* May 25, 2013, 09:07:45 AM
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Come Chat with us live! Learn how HERE!
 
   Home   Help Search Login Register  
Pages: 1 2 3 [All]   Go Down
  Print  
Author Topic: TeaMod 3.0 Release  (Read 8936 times)
Teapot


Turrets: +11/-3
Posts: 84


« on: October 09, 2009, 02:07:34 PM »

Homepage

This mod does not necessarily change gameplay but does give you, the server operator, the ability to create different kinds of games yourself and put whatever games you like in the maprotation.

Gameplay modes included are:
  • Base rushes
  • Training
  • Clan war
  • Normal
  • Ambush
  • Aim training
  • Fun

It is based on Lakitu7's 5.5 release (+ 5.6 patches) and PBOT 3.0 (with balance modifications reverted).
Documentation is available with download of the source code (recommended).

Feel free to post constructive criticism here.

Enjoy. Smiley
« Last Edit: January 23, 2011, 02:34:31 AM by Teapot » Logged
DraZiLoX

*

Turrets: +24/-24
Posts: 844


« Reply #1 on: October 09, 2009, 02:32:28 PM »

Best!
Logged

ULTRA Random ViruS


Turrets: +4/-94
Posts: 722


« Reply #2 on: December 19, 2010, 03:54:47 AM »

Cool, but what's the mod "fun"? just muking around?
Logged

The new wave of feeding ULTRA Random ViruS' has come.
Youtube- Tremulous + Various Stuff
Demolution


Turrets: +157/-64
Posts: 1198


« Reply #3 on: December 19, 2010, 04:05:49 AM »

Cool, but what's the mod "fun"? just muking around?

Year old necro.
Logged


Clan [AC] - For all your air conditioning needs please visit: http://s1.zetaboards.com/AC_NoS/index/
my brain > your brain.
and i am VERY stupid.
Loki


Turrets: +1/-52
Posts: 231


« Reply #4 on: December 19, 2010, 07:43:37 AM »

Then why are you replying? Btw where's download link?
Logged

Aimbot is only cheap copy of Lokibot.
Demolution


Turrets: +157/-64
Posts: 1198


« Reply #5 on: December 19, 2010, 09:21:33 AM »

Then why are you replying? Btw where's download link?

To inform him that he screwed up. Duh.
Logged


Clan [AC] - For all your air conditioning needs please visit: http://s1.zetaboards.com/AC_NoS/index/
my brain > your brain.
and i am VERY stupid.
DraZiLoX

*

Turrets: +24/-24
Posts: 844


« Reply #6 on: December 19, 2010, 10:33:53 AM »

Then why are you replying? Btw where's download link?
At the homepage?

Cool, but what's the mod "fun"? just muking around?
Code:
g_alienbuildpoints "300"
g_humanbuildpoints "300"
set g_friendlyFire "1"
set g_friendlyBuildableFire "1"
set g_friendlyFireHumans "1"
set g_friendlyFireAliens "1"
g_freecredits "1"
g_buildMode "2"
g_deconMode "1"
g_buildTimer "0"
g_jetpackfuel "0"
g_hbuild_dmg "1"
g_abuild_dmg "1"
timelimit "60"

// Optionally add bots
//!bot add ^7tea^1bot^7#0 a
//!bot add ^7tea^1bot^7#1 a
//!bot add ^7coffee^1bot^7#0 h
//!bot add ^7coffee^1bot^7#1 h
Logged

ULTRA Random ViruS


Turrets: +4/-94
Posts: 722


« Reply #7 on: December 20, 2010, 10:42:16 AM »

So this whole mod is a mixture of ambush dqvm, etc.?
Logged

The new wave of feeding ULTRA Random ViruS' has come.
Youtube- Tremulous + Various Stuff
DraZiLoX

*

Turrets: +24/-24
Posts: 844


« Reply #8 on: December 20, 2010, 01:32:53 PM »

Afaik, its mixture of Lakitu's 5.6 patches, Pbot, and other patches.
Logged

ULTRA Random ViruS


Turrets: +4/-94
Posts: 722


« Reply #9 on: December 21, 2010, 03:56:43 PM »

How do i open a gz file? and whats with the src.tar infront of it?
Logged

The new wave of feeding ULTRA Random ViruS' has come.
Youtube- Tremulous + Various Stuff
DraZiLoX

*

Turrets: +24/-24
Posts: 844


« Reply #10 on: December 21, 2010, 04:20:07 PM »

1. Get 7zip or winrar (i assume that you are windows user).
2. src = source = code for the qvm
Logged

ULTRA Random ViruS


Turrets: +4/-94
Posts: 722


« Reply #11 on: January 17, 2011, 11:30:53 AM »

actually i found an instructions manual in P-Bot 3.0 on some website, they give better help then you. =P
Logged

The new wave of feeding ULTRA Random ViruS' has come.
Youtube- Tremulous + Various Stuff
Plasma


Turrets: +1/-3
Posts: 60


« Reply #12 on: January 21, 2011, 10:44:20 PM »

know what? can someone just post the qvm itself here? this sounds like the qvm i've been searching everywhere for, and if it is then i'm happy, if not.... time to learn to code qvms or time to keep waiting/looking.
Logged
Teapot


Turrets: +11/-3
Posts: 84


« Reply #13 on: January 23, 2011, 02:36:07 AM »

Moved the url to the top because people don't seem to look at the bottom.
The documentation is poor, I know, but if you need any help, feel free to ask (including Virus despite his temper tantrums).
Logged
Plasma


Turrets: +1/-3
Posts: 60


« Reply #14 on: January 24, 2011, 01:23:59 PM »

i saw that, and clicked on it, i just want someone to post the extracted qvm  Smiley
Logged
Plasma


Turrets: +1/-3
Posts: 60


« Reply #15 on: January 31, 2011, 11:08:27 PM »

 Angry
PLEASE?
Logged
Plasma


Turrets: +1/-3
Posts: 60


« Reply #16 on: February 01, 2011, 10:51:02 PM »

P.S. I dont have 7zip or WinAce/WinRar... so i can't extract it....
Logged
CreatureofHell


Turrets: +429/-123
Posts: 2351

Ash Nazg Durbatulūk, Ash Nazg Gimbatul.


WWW
« Reply #17 on: February 01, 2011, 10:59:23 PM »

P.S. I dont have 7zip or WinAce/WinRar... so i can't extract it....

I am so impressed by your triple post that I will tell you to download one of them.
Logged


Quote
<Timbo> posting on the trem forums rarely results in anything good
swamp-cecil


Turrets: +80/-163
Posts: 770

http://www.grangersba.com/repo/base/


WWW
« Reply #18 on: February 02, 2011, 12:14:36 AM »

im surprised it isnt on dtrem.com
anyways, testing.... because i dont like doing 5 pages of simple but long math.
EDIT: wait, thsi is the source! I dont know how to build a QVM
Logged

these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.
Celestial_Rage


Turrets: +120/-8
Posts: 623


« Reply #19 on: February 02, 2011, 12:18:20 AM »

If your concern is the tar.gz file, just get 7zip or Izarc (google them) to open it. The qvm is inside.
Logged

"The reports of my death are greatly exaggerated" ~Mark Twain
Teapot


Turrets: +11/-3
Posts: 84


« Reply #20 on: February 02, 2011, 07:27:31 AM »

1. Get 7zip or winrar (i assume that you are windows user).
2. src = source = code for the qvm
You have already been told how to get it.
While I am generally willing to help, I'm not willing to spend my time on people who won't try to help themselves.
Read Draz's post carefully.
Logged
swamp-cecil


Turrets: +80/-163
Posts: 770

http://www.grangersba.com/repo/base/


WWW
« Reply #21 on: February 02, 2011, 02:52:23 PM »

I should read more.
Logged

these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.
DraZiLoX

*

Turrets: +24/-24
Posts: 844


« Reply #22 on: February 03, 2011, 06:42:31 AM »

im surprised it isnt on dtrem.com
anyways, testing.... because i dont like doing 5 pages of simple but long math.
EDIT: wait, thsi is the source! I dont know how to build a QVM
Maybe dont download sourcee, but QVM  Roll Eyes
Also, yes it is http://dl.dtrem.com/QVMs/1.1.0/Teamod/
Logged

cron
Donators
*

Turrets: +22/-7
Posts: 185

Got UNV?


WWW
« Reply #23 on: February 03, 2011, 04:35:17 PM »

I repackaged as a .zip since not everyone has such awesome untarring and ungziping tools.

http://dl.dropbox.com/u/16088580/Tremulous/MISC/TeaTime3.0-release.zip
Logged

Plasma


Turrets: +1/-3
Posts: 60


« Reply #24 on: February 03, 2011, 11:05:11 PM »

Thank you.
Logged
joseph|sm


Turrets: +0/-0
Posts: 15


« Reply #25 on: February 07, 2011, 12:51:24 AM »

Awesome QVM I'm using it on my server Grin
But how do you shut off the designate thing? It annoys me Undecided
Logged
DraZiLoX

*

Turrets: +24/-24
Posts: 844


« Reply #26 on: February 07, 2011, 06:19:18 AM »

g_designateVotes?
Logged

swamp-cecil


Turrets: +80/-163
Posts: 770

http://www.grangersba.com/repo/base/


WWW
« Reply #27 on: February 07, 2011, 10:19:36 PM »

Isnt working for me. Its freezing my trem.
All im doing is making a new mod folder, making the  .pk3 inside it is vm/game.QVM . thats it. Any help?
Logged

these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.
Plasma


Turrets: +1/-3
Posts: 60


« Reply #28 on: February 07, 2011, 11:20:09 PM »

Well if its a Qvm you shouldn't need a new mod folder should you?
Can't you just dump the .pk3 in the base folder and the qvm in the vm folder?
if not then maybe someone else would give you more help.
Logged
joseph|sm


Turrets: +0/-0
Posts: 15


« Reply #29 on: February 08, 2011, 01:25:07 AM »

g_designateVotes?

That just makess it so people can't vote, I wanna get rid of it entirely so any one can decon OM/RC
Logged
DraZiLoX

*

Turrets: +24/-24
Posts: 844


« Reply #30 on: February 08, 2011, 04:31:56 PM »

Add flags
Code:
-DBUILDER -designate
to all admins so they dont have !designate/!undesignate or autodesignate. (flag ALLFLAGS includes DBUILDER so you also want remove it from max level.)
Logged

Plasma


Turrets: +1/-3
Posts: 60


« Reply #31 on: February 08, 2011, 10:58:44 PM »

So just wondering... but how do you change the gameplay modes?
all i know is \g_ambush 1|0 (and all things ambush related)
I saw something about a readme but i dont konw how to get to that either...
Logged
Teapot


Turrets: +11/-3
Posts: 84


« Reply #32 on: February 08, 2011, 11:12:03 PM »

Documentation is available with download of the source code (recommended).
1. Get 7zip or winrar (i assume that you are windows user).
2. src = source = code for the qvm

There is no way to allow non-designated players to decon the overmind or reactor.
Gameplay modes are implemented using map layouts and layout specific configs.
Logged
DraZiLoX

*

Turrets: +24/-24
Posts: 844


« Reply #33 on: February 09, 2011, 03:47:13 PM »

Except adding DBUILDER flag for everyone, thought, i wouldn't do that.
Logged

Plasma


Turrets: +1/-3
Posts: 60


« Reply #34 on: February 09, 2011, 07:59:30 PM »

So essentially this is just the best version of a qvm that includes bots?
I love how the human bots actually know how to miss, and how the bots buy things and evolve if they have credits.
You also made them working pbots which I enjoy.
Logged
swamp-cecil


Turrets: +80/-163
Posts: 770

http://www.grangersba.com/repo/base/


WWW
« Reply #35 on: February 09, 2011, 10:35:10 PM »

Well if its a Qvm you shouldn't need a new mod folder should you?
Can't you just dump the .pk3 in the base folder and the qvm in the vm folder?
if not then maybe someone else would give you more help.
Well, a mod folder works almost exactly like that, except (correct me if wrong) the base folder is loaded upon start with *\Tremulous\GPP, and a mod folder restarts trem loading that folder.
One sec, that gave me an idea. Maybe i need to include a cGame.QVM
Logged

these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.
Plasma


Turrets: +1/-3
Posts: 60


« Reply #36 on: February 11, 2011, 12:52:43 AM »

Your ambush mode doesn't work, i played it today and the aliens were adv grangers the first wave(like normal) and then they evolved into dretches the next wave, but after that, they wouldn't evolve anymore. On top of this i think they got stuck on a node because a lot of times they were just running into a wall the entire time, although the ones that did chase you kicked your butt, which i like.
Also, the !ambush_stage command doesn't work, it just says what stage it is...
and a visual error, when aliens die on ambush, they disapear instantly.
Logged
Teapot


Turrets: +11/-3
Posts: 84


« Reply #37 on: February 11, 2011, 02:45:25 AM »

1. They do evolve. There are settings to modify the behaviour. I don't recall what they are.
2. They all attempt to attack buildings. Some probably shouldn't.
3. That's exactly what it is supposed to do.
4. See #3

This mod is unmaintained. I have no intention of posting any updates to it.
Logged
DraZiLoX

*

Turrets: +24/-24
Posts: 844


« Reply #38 on: February 11, 2011, 08:29:50 PM »

Here some usefull cvars for you

    g_ambush = "0"
    g_ambush_stage = "1"
    g_ambush_range = "5000"
    g_ambush_att_buildables = "1"
    g_ambush_kill_spawns = "0"
    g_ambush_stage_suicide = "0"
    g_ambush_sec_to_start = "0"
    g_ambush_rebuild_time = "0"
    g_ambush_dodge = "100"
    g_ambush_killstonextstage = "10"
    g_bot_evolve = "1"
    g_bot_mgun = "1"
    g_bot_shotgun = "1"
    g_bot_psaw = "1"
    g_bot_lasgun = "1"
    g_bot_mdriver = "1"
    g_bot_chaingun = "1"
    g_bot_prifle = "1"
    g_bot_flamer = "1"
    g_bot_lcannon = "1"


Just condumped and copypasted them, not sure what all of them do.
« Last Edit: February 11, 2011, 08:34:05 PM by DraZiLoX » Logged

Plasma


Turrets: +1/-3
Posts: 60


« Reply #39 on: February 12, 2011, 01:24:05 AM »

what i'm saying is that your wave systems are buggy wave 1 grangers (good) wave 2 dretches (good) wave 3 dretches(wait what? must be a small problem) wave 4 dretches(wtf...) wave 5 dretches (Great now i'm sad)
so i turn ambush off and:
i instantly get rushed by 100 maras and a couple of dragoons because they used their evos to evolve.
and the reason they were running into the wall was because i think there is a pathnode they were trying to get to that they couldn't get to.
fix the wave evolve thing
i dont mind the instant vanish just something i thought you would like to know.
anyway please fix it.
Logged
DraZiLoX

*

Turrets: +24/-24
Posts: 844


« Reply #40 on: February 12, 2011, 09:35:50 AM »

what i'm saying is that your wave systems are buggy wave 1 grangers (good) wave 2 dretches (good) wave 3 dretches(wait what? must be a small problem) wave 4 dretches(wtf...) wave 5 dretches (Great now i'm sad)
so i turn ambush off and:
i instantly get rushed by 100 maras and a couple of dragoons because they used their evos to evolve.
and the reason they were running into the wall was because i think there is a pathnode they were trying to get to that they couldn't get to.
fix the wave evolve thing
i dont mind the instant vanish just something i thought you would like to know.
anyway please fix it.
How about using Teapots ambush script from class/ambush.cfg?

eDIT: Just tried it and it works. IIRC, level 3 is mixture of basilisks, grangers and dretches. And lvl 4 all those plus mara.
« Last Edit: February 12, 2011, 09:57:37 AM by DraZiLoX » Logged

swamp-cecil


Turrets: +80/-163
Posts: 770

http://www.grangersba.com/repo/base/


WWW
« Reply #41 on: February 12, 2011, 01:34:49 PM »

Although i havent been able to sucesfully get the mod working for me, I would think that g_chaingun's value should be which wave they can get it.
also, g_dretch, g_granger, g_advgranger ETC
Logged

these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.
Plasma


Turrets: +1/-3
Posts: 60


« Reply #42 on: February 12, 2011, 02:44:51 PM »

Hey swamp, in the package, copy all the things inside the trem folder and paste them in your trem folder the way they are, and it should work.
Logged
DraZiLoX

*

Turrets: +24/-24
Posts: 844


« Reply #43 on: February 13, 2011, 10:37:10 AM »

Although i havent been able to sucesfully get the mod working for me, I would think that g_chaingun's value should be which wave they can get it.
also, g_dretch, g_granger, g_advgranger ETC
1. There is no human ambush.
2. They change bots settings, thats why g_bot_.........
Logged

Castyo


Turrets: +0/-0
Posts: 9


« Reply #44 on: March 08, 2011, 09:17:10 AM »

Hi, i've a little problem.
I've setted up my server with your mod, but:
i connect to the game server (with tremulous) and i set me as level 5 admin (\rcon my_password !setlevel my_nick 5).
After i can't use any ! cmd. i've check with \rcon my_password !listplayers, and server know me as level 5 admin.
I've viewed the admin.dat and my nick (with the correct guid) are setted as level 5 admin, and into the flag field is setted as * (all).
I've reboot the server but no change.
Any idea?

Thank you.  Wink
Logged

DraZiLoX

*

Turrets: +24/-24
Posts: 844


« Reply #45 on: March 08, 2011, 10:56:57 AM »

Hi, i've a little problem.
I've setted up my server with your mod, but:
i connect to the game server (with tremulous) and i set me as level 5 admin (\rcon my_password !setlevel my_nick 5).
After i can't use any ! cmd. i've check with \rcon my_password !listplayers, and server know me as level 5 admin.
I've viewed the admin.dat and my nick (with the correct guid) are setted as level 5 admin, and into the flag field is setted as * (all).
I've reboot the server but no change.
Any idea?

Thank you.  Wink
Use ALLFLAGS instead of * (asterisk)
Logged

Castyo


Turrets: +0/-0
Posts: 9


« Reply #46 on: March 08, 2011, 12:15:42 PM »

that's my admin.dat

Code:
[level]
level   = 0
name    = ^4Unknown Player
flags   = iahC

[level]
level   = 1
name    = ^5Regular Player
flags   = iahC

[level]
level   = 2
name    = ^6Moderator
flags   = iahCpPm

[level]
level   = 3
name    = ^2Junior Admin
flags   = i1ahCpPkm

[level]
level   = 4
name    = ^3Senior Admin
flags   = i1ahCpPkmyBbeN

[level]
level   = 5
name    = ^1Server Operator
flags   = *

[admin]
name    = tjw
guid    =
level   = 5
flags   = !@

[admin]
name    = !!!^2Ca^7st^1yo^7!!!
guid    = my_guid
level   = 5
flags   = *

[ban]
name    = all LLJK nexterholland
guid    =
ip      = 206.248.128.4
reason  = debuilding again
made    = 04/09/06 22:45:52
expires = 0
banner  = Fry
Logged

DraZiLoX

*

Turrets: +24/-24
Posts: 844


« Reply #47 on: March 08, 2011, 02:11:15 PM »

Code:
[level]
level   = 0
name    = ^4Unknown Player
flags   = listplayers admintest help specme time

[level]
level   = 1
name    = ^5Regular Player
flags   = listplayers admintest help specme time

[level]
level   = 2
name    = ^6Moderator
flags   = listplayers admintest help specme time putteam spec999 mute

[level]
level   = 3
name    = ^2Junior Admin
flags   = listplayers IMMUNITY admintest help specme time putteam spec999 kick mute

[level]
level   = 4
name    = ^3Senior Admin
flags   = listplayers IMMUNITY admintest help specme time putteam spec999 kick mute allready showbans ban namelog rename

[level]
level   = 5
name    = ^1Server Operator
flags   = ALLFLAGS -INCOGNITO -IMMUTABLE -DBUILDER -BANIMMUNITY

[admin]
name    = !!!^2Ca^7st^1yo^7!!!
guid    = my_guid
level   = 5
flags   = ALLFLAGS -INCOGNITO -IMMUTABLE -DBUILDER -BANIMMUNITY

[ban]
name    = all LLJK nexterholland
guid    =
ip      = 206.248.128.4
reason  = debuilding again
made    = 04/09/06 22:45:52
expires = 0
banner  = Fry
Fixed for you. Instead of letter, use name of command, like

[level]
level   = 7
name    = Bot adder
flags   = lock bot botcmd kick putteam
Logged

Castyo


Turrets: +0/-0
Posts: 9


« Reply #48 on: March 08, 2011, 02:47:54 PM »

Code:
[level]
level   = 0
name    = ^4Unknown Player
flags   = listplayers admintest help specme time

[level]
level   = 1
name    = ^5Regular Player
flags   = listplayers admintest help specme time

[level]
level   = 2
name    = ^6Moderator
flags   = listplayers admintest help specme time putteam spec999 mute

[level]
level   = 3
name    = ^2Junior Admin
flags   = listplayers IMMUNITY admintest help specme time putteam spec999 kick mute

[level]
level   = 4
name    = ^3Senior Admin
flags   = listplayers IMMUNITY admintest help specme time putteam spec999 kick mute allready showbans ban namelog rename

[level]
level   = 5
name    = ^1Server Operator
flags   = ALLFLAGS -INCOGNITO -IMMUTABLE -DBUILDER -BANIMMUNITY

[admin]
name    = !!!^2Ca^7st^1yo^7!!!
guid    = my_guid
level   = 5
flags   = ALLFLAGS -INCOGNITO -IMMUTABLE -DBUILDER -BANIMMUNITY

[ban]
name    = all LLJK nexterholland
guid    =
ip      = 206.248.128.4
reason  = debuilding again
made    = 04/09/06 22:45:52
expires = 0
banner  = Fry
Fixed for you. Instead of letter, use name of command, like

[level]
level   = 7
name    = Bot adder
flags   = lock bot botcmd kick putteam


Great, thank you Smiley
Nice idea to use the command and not a flag as letters!
Logged

Castyo


Turrets: +0/-0
Posts: 9


« Reply #49 on: March 08, 2011, 03:46:44 PM »

class is a kind of game, such as bot, training etc.
Can i made a new class? (simply creating a new cfg into the class folder?)
For exaple:
training.cfg
Code:
set g_buildMode "0"
set g_deconMode "0"
set g_freeCredits "1"
set timelimit "20"

set g_humanStage "1"
set g_alienStage "1"
set g_humanMaxStage "1"
set g_alienMaxStage "1"

set g_friendlyFire "0"
set g_friendlyFireAliens "0"
set g_friendlyFireHumans "0"
set g_friendlyFireBuildables "0"

set g_abuild_dmg "0"
set g_hbuild_dmg "0"

set g_teamForceBalance "0"
set g_teamImbalanceWarnings "0"

i can made a unlimited.cfg:

Code:
set g_buildMode "1"
set g_deconMode "0"
set g_freeCredits "0"
set timelimit "100"

set g_humanMaxStage "2"
set g_alienMaxStage "2"

set g_friendlyFire "1"
set g_friendlyFireAliens "1"
set g_friendlyFireHumans "1"
set g_friendlyFireBuildables "1"

set g_abuild_dmg "1"
set g_hbuild_dmg "1"

set g_aliensbuildpoints "999999"
set g_humansbuildpoints "999999"

set g_teamForceBalance "1"
set g_teamImbalanceWarnings "1"


but, how to call this class in game?
and, is possible to allow the player to call vote for game class?

ty
Logged

Teapot


Turrets: +11/-3
Posts: 84


« Reply #50 on: March 08, 2011, 07:42:47 PM »

A class is a kind of game, yep.
Then you need to make a layout, map+layout specific config and to use the !layout command or specify the layout in the map rotation (all of this sucks).
I don't believe players can vote for a layout (and hence, can't vote for a specific class) but that would be a trivial patch if someone wants to write it.
Logged
ULTRA Random ViruS


Turrets: +4/-94
Posts: 722


« Reply #51 on: March 13, 2011, 02:04:54 AM »

umm small problem? My tremded can't find the vm folder so it plays normal gpp. Second of all, if i pk3-it my screen resolution screws up, by full screening, and quiting before getting to the main menu, and also stays full screen while im not in trem anymore. It vanishes from processes from tsk mgr. Help?
Logged

The new wave of feeding ULTRA Random ViruS' has come.
Youtube- Tremulous + Various Stuff
DraZiLoX

*

Turrets: +24/-24
Posts: 844


« Reply #52 on: March 13, 2011, 10:14:39 AM »

umm small problem? My tremded can't find the vm folder so it plays normal gpp. Second of all, if i pk3-it my screen resolution screws up, by full screening, and quiting before getting to the main menu, and also stays full screen while im not in trem anymore. It vanishes from processes from tsk mgr. Help?
This is 1.1 QVM.
Logged

Plasma


Turrets: +1/-3
Posts: 60


« Reply #53 on: March 16, 2011, 09:17:41 PM »

what i'm saying is that your wave systems are buggy wave 1 grangers (good) wave 2 dretches (good) wave 3 dretches(wait what? must be a small problem) wave 4 dretches(wtf...) wave 5 dretches (Great now i'm sad)
so i turn ambush off and:
i instantly get rushed by 100 maras and a couple of dragoons because they used their evos to evolve.
and the reason they were running into the wall was because i think there is a pathnode they were trying to get to that they couldn't get to.
fix the wave evolve thing
i dont mind the instant vanish just something i thought you would like to know.
anyway please fix it.
How about using Teapots ambush script from class/ambush.cfg?

eDIT: Just tried it and it works. IIRC, level 3 is mixture of basilisks, grangers and dretches. And lvl 4 all those plus mara.
So uh.... how do I do that?
Logged
DraZiLoX

*

Turrets: +24/-24
Posts: 844


« Reply #54 on: March 16, 2011, 09:53:52 PM »

Code:
/rcon [password] exec class/ambush.cfg
be sure you have it in your basefolder.
Logged

ULTRA Random ViruS


Turrets: +4/-94
Posts: 722


« Reply #55 on: March 18, 2011, 12:49:32 PM »

umm small problem? My tremded can't find the vm folder so it plays normal gpp. Second of all, if i pk3-it my screen resolution screws up, by full screening, and quiting before getting to the main menu, and also stays full screen while im not in trem anymore. It vanishes from processes from tsk mgr. Help?
sry i was ment to post this in gpp bots topic, wrong link
Logged

The new wave of feeding ULTRA Random ViruS' has come.
Youtube- Tremulous + Various Stuff
Plasma


Turrets: +1/-3
Posts: 60


« Reply #56 on: March 21, 2011, 10:35:50 PM »

Code:
/rcon [password] exec class/ambush.cfg
be sure you have it in your basefolder.
Ok sounds simple enough, thanks.
Logged
joseph|sm


Turrets: +0/-0
Posts: 15


« Reply #57 on: March 24, 2011, 09:48:24 PM »

I got the source from this, but where are the buildmode/buildtime patches? :/
Logged
DraZiLoX

*

Turrets: +24/-24
Posts: 844


« Reply #58 on: March 25, 2011, 07:22:33 PM »

I got the source from this, but where are the buildmode/buildtime patches? :/
grep?
Logged

ULTRA Random ViruS


Turrets: +4/-94
Posts: 722


« Reply #59 on: April 20, 2011, 04:34:25 PM »

I was kinda amazed about how difficult bots are at different stages. If aliens are stage 3, your base gets raped, if stage 2 they can't touch it. Human bots are amazing, just needs a little tweaking in the aiming system.
Just wondering, if this is teamod 3.0, means there was a teamod 2 and 1?
Logged

The new wave of feeding ULTRA Random ViruS' has come.
Youtube- Tremulous + Various Stuff
Chomps123


Turrets: +4/-15
Posts: 339


« Reply #60 on: October 06, 2011, 02:42:09 PM »

I need some help with this.

How do you get bot to add on a team?

I tried "!bot add Death aliens" but it kept saying "no room for bots" or something similar to it.
Logged

Don't just live life with work.
Find some time every day to have some fun. Wink
Fuma


Turrets: +0/-0
Posts: 2


« Reply #61 on: October 07, 2011, 05:54:02 AM »

I need some help with this.

How do you get bot to add on a team?

I tried "!bot add Death aliens" but it kept saying "no room for bots" or something similar to it.
/rcon password sv_privateclients x
Where x is number of bots you want
Keep in mind that the higher the value, the lower number of people can connect.
You can add
set sv_privateclients x
to your server.cfg
Logged
Pages: 1 2 3 [All]   Go Up
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
TremPlus theme by Ingar, based on AF316 theme by Fedhog
Valid XHTML 1.0! Valid CSS!