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New Defrag Release

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Re: New Defrag Release

Postby -O-marky » Jun 22nd, '14, 4:30 pm

What was the problem with those two maps listed above? Do they not load at all (g_error?)? The spawn code was modified slightly to not crash servers if a map was loaded that contained a spawn type that wasn't permitted by df_gametype. This still happens in some cases, like in ra3map4_ca (I believe?) that I have to look into.
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Re: New Defrag Release

Postby Le another black niger » Jun 22nd, '14, 9:37 pm

there are two rooms on ok-truehaste, but you spawn in upper one every time
i tried going to lower one with noclip: then lower room spawn was used every time

there are 5 spawns on xyligan-block, but only 2 of them are getting used
after respawnpoint set, then clear other 2 ones are working

i wonder how slight smart changes might produce such a bs :think:
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Re: New Defrag Release

Postby Le another black niger » Jun 23rd, '14, 9:22 am

does your fix also repair many spawns on ctf maps, not being used?
(have to use respawnpoint set for them)

i forgot, that spawning in ctf is tied to the flag now
so picking up good spawn (in general anytime you play promode fc=>using pj) is about try and trial with respawnpoint set

ps.the suggestion to remove zz-defrag_fix_mapscripts_190.pk3 was wrong, these scripts have 'revision' keyword, forcing df to check bsp presence
Last edited by Le another black niger on Jul 5th, '14, 12:57 pm, edited 1 time in total.
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Re: New Defrag Release

Postby Le another black niger » Jul 5th, '14, 11:15 am

that new .23 on les servoirs:
\kill = suicide on respawn
ctf: (fs?) keeping last weap been hold before kill is broken
...
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Re: New Defrag Release

Postby Le another black niger » Jul 5th, '14, 3:34 pm

script on respawn is execing on kill too now
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Re: New Defrag Release

Postby <hk> » Jul 5th, '14, 7:46 pm

Le another black niger wrote:that new .23 on les servoirs:
\kill = suicide on respawn
ctf: (fs?) keeping last weap been hold before kill is broken
...

I don't understand what you are saying.
Is the new way of 'killing' flawed?
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Re: New Defrag Release

Postby Le another black niger » Jul 5th, '14, 9:57 pm

not a big flaw, but weird stuff:
gibs spawn at the \kill position, death camera locates at respawn

is it THAT unobvious? :think:

ctf: the feature too keep selected weapon after \kill is broken

script on respawn works twice=>broken
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Re: New Defrag Release

Postby uN*DeaD|Enter » Jul 11th, '15, 1:07 pm

Is there someone who can fix this bugs in newer versions?

a) fly and other items timing
xajA explanation:
The Quad is considered by the server time. If you take the Quad, which should operate for 2 seconds in the xx.xx.992, in fact he will be working 0.008+2 seconds. If you take at the server time xx.xx.008, it will work 0.992+2 seconds

b) speed after map_restart
if you strafe, then press button "map_restart 0", often at the start you will have speed 320 ups.
with 'kill' speed is always 0

c) ob at the start
if player model have 0 units between floor, at map_restart you will always catch ob, with 'kill' you dont catch ob..

with 4 unit between floor:
offline - kill - dont catch, map_restart - dont catch
online - kill - dont catch, map_restart - overbounce


And one more thing.
Where i can find sources of dfengine1.08m?
Can anyone share it, or put to github, or it is private sources?
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Re: New Defrag Release

Postby q3a » Jul 11th, '15, 4:41 pm

uN*DeaD|Enter wrote:Where i can find sources of dfengine1.08m?

Here.
dfengine_1.08m_src_msvc2008.zip
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Re: New Defrag Release

Postby oranje » Oct 25th, '15, 1:58 am

I have found another reason /kill is broken and why it should be changed back to the way it was. If I /kill during a target_delay, it never gets activated. I made a map that temporarily changes when I shoot a button and then changes back after a delay, and if I do /kill it stays in its changed state. Defrag 1.91.21 is the latest version in which the target_delay still gets activated.

also:
camera at spawn, gibs neither at your /kill position nor at spawn but somewhere in between
no more rage kill spam, not even offline
kill delay makes it difficult to cycle through spawns (camera shows one spawn, you respawn on another??)
projectiles instantly disappearing
timer/checkpoints disappear, can't check how good you were doing
/kill death tricks don't work

I don't understand the motivation behind changing /kill to be some sort of hybrid between normal /kill and map_restart...
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