Excessive Plus v2.2b
@skull xp_drawconsole 0 restart quake and console works if thats what you mean
Time shown people do lame around easy, no way around it.
edit: @jeff: well, problem is that I need to do vid_restart for the console every time I start quake.
i have the command in my autoexec.cfg and i don't need to vid_restart to have xp-drawConsole 0
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u should be able to fall faster with CROUCH!
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and modelscale should be cheat-protected
("not available" doesnt sound like the same)!
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the location-bug seems to be caused by the slippery statues:
they just fly too fast for the game/server to recognize
the target_locations, i think.
Hey!
Found a little bug....
Admit : 2 teams blue-redPPl : both teams are balanced (5 guys blue- 5guys red)Score : 14-14 (fraglimit 15)Time : 0 (timelimit 20)
When time arrive to 0 --> sudden death
Okay then, we are here.
1 Red is still alive, and 1 is at 98% to be unfreezed - 3 Blue still alive
The last red guys die railed by a fucking blue guys (must be gay this one, i'm sure) and before that 1 or 2 secthe red unfreeze.
So there is 1 red vs 3 blue agree?
when the red respawn, he's killed in spwan kill, so he respawn...... but the match is over, Blue wins
My question is : why?
Spawn kill is considered like a real kill for q3?
I think it's a little bug, admit that happend in ranked cw, who wins?
if it's okay, and it's not a bug, that seems the last guys alive in the Sudden death can't have the respawn kill protection
So guys, what do you think about it...?
He simply did not press fire quick enough to respawn? It is sthe same like someone was unfrozen but he does not spawn because he did not press fire (e. g. still chatting) so the other team scores.
Its understandable that after thaw you need to respawn to be counted as in game, but surely spawn protection is set up to stop players scoring on the spawn. maybe its due to sudden death being on that you hit this. q3 checks things in set order so i would think that sudden death on makes counting the kill priority over the spawn kill, assuming that the engine checks for next sudden death, with spawn protection coming later down the line of things to be checked for. in the eyes of the game, spawn kill is still a kill, just looped to respawn after the fact.
But hey, if i lost a match or even a tournament because of this i would be gutted, and would surely ask for 2 minutes extra map time. out of curiosity, is there an overtime feature available in excessiveplus?
@skull, maybe put the cvar vid_restart as last line of your autoexec.cfg
It is more like the engine checks the alive players and if smo did not spawn, through whatever reason, the player is not alive.
Its a scenario that wont occur very often, but these little things always happen at the worse possible moment.
I think that if your spawnkilled you shouldnt die but both should teleport, but thats a different topic.
i recognized that lately, too.
there was a chance for the frozen team,
that one got self-thawed at suddenDeath ...
but the game stopped!!! IMMEDIATLY,
when the last one was frozen!-
it was like a break-up!