm just not familiar with that piece of code anyway.
Doesn't q3map2 allow you to
Doesn't q3map2 allow you to export the lightmaps to an external file? I think -export was the switch used for it. Saw some additions to ioq3 that worked on external lightmaps not long ago, looked rather nice.
Ye, it does - never thought
Ye, it does - never thought of using it like that. Cuz normally you export the lightmaps for editing to get more smooth shadows or to remove em.
Nice idea - ill gonna try that.
Filteroptions (date, weapons)
Filteroptions (date, weapons) in the mapbrowser would be cool.
I think the defrag menu in
I think the defrag menu in general would need much redoing. The q3 menus look kind of poor, so I'm not so fond of building new features on top of that - I'd rather go for something new and better.
What do you mean exactly with
What do you mean exactly with something "new and better"?
Going to the teamarena ui
Going to the teamarena ui code would be one option. All in all, going for something that looks better, has a more convenient design and isn't as much bloated.
.
Proper working server browser with fs_game filter support is soomthing gteat, but it is not neccesary now. Let Cgg do more important things first ;-]
Transparency of Cgaz hud
Hello,
is there possibility to make command for changing transparency of cgaz hud ??? thanks a lot
.
It would be nice if you can turn of "accel" and "world position" bars, leaving only acceleration bar.
Yeah I second that! It would
Yeah I second that!
It would be cool if you could move the cgaz_hud vertically. Something like df_hud_cgaz_offsetY would do it IMO :)
cgaz hud
yea that would be truly nice and with changing transparency... that would be PERFECT !
Ping independent cgaz hud
It would be nice if you could customize it in different ways, although a ping independent one would be great.
transparency
i mean sth like df_hud_transparency 0 - 1 (1 - transparently and 0 is normal no transparency)
cool :)
Cool, thx a lot for the df_mp_interferenceoff thing ! ;)
how did my server hit the
how did my server hit the time limit?
acually that would be a good function for online play
:D
If a time limit is set there
If a time limit is set there are (few) cases in which it can actually be hit - besides those it's broken. I brought back working timelimits in 1.92
Great work
: D Any chance we'll still see the /ignore stuff? :DDD
I just haven't got to that
I just haven't got to that yet :)
cgg: maybe for the next
cgg: maybe for the next update u can change the default weapon in fastcap mode2 to rocket and not plasma ? (= would be great!
nice work anyway !
I second that. It'd be even
I second that.
It'd be even better if it was possible to define the default weapon yourself. That'd kick sooo much ass. :)
You can set the weapon in the
You can set the weapon in the respawn.cfg.
I use it to switch to weapon 1 on kill. (i rather dislike strafing with the machinegun equipped).
Just create a file called "respawn.cfg" and type "wait 10; weapon X" into it.
Then set "df_script_onRespawn 1".
This will do the trick.
Hi, i cant now make
Hi, i cant now make keypresses labels invisible (in previous versions that was done by setting df_chs0_fontcolor and df_chs0_labelcolor to same values)
Also, the new colours doesn't seem to work in console
Ok it should be fixed. I
Ok it should be fixed. I updated the files.
That's great you reported it so fast :)
Thank you =)
Thank you =)
Hi, i cant now make
Hi, i cant now make keypresses labels invisible (in previous versions that was done by setting df_chs0_fontcolor and df_chs0_labelcolor to same values)
Yeah, adding colors brought light to a recurrent issue with colors in the chs. I fixed some but that one escaped me - my bad.
I'm fixing.
Also, the new colours doesn't seem to work in console
The engine manages the console. Whatever colors are defined in the mod (the vm modules), the engine sticks to vq3 colors. OSP dealt with the issue by making ^8 appear yellow in console messages and ^9 appear white.
The upcoming version of the dfengine has native support for ^8 and ^9.