CPMA sever config for E+
Well, I dimly recall those evenings Rat and I spent tweaking the cfg (well, he did most of the work, rly, I just played on private servs with him to collect data). We had a hell of a lot of fun with it, and I feel it really increased our understanding of the "universal truths" of gameplay in the Quake 3 beast.
That being said, I was absent for the release of the last few 1.04 betas and finally played it for the first time tonight. Amazing! And I can't wait to try this translation of the cpma.cfg. Thanks for converting the data for us, Beast
Well, I dimly recall those evenings Rat and I spent tweaking the cfg (well, he did most of the work, rly, I just played on private servs with him to collect data). We had a hell of a lot of fun with it, and I feel it really increased our understanding of the "universal truths" of gameplay in the Quake 3 beast.
That being said, I was absent for the release of the last few 1.04 betas and finally played it for the first time tonight. Amazing! And I can't wait to try this translation of the cpma.cfg. Thanks for converting the data for us, Beast
Np, nice to see you are still here. But still its not the same. At least in next release the footsteps can be implemented and the shotgun pellets are configurable so they can be raised to 16.
beast, is this config compatible with xp2.0a? if not, then could you please rewrite it?
hm, thanx for the answer
if someone still needs this, here's new version updated to support xp2.0a config parser.
some changes:
-fix: obvious mistyping at L:C 126:14 (modifiItem)
-fix: parameter names in weaponTime topic (adjusted with 2.0a)
-fix: regenFactor parameter transormed to Regen Factors topic (adjusted with 2.0a)
-fix: suit factor parameter ransformed to Suit Factors topic (adjusted with 2.0a) (dunno what suit factors were there in cpma, i set both direct and splash to 0.25)
-add: support for 'gameplay' cvar (as in cpma mod), which accepts values 'cpm' or 'vq3' or '' (empty) (empty is automatically replaced to 'cpm'). you can set this cvar in your server start script or in cmdline. cfg will set corresponding physics
-chg: pellet count for shotgun updated to 16.
also, i wonder why there's no falling damage? flag DM_NO_FALLING_DAMAGE is NOT set
(i used overkill map to check if there's some falling damage - no, there wasn't).
hm, thanx for the answer
Sorry, totally forgot about this matter. Anyway, i don't play cpma, so I'm glad someone else can take care of this config.
-fix: suit factor parameter ransformed to Suit Factors topic (adjusted with 2.0a) (dunno what suit factors were there in cpma, i set both direct and splash to 0.25)
Direct should be 0.25, but splash should be 0.
Direct should be 0.25, but splash should be 0.
awww. thanx a lot, beast, i'll fix that.
upd: fixed and reuploaded file in post above.
wrote:Direct should be 0.25, but splash should be 0.awww. thanx a lot, beast, i'll fix that.
upd: fixed and reuploaded file in post above.
Yes, thank you. Did u replaced updated file couple post above ?
yes, i did:
upd: fixed and reuploaded file in post above.
i forgot to mention one thing. i tried to make my 'gameplay' var voteable, so i placed its name to xp_vote in my server start script and it became voteable, but it's not changed neither right after vote have passed nor after map_restart. so, to make it really voteable you shoud do the following:
1. create two cfg files with following contents:
cpm.cfg:
set gameplay "cpm"
map_restart
vq3.cfg:
set gameplay "vq3"
map_restart
2. put theese cfgs to server's excessiveplus folder.
3. add exec command to list of voteable commands (xp_vote cvar in your server start script).
4. then vote in-game for 'exec cpm' or 'exec vq3':
/callvote exec cpm
or
/callvote exec vq3
5. server sets gameplay cvar and restarts the map. voila.
this works. dunno if this can be made in another way
NB: you receive a some kinda security issue by adding 'exec' command to list of voteable cvars/cmds, because by doing that you give players a permission to vote for execution of ANY script that resides in e+ folder on server. but practically this makes sense only in case you have default cfg files in your server's excessiveplus folder (or any cfg files with well-known names, such as server.cfg, etc).
can you create pls a topic summerising all features so I add it to the The
weapons.cfg library for 2.0a ?
tx