r4e11b

9 replies [Last post]
glizda
glizda's picture
Offline
Joined: Sep 2006
Posts:

Hi,
Another incarnation of the lame, easy and ... funny (for some) config of rail4ever server.
Have fun!

Login or register to view attached files

*ZMB*INEED$*
spraw's picture
Offline
Joined: Feb 2010
Posts:
Re: r4e11b

Can you post what has changed?

!@#$%&*( terror )_
terror's picture
Offline
Joined: Feb 2007
Posts:
GB United Kingdom
Re: r4e11b

is that the one that is on rail4ever server ?
it's crap Tongue gauntlet is now useless because weapon switch time is too high + why the hell in gametype 1 u have spawn protection Sad ruined my favorite 1v1 server Sad bring back r4e09f

ditto*ELITE'Z*
Offline
Joined: Jan 2011
Posts:
Re: r4e11b
!@#$%&*( terror )_ wrote:

is that the one that is on rail4ever server ?
it's crap Tongue gauntlet is now useless because weapon switch time is too high + why the hell in gametype 1 u have spawn protection Sad ruined my favorite 1v1 server Sad bring back r4e09f

Thanks Glizda.Looking forward to checking out what you have done with the cfg although it is one of my favorites as it is.

!@#$%&*( terror )_ wrote:
why the hell in gametype 1 u have spawn protection Sad ruined my favorite 1v1 server Sad bring back r4e09f

I see this question a lot. To me it is obvious. When awesome players go on a mad spawn fragging rampage they don't deserve the points they are getting.Nothing sux more than getting spawn fraged 5-10 times in a row. You don't even have time to get a kill because the game is over in just a couple of minutes. In my opinion all gametypes should have some sort of spawn protection.

glizda
glizda's picture
Offline
Joined: Sep 2006
Posts:
Re: r4e11b

Hi!
Thank you for comments. Suggestions are really welcome.

*ZMB*INEED$* wrote:
Can you post what has changed?

Changes, compared to r4e09f:
1. The whole config was cleaned and rewritten. A lot of stuff with default values was removed. I wanted it to look like a proper piece of code, i.e properly indented, taking advantage of predefined e+ constants where possible. It makes the whole thing more understandable, durable and easy to work with.
2. Increased g_speed to 375. Just found it funny to run more like in Benny Hill shows.
3. DM_TELEPORT_SPEED added to DM Flags. It gives better continuity of movement, makes more difficult to hit somebody going through teleport. I like it.
4. No drops, no unnecessary items on the map - its a simplistic config.
5. Weapon switching time changed to the default...

!@#$%&*( terror )_ wrote:
(...) it's crap Tongue gauntlet is now useless because weapon switch time is too high

I see the point, thank you for the input. I wanted it to be a bit slower compared to r4e09f, but maybe default values are too slow. I will check it out and rethink again.
6. Anticamp does not only warn you, like it was in 09f (the one from before r4e09f cup Happy ). If you ignore it for too long, it will do its job. There is no health regeneration.
7. Railgun knockback set to 150 - easier to fly high for lamers like me Happy
8. Spawn protection...

!@#$%&*( terror )_ wrote:
why the hell in gametype 1 u have spawn protection Sad

ditto*ELITE'Z* wrote:

I see this question a lot. To me it is obvious. When awesome players go
on a mad spawn fragging rampage they don't deserve the points they are
getting.Nothing sux more than getting spawn fraged 5-10 times in a row.
You don't even have time to get a kill because the game is over in just a
couple of minutes. In my opinion all gametypes should have some sort
of spawn protection.

Ditto - I could not agree more. I think it will stay as it is now.

!@#$%&*( terror )_
terror's picture
Offline
Joined: Feb 2007
Posts:
GB United Kingdom
Re: r4e11b
glizda wrote:


!@#$%&*( terror )_ wrote:
why the hell in gametype 1 u have spawn protection Sad

ditto*ELITE'Z* wrote:

I see this question a lot. To me it is obvious. When awesome players go
on a mad spawn fragging rampage they don't deserve the points they are
getting.Nothing sux more than getting spawn fraged 5-10 times in a row.
You don't even have time to get a kill because the game is over in just a
couple of minutes. In my opinion all gametypes should have some sort
of spawn protection.

Ditto - I could not agree more. I think it will stay as it is now.

ok ok but fix gauntlet Happy

/
q3fun's picture
Offline
Joined: Jun 2010
Posts:
Re: r4e11b
glizda wrote:

7. Railgun knockback set to 150 - easier to fly high for lamers like me Happy

It is good also for CTF!

and I agree, need time for check and assess

РЕАЛЬНО ВВЕРИТЕ - ВЫ ВСЕ ЗАЕБАЛИ!!

XV!BENEDYKT
xvibenedykt's picture
Offline
Joined: Jul 2008
Posts:
Re: r4e11b


51 hits and only 15 score. I think that in cfg should not be spawn protect except Ftag/CA/PTL and maybe FFA gametype. In other gametypes (TDM CTFs 1on1) its not necessary. Its probably that on other maps like dm1 dm2 (and any other), players will not even do one spawnkill. Spawnkilling is way how player show his knowlegde about map and how he control it Winking Its important on some 1v1 maps and its esence of TDM gametype, where efficience is more important that in FTAG or CA - in those two gametypes we have more factors influencing to gamestyle. Like example being frozen, or being dead till end of round. In FFA it should force player to start selecting victim, and let others to take their position away from spawnpoint Winking
I do not like changing g_speed value. It ruins in some situations feelings about that where enemy will show. From what door will go out Happy or after how much time will land at ground. Also i think that g_speed is changing railcycle (like timescale)
Personaly i know only efreeze mod, where g_speed is changed permanent. And it is not comfortable for me Winking

Maybe anticamp should be more powerfull, to force player for quicker change of his campplace Tongue

OFC, config is still playable and comfortable. I like lil bigger knockback and I appreciate that you rewrite it. Now looks like it should to look.

!@#$%&*( terror )_
terror's picture
Offline
Joined: Feb 2007
Posts:
GB United Kingdom
Re: r4e11b
XV!BENEDYKT wrote:


Spawnkilling is way how player show his knowlegde about map and how he control it Winking Its important on some 1v1 maps and its esence of TDM gametype, where efficience is more important that in FTAG or CA - in those two gametypes we have more factors influencing to gamestyle. Like example being frozen, or being dead till end of round. In FFA it should force player to start selecting victim, and let others to take their position away from spawnpoint Winking

f1

XV!BENEDYKT wrote:

Maybe anticamp should be more powerfull, to force player for quicker change of his campplace Tongue

agree, it will make me move again Happy my gamestyle lately got very influenced by standing on the bridge and aiming at spawns xd

XV!BENEDYKT wrote:


OFC, config is still playable and comfortable. I like lil bigger knockback and I appreciate that you rewrite it. Now looks like it should to look.

yes, yes, good to see some action but overal did too many :E r4e09f was almost perfect, should've just tweak it up lil' tiny bit and finito xd and u failrd xd

edit: failed in writing "failed" gg Happy

Dark Rabarbar
Turaj's picture
Offline
Joined: Jul 2008
Posts:
Re: r4e11b
XV!BENEDYKT wrote:

Spawnkilling is way how player show his knowlegde about map and how he control it Winking Its important on some 1v1 maps and its esence of TDM gametype,

This is reminds me this ... But Examples u cant find much more .

http://youtu.be/YjsQXatO-kQ?t=7m31s