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TeaMod 3.0 Release
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Topic: TeaMod 3.0 Release (Read 8931 times)
DraZiLoX
Turrets: +24/-24
Posts: 844
Re: TeaMod 3.0 Release
«
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
Re: TeaMod 3.0 Release
«
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
Re: TeaMod 3.0 Release
«
Reply #32 on:
February 08, 2011, 11:12:03 PM »
Quote from: Teapot on October 09, 2009, 02:07:34 PM
Documentation is available with download of the source code (recommended).
Quote from: DraZiLoX 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
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
Re: TeaMod 3.0 Release
«
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
Re: TeaMod 3.0 Release
«
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/
Re: TeaMod 3.0 Release
«
Reply #35 on:
February 09, 2011, 10:35:10 PM »
Quote from: Plasma 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.
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
Quote from: DraZiLoX on December 28, 2010, 11:31:28 AM
Quote from: Repatition on December 28, 2010, 02:30:30 AM
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.
Plasma
Turrets: +1/-3
Posts: 60
Re: TeaMod 3.0 Release
«
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
Re: TeaMod 3.0 Release
«
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
Re: TeaMod 3.0 Release
«
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
Re: TeaMod 3.0 Release
«
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
Re: TeaMod 3.0 Release
«
Reply #40 on:
February 12, 2011, 09:35:50 AM »
Quote from: Plasma 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.
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/
Re: TeaMod 3.0 Release
«
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
Quote from: DraZiLoX on December 28, 2010, 11:31:28 AM
Quote from: Repatition on December 28, 2010, 02:30:30 AM
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.
Plasma
Turrets: +1/-3
Posts: 60
Re: TeaMod 3.0 Release
«
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
Re: TeaMod 3.0 Release
«
Reply #43 on:
February 13, 2011, 10:37:10 AM »
Quote from: swamp-cecil 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
1.
There is no human ambush.
2.
They change bots settings, thats why g_bot_.........
Logged
Castyo
Turrets: +0/-0
Posts: 9
Re: TeaMod 3.0 Release
«
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.
Logged
DraZiLoX
Turrets: +24/-24
Posts: 844
Re: TeaMod 3.0 Release
«
Reply #45 on:
March 08, 2011, 10:56:57 AM »
Quote from: Castyo 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.
Use
ALLFLAGS
instead of * (asterisk)
Logged
Castyo
Turrets: +0/-0
Posts: 9
Re: TeaMod 3.0 Release
«
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
Re: TeaMod 3.0 Release
«
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
Re: TeaMod 3.0 Release
«
Reply #48 on:
March 08, 2011, 02:47:54 PM »
Quote from: DraZiLoX 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
Great, thank you
Nice idea to use the command and not a flag as letters!
Logged
Castyo
Turrets: +0/-0
Posts: 9
Re: TeaMod 3.0 Release
«
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
Re: TeaMod 3.0 Release
«
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: 721
Re: TeaMod 3.0 Release
«
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
V
i
r
u
S
' has come.
Youtube
- Tremulous + Various Stuff
DraZiLoX
Turrets: +24/-24
Posts: 844
Re: TeaMod 3.0 Release
«
Reply #52 on:
March 13, 2011, 10:14:39 AM »
Quote from: ULTRA Random ViruS 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?
This is 1.1 QVM.
Logged
Plasma
Turrets: +1/-3
Posts: 60
Re: TeaMod 3.0 Release
«
Reply #53 on:
March 16, 2011, 09:17:41 PM »
Quote from: DraZiLoX on February 12, 2011, 09:35:50 AM
Quote from: Plasma 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.
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
Re: TeaMod 3.0 Release
«
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: 721
Re: TeaMod 3.0 Release
«
Reply #55 on:
March 18, 2011, 12:49:32 PM »
Quote from: ULTRA Random ViruS 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?
sry i was ment to post this in gpp bots topic, wrong link
Logged
The new wave of feeding
ULTRA
Random
V
i
r
u
S
' has come.
Youtube
- Tremulous + Various Stuff
Plasma
Turrets: +1/-3
Posts: 60
Re: TeaMod 3.0 Release
«
Reply #56 on:
March 21, 2011, 10:35:50 PM »
Quote from: DraZiLoX on March 16, 2011, 09:53:52 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
Re: TeaMod 3.0 Release
«
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
Re: TeaMod 3.0 Release
«
Reply #58 on:
March 25, 2011, 07:22:33 PM »
Quote from: joseph|sm on March 24, 2011, 09:48:24 PM
I got the source from this, but where are the buildmode/buildtime patches? :/
grep?
Logged
ULTRA Random ViruS
Turrets: +4/-94
Posts: 721
Re: TeaMod 3.0 Release
«
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
V
i
r
u
S
' has come.
Youtube
- Tremulous + Various Stuff
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