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Author Topic: What is new - r66  (Read 1683 times)

a_clown

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What is new - r66
« on: August 10, 2010, 17:48:39 PM »
Hello players,

much happened to oaUnofficial the last two month and i was to lazy to write it down. Yes procrastination sucks, now i have so much to write down.
First of all: This project is called "aftershock" now.

Changes:

Respawntimers:
you can activate respawntimers  with cg_drawRespawnTimer when g_allowRespawnTimer is set on server.
On the right side of the item is the next item, when >1 items of this type spawn on the map. On the left side is the teamicon(in CTF games).
There are some bugs with teamitems and powerups, 1v1 should work great.
http://www.abload.de/img/shot00056pzo.jpg (possible offline)
(Link: http://www.abload.de/img/shot00056pzo.jpg)

High resolution icons
Icons are now 128px X 128px big. Looks much better on high-res.

READY system
g_startWhenReady 0,1,2
Players can ready up or unready with the "ready" command(toggle).
The match starts when half is ready ( g_startWhenReady 1 ), or all are ready ( g_startWhenReady 2 ).
When a player changes the ready-status you can see a message on the screen.
http://www.abload.de/img/shot0006t32z.jpg (possible offline)
(Link: http://www.abload.de/img/shot0006t32z.jpg)

Autosnaps
cg_autosnaps sets snaps to the sv_fps value. sv_fps  is set to 40 on aftershock servers, please use 40 too.

Vote sounds
When a player calls a vote a "vote now" sounds is played. "vote passed", "vote failed" is played at the end of vote.

Timeouts
When g_timeoutAllow is set players can call a timeout with the "timeout" command. The timeout is g_timeoutTime  long(msec).
Need some testing, critical bugs.

Projectile delag
To balance the game a bit, admins can enable projectile delag.
g_delagProjectiles 0,1,2,3+
0    - nothing happened
1    - Projectile-nudge 50ms
2    - Projectile-nudge serverlag
3+ - Nudge projectiles per ping(max g_delagprojectiles )

I recommend g_delagProjectiles 100, so players with 100 ping can play with full delagged projectiles.
Thanks to JessicaRa for this.

Autoaction
With autoaction the game will record a demo, write a screenshot and/or write endgame-stats.
The files are organized in folders, the foldername is the date ( "2010-07-17" ).
The filename is for example "20100717011223-1v1-RNclownVSJenna-aggressor".

cg_autoaction bitmask
1 - demo
2 - screenshot
4 - statsfile

Set cg_autoaction to 7 for all.

Serverstats
The server can write stats at the end of the game.
g_writeStats to activate the serverstats.
g_statsPath for the path where the stats are saved.
This can be used for central-stats.
Example: http://oaunofficial.exulo.de/ca.php

Itemdrop
With the g_itemDrop bitmask admins can activate flag/weapondrop(later) on the server.
1 - Flagdrop
2 - Weapondrop
Please do not test Weapondrop now.
When the Flagcarrier commits suicide and flagdrop is allowed, the flag is not returned.
Commands are "dropflag" and "dropweapon"

Particles
The player can see particles when cg_particles is set.
http://www.abload.de/img/shot0007dg0l.jpg (possible offline)
(Link: http://www.abload.de/img/shot0007dg0l.jpg)

Lightning-styles
Players can choose out of 4 different lg-styles.
cg_lightningStyle
0 - new aftershock lg
1 - new aftershock lg thin
2 - old oa lg
3 - thin simple lg

low ammo warning
replaced cg_drawAmmoWarning with cg_ammoWarning bitmask
1 - Onscreen message
2 - play sound
The lowAmmoWarning was not working in openarena(bug)

Blood
replaced com_blood with cg_blood nd g_gibs.
When cg_blood is not set and a player is gibbed the spawnsound is played and sparks fly around(when cg_gibs is set).
If you want a bloody game enable cg_blood

Easy pm-skins
Players can use colorcodes( the codes for text ) or color-keywords for pm-skins.
Example: cg_enemyHeadColor "1" will make the enemyhead red( colorcode )
                cg_enemyHeadColor "red" will make  the enemyhead red( color-keyword )
                cg_enemyHeadColor "0xFF0000FF" will make the enemyhead red ( hex-color )
colorcodes are 1-9,a-z,A-Z
color-keywords are red, green, yellow, blue, cyan, purple, white, orange

CA/Elimination bugfixes and changes
-RL is preselected( not crappy PG anymore ).
-players sorted by damage done.
-fixed spawn bug in warmup( one team spawned dead or spawned in wall ).
-Teamliving count shows  how many players are alive  in both teams.
http://www.abload.de/img/shot00083roh.jpg (possible offline)
(Link: http://www.abload.de/img/shot00083roh.jpg)
-Players can change weapon before roundstart.
-Dead players can only spec teammates per default. Dead players cannot spy the enemy-team anymore.
-fixed the hitsound bug, dead players can hear hitsounds now
-more fixes( uh im lazy )

Queue and Spec in tourney
speconly players are shown as "SPEC" and waiting players as "QUEUE"

Chatmacros/Chattokens
in teamgames players can use this tokens in teamchat to inform teammates

#A: armor(colored)
#a: armor(white)
#C: the location you last died
#D: the play you received dmg from
#E: shows enemies on screen(buggy), shows enemy-powerups(like flag)
#F: nearest Teammate
#H: health(colored)
#h: health(white)
#I: nearest item
#K: the last player who killed you
#l: nearest itemspawn( for location, some maps dont have maplocations )
#L: your maplocation
#M: ammo of your current weapon
#P: last picked up item
#S: the item in your crosshair
#T: last enemy you damaged
#U: shows your powerups( flag, quad, ... )
#W: your current weapon

more fixes/changes
I cannot write everything down, its just too much.
One is important: New rewards work for specs now  :)

have fun

a_clown  :D

Toxicity

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Re: What is new - r66
« on: August 10, 2010, 23:13:35 PM »
Nice one! I like the graphics and the commands <3 I hope aftershock will be successful =)

proti

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Re: What is new - r66
« on: August 11, 2010, 12:56:27 PM »
---PEACEFULLY CENSORED---

RMF

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Re: What is new - r66
« on: August 11, 2010, 17:13:00 PM »
Neat :)
Just one suggestion: how about making startWhenReady a percentage instead of just two options?

a_clown

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Re: What is new - r66
« on: August 11, 2010, 17:21:12 PM »
Quote from: RMF on August 11, 2010, 17:13:00 PM
Neat :)
Just one suggestion: how about making startWhenReady a percentage instead of just two options?

Ok, i will think about that. But maybe its a bit overkill and admins dont know what to do
0 is for public
1 is for pickup and unofficial games
2 for official league games

thanks for your answer

a_clown

St0n3r

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Re: What is new - r66
« on: August 16, 2010, 08:52:37 AM »
Just WAOUUUUUUh  ;D

nice!!!

proti

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Re: What is new - r66
« on: August 16, 2010, 22:24:33 PM »
---PEACEFULLY CENSORED---

a_clown

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Re: What is new - r66
« on: August 17, 2010, 00:53:58 AM »
Quote from: proti on August 16, 2010, 22:24:33 PM
On the last ca pickup game I have noticed that I cannot see the team chat while playing, same for tdm.  Maybe theres something wrong with server or my own cfg ? Idk.

Thanks for advice.

// sry if that doesnt belong to this topic, Im too lazy to check out.

oa has a bugconfig, just edit your cg_teamChatHeight to 6 (in oa its default 0, GREAT JOB :D) and teamchat should work again.