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RPM suggestions


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#141 max

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Posted 08 November 2010 - 10:48 AM

ty max very helpful


No problem mate. Let me know if you need more info about any of them.

#142 Slizer

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Posted 08 November 2010 - 04:41 PM

runroll and bobroll, where's rickroll?

What does cg_ignore do?
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#143 max

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Posted 08 November 2010 - 05:16 PM

runroll and bobroll, where's rickroll?

What does cg_ignore do?


Best suggestion evah. I'll add some background checks in the mod so that I can RickRoll every player who's using my mod in whole SoF2 at the same time!!!

cg_ignore doesn't do anything, I forgot to remove it from the list (removed it now).

#144 Slizer

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Posted 08 November 2010 - 05:29 PM

Best suggestion evah. I'll add some background checks in the mod so that I can RickRoll every player who's using my mod in whole SoF2 at the same time!!!

cg_ignore doesn't do anything, I forgot to remove it from the list (removed it now).


Awesome bro, check my email!
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#145 BariS

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Posted 08 November 2010 - 06:23 PM

:P

Slizer & Max --> Coat + door please.

#146 Guest_forgy._*

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Posted 08 November 2010 - 07:48 PM

You should add an RPM command that allows you to change to any map in a given mapcycle. For example, change to downwars in our s&d mapcycle without having to cycle through EVERY MAP

#147 Slizer

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Posted 08 November 2010 - 08:01 PM

You should add an RPM command that allows you to change to any map in a given mapcycle. For example, change to downwars in our s&d mapcycle without having to cycle through EVERY MAP


Haha, I have suggested the same but according to max it was impossible to add. :P
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#148 XILLAX

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Posted 08 November 2010 - 08:31 PM

Well, perhaps Max could just make the command change the server to that map + exec all the commands from that part of the mapcycle.

This wouldn't "skip" multiple maps(which is probably what was impossible?), it would just replace whatever map you were on at that time. Just like if you did "/rcon map mp_shop" while on "hk4" in your mapcycle... it would go to shop but then resume the normal mapcycle when the timelimit was hit.
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#149 Guest_forgy._*

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Posted 08 November 2010 - 08:33 PM

True. The mapcycle saves the settings per map, correct? What xillax suggested should be possible.

#150 max

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Posted 08 November 2010 - 11:10 PM

Well, perhaps Max could just make the command change the server to that map + exec all the commands from that part of the mapcycle.

This wouldn't "skip" multiple maps(which is probably what was impossible?), it would just replace whatever map you were on at that time. Just like if you did "/rcon map mp_shop" while on "hk4" in your mapcycle... it would go to shop but then resume the normal mapcycle when the timelimit was hit.



True. The mapcycle saves the settings per map, correct? What xillax suggested should be possible.


I don't know what you're talking about. The mapcycle code is not editable within the mod source.

Best solution would be to write my own mapcycle algorithm for the mod, which could allow skipping any number of maps, as well as going to any map in the mapcycle. I might actually try that.

#151 XILLAX

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Posted 08 November 2010 - 11:48 PM

couldn't you just read the file with C++?

If not, making your own mapcycle thing would be cool too
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#152 max

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Posted 09 November 2010 - 04:44 PM

couldn't you just read the file with C++?

If not, making your own mapcycle thing would be cool too


Sure I can read the file. But at that point, it's best to make my own mapcycle function.

#153 XILLAX

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Posted 13 November 2010 - 04:36 AM

Yeah, makes sense man :)

Is there any chance you can make the timelimit on maps wait for the round to finish before ending the map?

That's how it was on gold.

2 examples of how the timelimit on gold worked:
  • If the timelimit is 20 and during a round the timelimit gets hit, it would let the round finish before ending the map.
  • If the timelimit is 20, and a round finishes at 19.55 then it would allow the whole of the next round, instead of just ending the map.

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#154 max

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Posted 13 November 2010 - 07:07 AM

Yeah, makes sense man :)

Is there any chance you can make the timelimit on maps wait for the round to finish before ending the map?

That's how it was on gold.

2 examples of how the timelimit on gold worked:

  • If the timelimit is 20 and during a round the timelimit gets hit, it would let the round finish before ending the map.
  • If the timelimit is 20, and a round finishes at 19.55 then it would allow the whole of the next round, instead of just ending the map.


That's how it currently works in H&S, right?

#155 Slizer

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Posted 13 November 2010 - 09:35 PM

Yes, that has already been done...
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#156 XILLAX

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Posted 13 November 2010 - 09:40 PM

Yeah it works like that in H&S, but I think it would also be good for non-H&S gametypes too.

So that we can play decent CO(timelimit 20, only blue rounds count) wars instead of ARC(first to 10) all the time.
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#157 max

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Posted 13 November 2010 - 09:53 PM

Yeah it works like that in H&S, but I think it would also be good for non-H&S gametypes too.

So that we can play decent CO(timelimit 20, only blue rounds count) wars instead of ARC(first to 10) all the time.


But nobody is playing non-respawn gametypes with a timelimit, it seems.

#158 XILLAX

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Posted 13 November 2010 - 10:01 PM

Well, @ s&d we use a timelimit for an elimination map.

Also, 1on1 cups are way better using timelimits.

And we normally want to use timelimits when we play gold map wars.
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#159 Neo

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Posted 17 November 2010 - 07:32 PM

Hi. My clan server, Old Boys and Young Boys CTF server uses RPM Pro 7.99. I currently use RPM 0.78. Everything works well between the 2 mods except that I cannot spec in First Person. On other 2k3 servers, I can press the + button to toggle between spectating in 1st and 3rd. Is there a way to do in on the RPM Pro 7.99 Server?

#160 max

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Posted 18 November 2010 - 11:09 PM

Hi. My clan server, Old Boys and Young Boys CTF server uses RPM Pro 7.99. I currently use RPM 0.78. Everything works well between the 2 mods except that I cannot spec in First Person. On other 2k3 servers, I can press the + button to toggle between spectating in 1st and 3rd. Is there a way to do in on the RPM Pro 7.99 Server?


Yes, RPM 0.78 works in RPMPro servers even though the use in RPMPro servers was not optimized. The goal of RPM 0.78 was to use for competitive play in RPM servers, so I haven't included any RPMPro optimizer.

I've checked in the RPMPro game source for you and it checks for the cg_proClient userinfo cvar. If this cvar has some nonzero value (data format: real) you will be recognized as a Pro user and you can switch the spectator view. However, you don't want the server to send you useless RPMPro information that the RPM mod can't interpret. This is why you have to keep the version value below 1.25. So you want to register a cvar named cg_proClient and give it a real value between 0 and 1.25.

How can you register such a client side userinfo cvar that is not defined already? I've checked this for you. You might be aware that "set" and "seta" are used to register or change cvars. These are just for local cvars. To communicate cvar values to the server, the cvar must be of the userinfo type. So I just gambled that "setu" might be used to register a userinfo cvar. Guess what: I was right.

So the solution you can use is: enter "setu cg_proClient 1" in your SoF2 console just before connecting to a RPMPro server. The server thinks you're using RPMPro so you get the spectator view privilige.

Edited by max, 18 November 2010 - 11:11 PM.



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