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excessive dawn • View topic - General Rulesets

General Rulesets

For ruleset makers to discuss and publish their work.

Moderator: Developers

General Rulesets

Postby Cyrax » 2010-12-19 19:34:14

Post new and updates there
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Re: Rulesets

Postby rzeka » 2010-12-19 19:39:57

ruleset
ruleset
ruleset
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Re: Rulesets

Postby pepsinator » 2011-01-12 05:17:07

Hello! i tested a bit the last version 0.9.9 and its awesome!
(i don't know where to say this .. so i placed it here, im sorry if it was missplaced :s )

i wanna ask something about the rulesets... is it possible somehow to set the shotgun to have a static model for the shots instead of a random one ? i mean like in cpma for example ... when you shot with shotgun youll have the same model where the shells gone to .. (see the image below)

Image

and another thing.. how do i use g_dumpents ? i wanna dump the ents of a map but when i change this variable nothing is created in edawn directory..

__________
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Re: Rulesets

Postby foksieloy » 2011-01-12 12:36:02

You use it just like you said, you have to have the map loaded first.

It will be created in baseq3 folder unless i am mistaken, in a /maps subfolder. If not, then in edawn/maps

This suggestion for the shotgun is very good, and i will add it to flyspray.
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Re: Rulesets

Postby Cyrax » 2011-01-13 13:16:52

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Re: Rulesets

Postby LeopolD » 2011-02-27 15:28:48

If I get this right and rulesets/ql.cfg is supposed to mimick QL's settings, then the rocket splash damage is wrong.
Splash Damage in QL is 85, not 100. (Biggest QL fail ever:)
Ofc only if "Splash Damage" in ql.cfg rocket section refers to bolt->splashDamage from g_missile.c in (io)quake3 source :P
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Re: Rulesets

Postby foksieloy » 2011-02-28 06:24:25

You assume correctly. As far as i know the ql.cfg is not being updated, and is quite old.
Somebody can correct me if i am wrong.
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Re: Rulesets

Postby Cyrax » 2011-02-28 18:09:22

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Re: Rulesets

Postby Kyto » 2011-03-05 08:13:13

In case someone is interested, is most recent qrm.cfg (mix between ql and cpm). Extract to edawn/rulesets and play (more info about gamemodes etc is inside qrm.cfg).

There's also an updated cpm.cfg available but it will only work with the newest build (not 0.9.9). This version includes proper mega health respawn (20 seconds after wearout). Also some warmup settings have been tweaked to mimic CPM.
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Re: Rulesets

Postby Cyrax » 2011-03-06 16:58:29

testing 1.0 beta build will be published soon as 0.9.9..1.0 release cycle planned to be shorter than 0.9.8..0.9.9 8-)
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