General Rulesets

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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

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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..

__________
epsinoob
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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

About shotgun pattern:
there is no such option at the moment

About dumping entities:
1. set g_dumpents to 1
2. load new map or perform \map_restart on map you need
3. file with "%mapname%.set" ( i.e. "q3dm17.set" in case if q3dm17 map was loaded ) will be created in \edawn directory - it will contain all entities that is compiled in the map
4. if you want to add something on the map - edit resulting file, change its extension to *.add and put in \edawn\maps directory
5. if you want to modify whole map entity set - edit file, change its extension to *.set (if not already) and put in \edawn\maps directory

If you want to load different entity files depending from some ruleset condition(s) then you can use MapEntitySet and MapEntityAdd ruleset parameters:
Code: Select all
if ( map == "q3dm17" )
{
   if ( Players > 8 )
   {
      // edawn\maps\q3dm17s+.add may contain additional spawn spots for example
      MapEntityAdd: "q3dm17s+";
   }

   if ( Players < 4 )
   {
      // don't load *.add file at all
      MapEntityAdd: "";
   }
}
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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

LeopolD wrote: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
Corrected and zip file repacked, thanks :)
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Re: Rulesets

Postby Kyto » 2011-03-05 08:13:13

In case someone is interested, here 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 here 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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