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New Defrag Release

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Re: Defrag 1.91.21

Postby -O-marky » Jan 25th, '13, 6:53 pm

Should be fixed next release.
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Re: Defrag 1.91.21

Postby Le another black niger » Feb 11th, '13, 6:51 pm

Another bugs

REMOVEMACHINEGUN flag is not defined in defrag.def
/*QUAKED target_init (1 0 0) (-8 -8 -8) (8 8 8) KEEPARMOR KEEPHEALTH KEEPWEAPONS KEEPPOWERUPS KEEPHOLDABLE >REMOVEMACHINEGUN<


Handicap 'exploit'
In q3, when you have more than or equal to handicap*2 health hp, no health pickup is allowed
Apparently it works to prevent having more than maximum health value, but not restricting any health pickup, like negative ones.
Negative health is a good replacement for trigger_hurt
-no mp bug
-definable operation period
-it is targetable
The only problem is, that it's pickup can be skipped by changing handicap value.
Its hard to imagine any cons of changing pickup rules for negative health.
May be impossibility of some map, where you need wisely change handicap value during run to skip or pickup certain negative healthes :obscene-smokingjoint:


Interference for shooters in fc.2 mode
They are 'self-styled' atm
Shouldnt they have enemy style, like ones in defrag maps or in q3?
(jokictf1 map for reference)


In defrag runs mode, when player goes into other one + interfere with mover, mover acts like in case of actually stuck player
Like it would happen in q3 with full interference
Apparently that part of code about player into player state have to be disabled accordingly to df_mp_interferenceoff cvar


In mp defrag gauntlet2enemy interference is not disabled (for funny sound?)
But gauntlet actually gets reloaded
So you can fire up other player instead of some button in run
If you ask me, i'd vote for funny sound; just stating issue
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Re: Defrag 1.91.21

Postby Le another black niger » Feb 11th, '13, 8:36 pm

Le another black niger wrote:In defrag runs mode, when player goes into other one + interfere with mover, mover acts like in case of actually stuck player
Like it would happen in q3 with full interference


The shit might be deeper, bug works with nonsolid parts of movers
cec26 & handirun maps for reference
cec26 - two guys into the flag wont survive
handirun - big deadly zone at start caused by pendulum without origin
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Re: Defrag 1.91.22

Postby -O-marky » Mar 19th, '13, 1:14 am

Bump for .22 release.

viewtopic.php?f=7&t=447
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Re: Defrag 1.91.22

Postby <hk> » Mar 19th, '13, 10:00 am

The 4e servers are up to date now.
others follow when I get home from work.

I am quite fond of the speed preserving teleporters. They don't kill the flow that much and even minor speed differences at the beginning of a map have massive impact on the run time.
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Re: Defrag 1.91.22

Postby bunny » Mar 19th, '13, 3:24 pm

.23 please..im begging you
real Crysis Warhead.
penis.
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Re: Defrag 1.91.22

Postby Timothy » Mar 19th, '13, 6:57 pm

Nice work. :)

Would it be possible to have a df_viewlog command?
It's quite annoying when someone gives you a link ingame and you can't just copy/paste it.
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Re: Defrag 1.91.22

Postby rlx|mini » Mar 19th, '13, 8:32 pm

.22 is awesome update! long awaiting features. Thx marky and co. :)
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Re: Defrag 1.91.22

Postby -O-marky » Mar 20th, '13, 6:32 am

Some clarification: that spawnflag for teleporter (spawnflag 1) is only for target_teleporter atm. In .23 I'll add another for trigger_teleporter.

Sorry about the confusion.

Thanks shio for providing test map :)
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Re: Defrag 1.91.22

Postby [fps]Exception » Mar 20th, '13, 2:14 pm

Nice work, -O-marky :clap:

I have a suggestion. Maybe it would be better to display a '∞' symbol instead of a '-1' if infinite ammo given? I think that it will be beautiful!

Thanks
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