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Re : Freon V2 + TAM V4 + Team DeathMatch V2

 
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rejecht
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Joined: 09 Nov 2008
Age: 39
Posts: 216
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PostPosted: Tue Jul 15, 2014 1:00 am    Post subject: Re : Freon V2 + TAM V4 + Team DeathMatch V2 Reply with quote

Re adds reworked versions of the popular game types Team ArenaMaster, Freon, and Team DeathMatch to Unreal Tournament 2004 (v3369).

The reworked versions fix bugs, add optimizations and new features to these game types.

Download Now!
This is the final release and includes the source files.

Project Home Page
https://sites.google.com/site/rejecht/re/

Features

Freon v2 / Team ArenaMaster v4 / Team DeathMatch v2
  • Log Chat Messages
  • Score Recovery
  • Spawn Protection is shown with a distinct visual effect and with a counter for the player.
  • The HUD is no longer stretched at wider resolutions thanks to the aspect ratio corrected HUD contributed by Azarael!
  • Players under spawn protection ignore momentum from weapon damage.
  • Team Radar shows teammate positions. Position and size the radar with MoveRadar <X> <Y> and SizeRadar <Size>. Toggle with ShowRadar. Reset with ResetRadar.
  • Centered Damage Indicators surround the crosshair. This feature can be toggled and prevented from being used by a server administrator.
  • Standard Damage Indicators can be disabled.
  • Log Match Statistics (HTML) if the server administrator allows it.
  • Country Code support to have the scoreboard and HUD show the flag to all players.
  • Damage Numbers can be sown on the HUD. Toggle with the command ShowDamage or through [Esc] and the HUD tab.
  • Separate Color Control over symbols or names and character skins.
  • Improved Camper Detection Logic will only punish camping players if they are camping far away, or have not been seen by their opponents because they are hiding.
  • Camper Location can be revealed to all and shown on the HUD.
  • Enemy/Team Info can be changed in size and the number of enemies/teammates drawn can be changed independently.
  • EnemyBoost scales weapon damage momentum applied to enemy players. Tweak how far a player gets thrown around from weapon damage.
  • OwnDamageScale scales the amount of damage players take from hurting themselves with their own weapons. Don't want players to take any damage from their own weapons? Set it to 0.0.
  • OwnBoost scales weapon damage momentum applied to players when they hurt themselves with their own weapons. If used in combination with OwnDamageScale, players can jump around with weapon projectiles without taking any damage, or take less damage. A good value to try is 1.5.
  • (Reduced Network Traffic) Data sent to clients has been reduced by 150+%. Spectators no longer receive the extra team health and position (100% reduction). Players no longer receive the team health and position of their opponents, or for their own character (50+% reduction).
  • (Adrenaline Combo Control) Disable any adrenaline combo through the UT2004.ini file by entering the key combo. For example, DenyAdrenalineCombo=BBFF to disable a back-back-forward-forward combo.
  • Keybind Any Adrenaline Combo with the UseCombo <KeyComboString> command. For example, set input F5 UseCombo BBFF will trigger that combo on hitting F5.
  • Spectate Enemies when you are out if allowed by the server administrator.
  • Current Location Name is shown in the upper left part of the HUD and can be toggled through [Esc] and the HUD tab.
  • Ping & P/L can be drawn on the HUD and toggled using the command ShowNet or toggled through [Esc] and the HUD tab..
  • Packet Loss Tracking shows the packet loss number in a different color on the scoreboard when any player has experienced packet loss during the match. This means that players can quickly see if someone else has suffered from packet loss without having to pay close attention to numbers changing on the scoreboard.
  • Custom Team Names for Red and Blue teams can be set through WebAdmin. The command SetTeamName <TeamIndex> <NewTeamName> can be used by administrators to change the names during a match. Leaving out <NewTeamName> will reset the team name to its default.
  • Team Resources are shown on the HUD. In a match where players have limited respawns, the total number of respawns are shown for each team on the HUD. In normal Team DeathMatch games, it shows how many players are on each team. Separate symbols are used for each of context. This option can be toggled with ShowResources or through [Esc] and the HUD tab.
  • Players have their screens fade in from their selected team color when spawning.
  • Slow-motion ragdoll activated on the final death of a round or match.
  • Rage Quit gets announced to all when a player quits shortly after getting killed.

..and a lot of minor and major fixes.

Team DeathMatch v2
  • Team Adrenaline Combos are now supported.
  • Camper Check is now supported. Instead of calling a draw, players will instead be left with at least 1 health.
  • Team Change Adrenaline Reset can now be controlled by server administrators. When a player leaves a smaller team for a bigger team, a previously hard-coded rule in Team DeathMatch would reset the adrenaline of that player.
  • Pickup Broadcast Shows who picked up the super items on the map. If Weapon Stay is disabled, who picked up the weapon is also broadcast.
  • Reverse Friendly Fire (RFF) is now supported.
  • Damage Bonus is now supported.
  • Administrators can now control whether a team killed player should be able to respawn in a match with finite lives (MaxLives > 0). This was previously a hard-coded rule in Team DeathMatch. It's disabled by default so it acts as seasoned players know it.
  • Weapon Toss option to control whether players toss their weapons on death.

Freon v2 / Team ArenaMaster v4

These team games use modified weapons and track more stats.
  • (Join from Spec) Players can join directly from a spectating slot. No more quitting and rejoining.
  • Disable Teleports until the round starts.
  • Players no longer lose their adrenaline when switching from a smaller team to a bigger team.
  • Delayed Damage Immunity when a round ends. Players can die if they go all guns blazing on the last player.
  • Draw Detection on camper penalty and overtime penalty. The round will be reset if all players would have died during either pass.
  • Arced Lightning is now tracked in the Lightning Gun statistics.
  • Shock Rifle statistics added for Stand Combos, Stolen Shock Combos, and Head Shot Hits.
  • Bio Rifle statistics added for single globs and charged globs separately.
  • Longest Head Shot Distance gets tracked in statistics if a hit is logged that's over 10 meters and applies to the Shock Beam and the Lightning Gun.
  • Flak Cannon statistics added for Flak Chunk (Primary) and Flak Shell (Secondary) as well as separately logging stray flak chunks from a flak Shell.
  • Shield Gun statistics added for Shield Impacts.
  • Keep Super Items such as the Double Damage, Super Health Pack, Super Shield Pack, or Redeemer if the map has those pickups. The pickups are spawned in their usual place.
  • Several novelty awards have been added and are shown in statistics.
  • Neutral Colored Random Pickups show as black and white icons instead of the confusingly team colored blue icon.
  • Improved Round Best Summary compares at least two players if they share the same score, and preferably from opposing teams.
  • Text announcement when a team scores.

Freon v2
  • Players who thaw teammates are not considered camping.
  • Players can be shattered to pieces at the end of a round on taking weapon damage, or from environmental factors, however, a slight nudge with the Shield Gun impact was left in for the lava pusher society.
  • Fully thawing a teammate can optionally reward ammunition.
  • Frozen/Thawing players have an ambient dripping sound.
  • Frozen players thawed by lava get a steaming effect and sizzling sound effect.
  • Message warning when you are about to thaw and view lock when close to thawing.
  • The message You THAWED is shown as usual, however, if others helped thaw a teammate, all get You HELPED THAW. The thawed player gets You were thawed by PlayerName if only one teammate help thaw, or You were thawed by N teammates if more players helped.
  • Scoreboard shows how many times a player has been awarded for thawing a teammate (Thawed) and how many times a player has frozen (Chilled).

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rejecht
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PostPosted: Tue Jul 15, 2014 1:01 am    Post subject: Reply with quote

Let's see what I screwed up, Wolf! Very Happy
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PostPosted: Fri Jul 18, 2014 11:14 am    Post subject: Reply with quote

LOLZ!

I haven't gotten around to testing anything, and prolly won't for a while. Another full work week at the office, my OT is now exceeding 70 hours ...

From reading your post, there are as usual a lot of things I personally don't care about and/or will never use, but I know from personal experience how that goes, some want it, some don't, so good thing stuff can be enabled/disabled.

The following points did strike out a bit to me tho,

1) Rage Quit announcement: while this is probably funny once or twice, I'm pretty sure it gets about as old as the "Revenge / Ownage" announcement bs I've been seeing around some servers, just as fast. Also, not every time somebody quits right after being killed the player actually _is_ raging, makes me wonder how you check on the player's actual mood before announcing the rage quit... do currently in 2014 produced game mice / keyboards have temperature/sweat sensors? Or do you activate the webcam / microphone and check for violent visible or audible outbreaks of the player (*cough privacy*)? Wink

2) Match statistics: personally, I don't give 2 cents about any game statistics, but if I had to make em, I'd allow for ASCII (CSV for example...) logging or similar, since HTML is an end-client view oriented format. It's fine by default for individual players, but in case somebody gets ideas of incorporating statistics into some application or database, you don't wanna go and parse HTML...

3) Chat Log: I love it. Does it keep logs forever or does it just write into the local Unreal Tournament.log which gets overwritten with every new game start?

4) No momentum for spawn protected players: hrhrhr have you been reading through the UTF featurelist...? lmao Very Happy

5) Network bandwidth reduction: nice, though how did you actually measure the exact saving percentage? I've a looooong history of debugging replication related functions and variables.... and my gut says the given percentages are nowhere near realistic, but without measuring nobody will know for sure .... Razz

6) Weapon Toss: This may be a little bit misleading. A weapon "toss" is the player actively pressing a key to drop the weapon, the description, however, says this is about the player dropping his gear on death. (and again... did you read the UTF featurelist...?)

7) Viewlock on thaw: Nice one, there was a bug in original Freon that sometimes had you view someone other than yourself after you were thawed - same as in TAM after you were resurrected sometimes - with the view being locked on the other player. If you haven't fixed that original bug, the thaw lock may help prevent the bug from appearing.


That's all for now, and remember... you asked for this lol Razz

~Wolfy Wink

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Taz
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PostPosted: Fri Jul 18, 2014 4:05 pm    Post subject: Reply with quote

I played it out on your online server last night and it has a very fresh look to it. I, on the other hand, liked the idea of being able to customize your HUD and other minor tweaks from the menu. I tried everything on there from damage indicators and damage numbers which can be very helpful for some. Statistics is always nice to have to evaluate your own performance and weaknesses if you want Razz On the server I didn't notice any combo for resurrection, is that still on there? And nice work man!
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rejecht
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Joined: 09 Nov 2008
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Posts: 216
Location: .no

PostPosted: Sat Jul 19, 2014 12:17 am    Post subject: Reply with quote

Well, it seems the bleeping bonus pack slapped me in the face again, because of this one single line for a Freon sound effect:

Code:
#EXEC OBJ LOAD FILE=DistantBooms.uax


}TCP{Wolf wrote:
LOLZ!

I haven't gotten around to testing anything, and prolly won't for a while. Another full work week at the office, my OT is now exceeding 70 hours ...


Crazy hours, no wonder you be howlin' at the moon.

}TCP{Wolf wrote:
From reading your post, there are as usual a lot of things I personally don't care about and/or will never use, but I know from personal experience how that goes, some want it, some don't, so good thing stuff can be enabled/disabled.


Yeah, most of the things can be, and there are even more options only exposed in the ini because of the people and democracy. Razz

}TCP{Wolf wrote:
Rage Quit announcement

Let's just say I have my moments. It triggers if the player dies, and within 1,5 seconds would quit, but that could also be because something made the client crash when they died, which means the player would also get angry, and the quitting would make the player rage anyway. Razz

}TCP{Wolf wrote:
Match statistics:

On the server it logs to CSV if desired. The client uses HTML.

}TCP{Wolf wrote:
Chat Log: I love it. Does it keep logs forever or does it just write into the local Unreal Tournament.log which gets overwritten with every new game start?


Cool! It generates a file name based on the year and month which it then opens again if it exists, and appends to it:
ChatLog_201407.txt

It seemed better than on a daily basis at the time. Hopefully a crashing client won't destroy the file. :/ If UT2004 installed to C, a shadow copy might help recover it.

It's not perfect. UT2004 mixes voice messages. Getting around this is not easy without adding even more work.

}TCP{Wolf wrote:
No momentum for spawn protected players: hrhrhr have you been reading through the UTF featurelist...? lmao Very Happy


You discovered my ignorance, I don't know what UTF features are, and searching for it didn't give me much clue. Smile I just found it annoying to get thrown around by a shock combo or whatever when trying to reach for a weapon while spawn protected. Razz

}TCP{Wolf wrote:
Network bandwidth reduction: nice, though how did you actually measure the exact saving percentage? I've a looooong history of debugging replication related functions and variables.... and my gut says the given percentages are nowhere near realistic, but without measuring nobody will know for sure .... Razz


I don't count the bytes, but when you have variables like pawn positions which are updated often, you save a lot of work for the server by not evaluating them for players that shouldn't need it.

Let's say there are 32 spectators and 32 players (16 players on each team).

3SPNv3141: Go through each of the 64 clients and send them data about all 32 clients. Even if you are on red team, you get data about blue team, but the HUD only ever draws your team data. Even if you are a spectator, you get data about both teams as well.

Re: Skip sending this data to the 32 spectators. For each of the 32 players, only send updated info about that player's 15 team members.

}TCP{Wolf wrote:
Weapon Toss: This may be a little bit misleading.


I just continued using the term as it's used by the code. Might not be the best to expose it, but it was needed in TAM/Freon, and I should perhaps have left it internally, but hopefully the description clarifies it.

}TCP{Wolf wrote:
Viewlock on thaw: Nice one, there was a bug in original Freon that sometimes had you view someone other than yourself after you were thawed - same as in TAM after you were resurrected sometimes - with the view being locked on the other player. If you haven't fixed that original bug, the thaw lock may help prevent the bug from appearing.


That bug is in the res combo, I believe, as it should be responsible for resetting the player state, but, I added a secret ini option that will auto-correct the player state to PlayerWaiting on the server and WaitingforPawn on the client in RestartPlayer, to break it out of the Spectating state (which ignores ClientRestart, which is the problem).

}TCP{Wolf wrote:
That's all for now, and remember... you asked for this lol Razz


Yeah.. Thanks! Very Happy

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rejecht
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PostPosted: Sat Jul 19, 2014 12:25 am    Post subject: Reply with quote

Taz wrote:
I played it out on your online server last night and it has a very fresh look to it. I, on the other hand, liked the idea of being able to customize your HUD and other minor tweaks from the menu. I tried everything on there from damage indicators and damage numbers which can be very helpful for some. Statistics is always nice to have to evaluate your own performance and weaknesses if you want Razz On the server I didn't notice any combo for resurrection, is that still on there? And nice work man!


Thanks, Taz! It's a plain server without most anything. Razz I did some simulated network tests with the necro combo locally, though, so it appears to work.

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PostPosted: Tue Jul 22, 2014 7:44 am    Post subject: Reply with quote

rejecht wrote:
That bug is in the res combo, I believe, as it should be responsible for resetting the player state, but, I added a secret ini option that will auto-correct the player state to PlayerWaiting on the server and WaitingforPawn on the client in RestartPlayer, to break it out of the Spectating state (which ignores ClientRestart, which is the problem).


My solution in UTF for that (yes, I ported that crap Razz) I had a new state "PlayerWaiting" or whatever I called it for players that were dead for the round, the state is identical to spectating except it doesn't ignore the restart event and it doesn't allow you to view arbitrary players (only your teammates, unless you're admin).

All in all good work and thanks for reading (and UNDERSTANDING) all my shit Surprised Nope, still didn't get around to playing... all work and no play makes Wolf a dull boy...

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