new mod?
Section: EFREEZE Mod | Started by: absinthe | Date: 19/01/2007 08:45

Hello guys,


Here's just a thought that came to my head:


Adam developed a mod combining efreeze and osp?! It had/has some really nice features! Is it worth the effort to create a efreeze 2.0 beta version? ´We would need good ideas and people who create it...! what do you think? ...as I said, just an idea...


abz

Sounds perfect.


We should be able to choose enemy/team model/color, so noobs won't use other mods like osp etc etc.


Also a newer scoreboard maybe? One with a little bigger text on it than what the current one has and it could be sexy. Also erm... snow falling from the sky like some mod i saw, think it was ufreeze uhh yeh that's quite cool.


think that's all, i'll let u know if anything else comes up. (o):D

about score board: for example on ufreeze u can do custom score board

wow great idea :) congratulations :>

hmm exactly whats that? also i think we shud still be able to spec people when they're frozen like that ufreeze mod, and camera angles maybe to? hm i'm so fly

It will be great if the spect view for a player wouldn't change till I click mouse button even if someone shoot my body or the player is frozen. And make it as an option which can be turned on/off.
spect view of player is changing when somebody shoots into ur body.
yeah, great idea artrey! had the same, but i forgot this :p - can you change this adam? also I would use the spectator modes from osp: chase cam, free float and first person!
other idea: OnHand hook =]
dunno what that is but as long as nubs cant hook as quick as harry potter on his broom itz all good.
ok this is way2complicated and unusefull and gay.. there is a mod thats used in pro tourneys and is the best mod around thats why everybody usess it.. i asked dd to put a instafreeze server with hook of that mod.. it has everything u need.. enemycolors/models crosshaircolors etcc etc etc BUT MOST IMPORTANT A DECENT NETCODE! Not shooting through when i have a 40/50 ping! =I ( unless the enemy got maxpackets 15 etc offc... ) .... 8

89.106.65.206:27966


download the mod http://www.challenge-tv.com/index.php?mode=filedetail&file=106

website where all info is on so u can customize ur hud etc http://www.promode.org/

soo .. try it its waybetter and no offence to none etc =\ the server has cpma game play still though needs to change so it will be same gameplaywise ( speed) as vq3
zS got a cpma freeze server now.

Octopus hook sux, but the idea you can hear hooks can be fun.

Ah! and cpm physics!! wtf strafe key in air doesnt work and this air moves, bah for noobs.
on freezeinstaunlagged u hear hook too ;) it's disabled since efreeze ( wpflags 2080 - no hook sound, wpflags 32 - hook sound )
downed this mod last night, and I have to say it's pretty fucking sexy.  LETS UZE IT!!!
My 500th post btw.

hey ok, help me a little please! I downed this mod 1.40 and this big map-pack. now extract it in baseq3 folder? which version? and where do i find servers to test it?


appriciate the help :p


abz

got half your's exacetly evz :p

Since a few months I play OSP too... A big plus of the OSP mod is the ability to strafe while in the air. I think that must get implanted to make  eInstaFOSP work(european InstaFreeze OSP or: eFINOSP!)


I would like to say that you cant count on me for testing.

haha abs, n1... half way there xD


Can't solve your problem though.. wish I knew. ^_^


It's a job for Adam.

i think you tested it evz?

ya ok! this mod really rocks ass! over one hour hardcore gaming tonight! the mod needs some adjustments, but as a whole it's really great! - thx rzr.


take a look here:


and b4 i forget it: thx to z/s who put up this server! :p

absinthe Told :

i think you tested it evz?

Posted on 22 January 2007 at 15:25:10


loler.


didnt read it well to be honnest, scanned through it but I just checked it again and understand ur talking about the cpma mod thing. xD


<3

But yeah this mod will be sexy to use.


Although we played on dm17 and the scores kinda went funny... automaticly moving to 140 etc etc.. I also don't understand some things on the scoreboard, someone explain maybe? g_speed needs to be fastened how we have it now on Efreeze, can't wait. =](o)

oh yeah we neeeeeeeeeeed this


at least i do lol


would love you all if a mod like this was made where we can chose enemycolor and modelsssssss and greeeen tank juniorssrsrssss :D

looks sweet!
Evol tries everything to get madjaks high number of posts...L0l
Maybe, there is sense to incorporate some features in the current mod (1.03)?
Such as the customisable scoreboard and the new option of non-switching spect view.

Also, I have an idea to add a special sound for frozen mates when a player is near them. Because, sometimes you pass them by just haven't noticed them, but if you hear the sound you will not pass them.

So something gonna happen with this or are we all just dreaming? =]


PLZPLZ i dont wanna wait months for something good ^_^


CPMA MOD or so,mething

good ideas go on, the thaw sound is a good idea, and they use another sound in noghost, you cant confound it with a tankjr passing nearby.
About scoreboard, we just need accu on.
cows should be shot at birth
You would have only small steaks =/
Shit youre right grasshopper/eater..
its all about pizzas kthxbi.

ya well, pizza's great, steak also, grashoppers - I'm sorry I don't know :p


For the mod: We need some/someone to do it!


Get in the front volunteers! And you will be hailed! :p

Yeah in other words, hurry up Adam and None =]]
The efreeze source is required, however.
Who has one?
Wouldn't mind being the manager of that team.

the efreeze source is not necessarily required, if we use cpma mod as basic! I guess adam, none and some others have a efreeze code. cpma i don't know!


Adam what do you say?

adam doesn't bother replying on forums anymore. =)
absinthe Told :

the efreeze source is not necessarily required, if we use cpma mod as basic! I guess adam, none and some others have a efreeze code. cpma i don't know!


Adam what do you say?



Posted on 04 February 2007 at 15:30:38


 


i say: i havent got efreeze source, Wazzup ( that one, who created wazzup bot ) wanted to help NoNE with efreeze, but NoNE didnt want.


And I dont know is promode source public? probably it isn't

i dont have any source except q3 1.32 & ogc kthx :P lol
q3 1.32 source is without punkbuster... so imo useless <: D
ogc source is pretty good <: D

rzr Told :

soo .. try it its waybetter and no offence to none etc =\ the server has cpma game play still though needs to change so it will be same gameplaywise ( speed) as vq3.


none taken mate :-) how's poker?? u should be at 10k€ by now balla :)


Well there's no source publicly available for CPMA, so it can't be a basis for developing on to it ... As for eFreeze source code, i still have it zipped somewhere and am wiling to send it, if someone is interested in further development, though i dunno anyone who knows how to do a basic shit or even compile a mod, adam can just copy .pk3 files in another folder ;-)


adam*pl Told :

i say: i havent got efreeze source, Wazzup ( that one, who created wazzup bot ) wanted to help NoNE with efreeze, but NoNE didnt want.


Well i dunno what u're talking about here nor how would wazzup help with anti cheat ... I can put his variables into the mod so it can kick for it, but why would there be a new release for it and cause ppl to download it over and over again to be able to play on pure, as he needs 2 secs to rename the variables and we're on the same path again?? oh and as far as i know he didn't create a bot, he just renamed variables in the ogc source ... we play on .32 anyway, so it's an insta ban for any modifications, why bothering with it??


To finish, i don't have time to continue developing the mod nor motivation for it, if anyone has it, pm me for the source code ...

Go for it Adam.

I can take it :) Send it to dbazhenov@rambler.ru


I'm a programmer, maybe I can do something.

adam*pl Told :
q3 1.32 source is without punkbuster... so imo useless <: D
ogc source is pretty good <: D

Posted on 05 February 2007 at 14:05:22


Right after ID Software released Q3 source code they also put some patch that disallow you to connect 1.32 retail servers with own quake compiled from sources. It doesn't really matter if server you're trying to connect has or does not have punkbuster. Q3 src is like diffrent, incompatible version.
I built Q3 1.32 from sources and it worked (connected to servers with pb on and was compatible).

But the interest of me is the source of the efreeze mod.

atrey Told :

I built Q3 1.32 from sources and it worked (connected to servers with pb on and was compatible). But the interest of me is the source of the efreeze mod.

Posted on 13 February 2007 at 13:46:10


 


yeye, GoGoGo NoNE! send us efreeze source!


we have a lot of useful ideas!

I saw a player who had nick Stem. Is he Stema? If it is him, does he have the sources of the mod? What is required to do in order he gave us the sources. If to ask politely, I ask: Stema, pls, give us the sources!

NoNE has it, but he doesnt like me and we never receive source!

If None has the source code (well, it's obvious) and don't play to develop it anymore i don't see any rational reason to keep it closed unless he hide something nasty inside ;-)

always knew it!


if ( $player == '333none' AND $ip == 'his ip' ) { $walls == off; $autoshotter == on }


 

omg None, thought I told you to be careful with this, you might get us caught ;o
adam*pl Told :

always knew it!


if ( $player == '333none' AND $ip == 'his ip' ) { $walls == off; $autoshotter == on }



Posted on 19 February 2007 at 22:35:08


lol

but there are no perl-style variables there :), so:
if ( strcmp(player->name, "333none") == 0 && player->ip == none_ip ) { set_wallhack(player, 1); set_autoaim(player, 1);}

yeh i know that too :D


i wrote that in php style cause i love it :)

That's was only an example. Well, if None hide something in there he can just rip it away before releasing the source. Not a big problem, right?
He doesnt hide anything...hes just as lazy as me.
he's deleting now bad code from source hihi <: D
so whats happening about this new mod etc? also im dieing to play on some new mappz, not to big, maybe some of the ones used in CPMA etc or something. ;o
agreed with evz 100000000000000000000000000000 %.
pSylle Told :
He doesnt hide anything...hes just as lazy as me.

Posted on 20 February 2007 at 22:07:19


I'm extremely lazy as well but to put few megabytes of data somewhere on the net isn't that hard ;-)
hehe abs, lets riot for our new mod/mapz! :D
evolution Told :
so whats happening about this new mod etc? also im dieing to play on some new mappz, not to big, maybe some of the ones used in CPMA etc or something. ;o

Posted on 21 February 2007 at 12:26:59


Remember that you can play all cpm and osp and maaaaaany custom maps on zs servers, i tried to tell that to ppl and still nobody plays them, even has downloaded them! so the link ---->psylleda.free.fr/quake3/

just tell me which maps u want and ill add them to the fraggednation.com ladderz. you can include them in your challenges then and nubs are forced to dl them as well. anyways get moremembers up there - we need more teams with 5 ppl to be able to challenge each other.


pz & tc

i see some good maps in Get Quaked 3 which is obviously played on that MOD, so maybe u can use ones like that ;)

I've been thinking about a new hook behavior.


For the moment hook works as follows: it forwards to a surface and, once it has rached the surface, it pulls a player to it.


But what if the grappling hook will not pull a player once it has reached a surface? What if a player will be able to make a grapple and run with it, and pull himself to the grapple only when he wants.


Also, I though about aplying the laws of physics to the movement on a hook.

looks good, but say sometimes hi to me when i do ;)
adam*pl Told :
looks good, but say sometimes hi to me when i do ;)

Posted on 25 February 2007 at 16:34:38

Sorry, fella! Maybe I just didn't notice. Will look better then!
atrey Told :

I've been thinking about a new hook behavior.


For the moment hook works as follows: it forwards to a surface and, once it has rached the surface, it pulls a player to it.


But what if the grappling hook will not pull a player once it has reached a surface? What if a player will be able to make a grapple and run with it, and pull himself to the grapple only when he wants.


Also, I though about aplying the laws of physics to the movement on a hook.



Posted on 25 February 2007 at 14:58:49


Well how will u release the hook? another button? (there're too many already and game is too fast for that :D), yet the texture of hook will be going through walls, which sux ...


as for the hook which applies to real physics ... i'm not sure, but i think i've made it and it's commented out in the source, but i can guarantee u that ppl won't like it ... u would be able to make some tarzan moves, but it's totally different, ppl won't be able to hook as they can now, if they'll try to hook near them, it won't even pull them to it, etc. etc. ...


i see a source can be help to u and u know C, so pm me the email and i'm gonna send u the source on it (it's around 1.5mb)

How about to put the Unlagged-2.01 code into efreeze?

we generally dont like unlagged...


i dont know 'how much unlagged is unlagged2.01" but unlagged like in ufreeze or xbattle sucks.


I like this one from freezeinstaunlagged :)

I've merged efreeze-1.02 with the unlagged-2.01 mod and noticed that "unlagging" is quite noticable. But my server is quite near (N3-TDM (1.31)).
I would like to have more testing of it on remote servers, where ping is big. Who can help me?
The mode can be downloaded from ftp://n3-clan.com/pub/efreeze-2.00a1.pk3 (it should be placed in folder efreeze2).

k, i run server on this version.


 


btw none pasztetka i want source!:P

q3_s5.exs2.kom.pl:27960 password testit
Adam, I've fixed bug with fast hook. Restart server with the updated mod (resides at the same folder on our ftp).

k, done

unlagged is too easy imo >

Yes, it is. Now I'm thinking of solution to create for highpingers and lowpingers nearly even conditions, but without cutting lag out totally.

Was at the Scorpions concert today. They rock!!!

Unlagged is a shit i wont accept where i play so byebye, usa plays usa servers pols play bb2 server europeans play zs server etc... k? thx.
Poland isnt european? damn :P
sounds fair then maybe i'll stop shooting through people. =)

psy, dont make me angry or i will eat you -_-'


unlagged is not shit, it's useful, but not in this mod :)


i personally dont like it too, i can play ufreeze if i want unlagged mod


psy, go play FR server. ;)

Unlagged eliminates lag as a term. No skill is required to shoot, cause where you shoot is where you hit. As Adam has already said - it's too easy.
well my opinion: you still need skills for unlagged but different. and unlagged still doesnt stop you from shooting through totally. well id play that mod as well but dont think efreeze should be a 100% unlagged mod. maybe some parts of cpma / osp netcode would do it ? and imo we need the enemymodels first of all but keep sort of the ef scoreboard maybe with little modifications. your choice then. duno what else you would like to have in that mod but for me the only important things are the models and some better net code (not unalgged tho ;)) thx for making a new efreeze version work anyways :D <3

yes, i already was talking with Atrey about different models each time


i think we dont need promode-like green models, just different models per team ( opponent - trankjr, my team - sarge )

Ok, let's make and priritize wish list.
As regarding to unlugging the mod, I have achieved some good results.
I made the mod half-laggy. That is if you play at ping 100, you shall aim as if you played at ping 50.
freezeinstaunlagged had delag -15 or 20 ms if im not wrong
But you are wrong Adam, Monkey knows it all! : D
Didnt want to make you angry man, just pol pings 70/100 on german servers! Anwyway the day zs servers are off ill maybe rent a french one imo, good ping for german uk etc even some pl connections are enuff good on french servers. I like q3 when ping is low, i would prefer lan, and i find 70 ping unplayable: thats my opinion and my feeling ;) unlagged is skilless.

hmm, probably it's cause of zs connection. We usually had servers where route to it was going by other ways than it is now. ;) I know im strange but i like ping 70-80 :))

Let's forget about unlagged for awhile. :P


For the moment I have implemented team colors. As I rembmber, Doomy wanted this feature.


There are three new variables:


ef_customTeamColor - can be 0 or non 0 (1 - default). This variable turns team colors on/off.


ef_redTeamColor, ef_blueTeamColor - colors for red and blue teams. Have meaning only if ef_customTeamColor is not 0. Can be of the following values: black, blue, cyan, green, magenta, red, white, yellow.


New mod can be tested with the existing servers, because only the client part was changed. But you shall switch off downloading before connecting to a efreeze server.


And have fun with colored teams, cause I already do! :)


The mod can be downloaded from here ftp://n3-clan.com/pub/efreeze-1.03/

n1 ;)


so now im waiting for custom model per team :D


 


btw textures aren't look well :D


green model doesnt work for me.


 


kkk green model bug: the file in pk3 is greenT.tga ;)

adam*pl Told :

kkk green model bug: the file in pk3 is greenT.tga ;)


Posted on 04 March 2007 at 17:15:37

Green is fixed now.


Before doing team models, I will better try to fix client IP acquisition and admin commands.

ok :) and maybe some nice message when someone is using admin commands? like on osp: someone has became a referee! :)
adam*pl Told :
ok :) and maybe some nice message when someone is using admin commands? like on osp: someone has became a referee! :)

Posted on 04 March 2007 at 18:28:21

Never saw how it looks like. Describe the last feature in details, pls.

example: when im typing in console /admin mysecretpassword, on the screen of all players on server appear message: "adam has became an admin"

Got it. Will make along with the previously announced fixes.

next wish: /pause and /unpause to pause matches when somebody has 999 or something,


number of pauses can be adjustable in config, admin can unlimited times pause game. :)


 

And what conditions for these pauses? No kills, no movement?

DooMDirK Told :

maybe some parts of cpma / osp netcode would do it ?
Posted on 03 March 2007 at 16:18:05


for the 1001st time, osp/cpma/whatever mod has nothing to do with netcode, it's IMPOSSIBLE to code anything regarding it in a MOD, they simply just have sv_fps on 30 and that's it, nothing can be done better about it in a mod ...


/pause /unpause sux, this will ruin whole cw's, it should be spontaneous and not like this, if i just remember clanwars in ufreeze and the league last year or was it 2 years ago, where those kids paused every second minute, cos they wanted to swap a player or even worse was when we were waiting someone for several mins, cos he needed to do something during cw ... it's the lamest thing which still keeps me out of this mods, it ruins all the excitement in cw's and is so damn annoying, so plz stay away from this ... don't ruin the mod ...

Ok. Report progress what have been done:


- team custom skins with an option to switch on/off


- enabled player muting/unmuting (not persistent for a while)


- broadcast message when somebody enters admin pass


- slightly fixed client searching logic for kicks, bans, mutes. The logic is following:


First, exact client number is searched. That is, if the argument contains symbols other than digits, no client number will match. This is for preventing missmatches when player names start from digits. Second, player name is searched. The match is found when there is only one player which name begins with the specified argument. That is, the beginning of a player name can be specified to kick the player. But the beginning must be unbiguous.



The mod can be dl from here ftp://n3-clan.com/pub/efreeze-1.03/efreeze-core-1.03a-01.pk3


PS: I will subsequently increment the last number of the mod name in order to separate different mod revisions.

i agree with u pasztetka :P i forgot there are a lot of kids

What next?


I have an idea to modify the scoreboard that instead of blue/red command names would be real clan/team names like ZS, N3 etc. What do you think?

yes, that's good idea :)


maybe some message of a day when at first 5 secs after u're connected to server? like osp/ufreeze :)


/topshots command, i know u can check highest acc at scoreboard, but command is faster imo :)


inhand/offhand hook :)

adam*pl Told :

inhand/offhand hook :)


Posted on 05 March 2007 at 16:17:29

What's this?

inhand hook - to use it, you must change ur rail to it ( hook is weapon like ;)


u can see it in cpma


 


 


BUG:


something is wrong with breath, check screen:


http://img211.imageshack.us/img211/3650/123mb5.jpg

lol looks like Keel smoked a good joint!!!
What rev of the mod did you test?
I've put a new rev (02) where some skin bugs were fixed.
i tested 1.03a-01 core + 1.03 media
Rev 01 has bug in the custom skins implementation. Rev 02 shall have it fixed.
I'm still waiting for a possibility to ignore messages from certain players during the game ;-) If it's possible it would be nice go finally have it.
I saw smoke out of ppl rail jumping....my hack maybe =/
As long as the new mod is tested, get rid of old mode paks (core) from your efreeze folder.

Hey all!


I have issued the 03 revision of the mod. This time I hacked the server part of the mod. So the changes in the 03 rev will be available only on servers running the 03 mod revision.


What is new:


- probably fixed bug when kicking one player, but another being kicked (via ad_kick(ban) commands).


- reliable client IP capturing. Older code lost clients' IPs at map changes/restarts. Now they remain in memory. So, the ad_clientlist command works properly.


The new mod can be dl from ftp://n3-clan.com/pub/efreeze-1.03/efreeze-core-1.03a-03.pk3



PS: Don't forget to remove older core paks.
is possible to disable old files via new one? im guessing, when there will be final version, a few ppl won't delete old files...
Actually, if a player has cl_allowDonload 1, a server will download to the player the paks whis the server uses itself. However, if the player has downloading switched off, he will play with older paks.
But it's not as scary, cause all mods are fully compatible regarding the gameplay. Players who have older mods just woun't have new features (custom skins for the moment).
but i will not be able to mute player with old client version :)
You'll be able, cause the server part were updated.

ahh so good!:)

I tried the new mod and kick works without glitches. Before I kicked one player, but another was kicked. Now it seems like kick works as supposed to work. Cool.

atrey Told :

As long as the new mod is tested, get rid of old mode paks (core) from your efreeze folder.
Posted on 06 March 2007 at 01:17:12


why don't u make a mod named efreezetest? it will just be a mess in latest version now ... takes no time to do it :p


atrey Told :

I tried the new mod and kick works without glitches. Before I kicked one player, but another was kicked. Now it seems like kick works as supposed to work. Cool.
Posted on 06 March 2007 at 22:22:00


Is this some kind of a joke? :D


great to see u making progress, keep it up (o)

none Told :

Is this some kind of a joke? :D



It wasn't funny at all when I was trying to kick a cheater but other players were kicked. Now It's not a problem I hope.
Regarding to the mod name, I think the name should be changed as long as changes in the mod appear. It is helpfull for those who test the mod. If someone creates a server on the tested mod, he should switch off downloading at the server-side so no player would download the tested mod.
Could anyone put latest source somewhere? If nobody wants to add ignores i could try to do that on my own and post a patch later.
KrzychuG Told :
Could anyone put latest source somewhere? If nobody wants to add ignores i could try to do that on my own and post a patch later.

Posted on 07 March 2007 at 20:55:05

How do you see it? Ignoring by name? But what if an ignored player changes name? By client number, but what if another player takes place of the previous one?
If you describe it in details how it is gonna be I can make it.
The point is that you can't ignore it by name in the begging since nicknames are too complex and cause quite a lot of trobles even with kicking or banning.



The idea is to print players list with their ID (lets say by ef_players cmd), then let client get nickname using ID number and add it to ignores list (ef_ignore 4 would add player with ID equal to 4 to ignores list) along with it's current ID. Players on ignored list would be added with incremented numbers starting from 1 so ef_uningore would remove first player added to ignores list.



That's the easy part about managing ignored players list. Now a bit worse part. Assuming that server puts to client something like this:
"player with ID 4 wrote some_text_here" it's a matter of client to convert it to nickname and put on the screen. It's possible to trace nickname changes (that's done already) as well as joins. If player will change it's nickname that nickname should be updated on ignores list. Ff player matching to ignores list will leave server it's real ID number from ignores list should be freed and updated when he/she joins again. Same thing should be done if me/you join a game. All IDs from ignores list should be cleared, players list should be checked and if anyone matches to nickname it's ID should be updated.



It looks a bit worse than i have imagined on the first place but should be possible to do.



ID = client number.
so much for a useful post... :p

Well, the way u could do the ignore list efficently is to write and retrieve nicknames from a .txt file which would be in the mod directory, otherwise i don't see any good solutions ... variables usually gets reset in every map, as far as i remember (well those not which are in the .cfg file) ... a variable which would add someone to list or delete it from it, shouldn't be such a prob, either using client number, nickname with or without color strings. About changing nicknames, well the text "a renamed to b" is send to the client, so u could be monitoring for that text and a function can auto add new nicknames if the match in txt file changed the nickname ... also a GUI (graphic user interface) for ignore list could be done as well in the UI code, which could be then done to be seen in the menu when u press ESC button ... though i dunno how large .txt file quake could handle nor how many nickname could be shown in the menu with a slider ...


anyway, if u think u wanna make this, pm me ...


 


as for other stuff like offhand grapple and some other stuff which would change whole game play (diff grapple phsyics, ....), create new (freeze) mod if u want such changes, i won't accept them in the eFreeze, it can be based on this code, but have a diff mod name for it as gameplay is diff, ....

none i want only to add offhand hook, not replace old one :)
Cant you track a player with his cdkey?
pSylle Told :
Cant you track a player with his cdkey?

Posted on 09 March 2007 at 12:09:40


No, cause it woudn't work on 1.31 where quite a lot of players (especially from Poland) doesn't have any cd-key entered. With 1.32 it's still very easy to change it. Same problem with GUIDs which most likely are unavailable for q3 clients and are easy to change as well.

For the moment I'm implementing advanced forced models and have good results except that buggy smoke out of models, grrrr!


So, what's the feature: I've got rid from the old "teamColor" variables. Now I'm thinking in terms of model/skin pairs. Now, each client has three pairs of variables which determine what model each client will have. So, here they are (I think they woun't change, except You don't like them):


- model, headmodel - no change - a model and skin of a player (as it sees himself)


- enemyModel, enemyHeadModel - a model and skin of all others in tournament/deathmatch, and players of the opponent team in TDM/CTF.


- teamModel, teamHeadModel - model and skin of mates in TDM/CTF.


Also, I'll add user interface to enable/disable each kind of mofel forcing. I have already done enemy model forcing. But that laggy smoke!!!


I hope I'll finish debugging that smoke till the end of this week and make a drop in our FTP. :)
Maybe look at that one --> g_enableBreath and consequences well, i dunno maybe that smoke is an ultimate breath.
Yes, You're right! When the original skin is used on a player - these breath puffs are periodical, when the skin is changed - pufs are constant. It is to be fixed.
man i love you for those models :D keep that gr8 work up. anything new about that editable score table? id love to see that in zs league finals which should start monday 19th. about that whole pause thing: ye it can be annoying but maybe implement it as rcon / ref cmd only? (no possibility to call timeouts by players themselves - that sux :D) would just be good for leagues and other competitions because 999 timeouts often cost a lot of points. well its your decision but for zs league finals id really apreciate having that possibility. thx in advance and gl with the rest of your plans. <3 tc
Yea, really great job man. Timeouts--> Maybe with a timeout limit like votes, 1 or two timeouts per map in cws.
timeouts are a cool thing, especially in clanwars, but i think in public, kids would abuse it! but i am for timeouts. what was that model thingy, didnt understand. can you set enemymodels as you like now?

absinthe Told :

timeouts are a cool thing, especially in clanwars, but i think in public, kids would abuse it! but i am for timeouts. what was that model thingy, didnt understand. can you set enemymodels as you like now?

Posted on 11 March 2007 at 11:12:29


u wish, they sux big time!!! go play some cw's where they use them, then tell us :D


 


atrey Told :

Yes, You're right! When the original skin is used on a player - these breath puffs are periodical, when the skin is changed - pufs are constant. It is to be fixed.

Posted on 10 March 2007 at 12:28:58


hmm, can u paste the code or something?

timeouts are good.. dunno when u played ufreeze, but now there are 3 pauses per team, so it's not annoying

evolution Told :

hmm exactly whats that? also i think we shud still be able to spec people when they're frozen like that ufreeze mod, and camera angles maybe to? hm i'm so fly


Posted on 20 January 2007 at 00:32:35

but i think it's lame & sux when others (frozen members from your team for instance) by using teamspeak can let you know where exactly is your enemy.. its like wall(fokin)hack ffs. It would be better/fair to spectate just teammembers. last clan war which i remember .. everybody shouting "watch out! he's there.. quad! armor.. ffs .. what a crap!. same like psylle do i'm using hi-end earphones so i dont need shouting ppl from my team .yeah i know that they wanna help, but cuz of that f. noise i dont know where is my enemy.
maybe it could be like in cs (counter strike) - i meant you can't hear/see frozen/spectate ppl.

Yeah, at last! :)


Please, welcome team/enemy models in efreeze.


The variables are the same as I described earlier.
I implemented some GUI for changing the enemy and team models.


Please, test it and tell about found bugs.
Notice everything about bug - what model was original, what model is the force model, if a player is a mate or an enemy, etc. All the additional information would be appreciated and can help to fix the bug more quickly.


The file can be downloaded from ftp://n3-clan.com/pub/efreeze-1.03/ folder. There are three files - core, media, skins. Core - game server, client and UI. Media - all required media files. Skins - additional colorfull player skins (monotone).

"efreeze-core-1.03b.pk3" -> 333 kB (hahaha nice :P)

yeah nice! :p


Death is right in some way, those who use teamspeak have an advantage! But don't forget, in my opinion this is not a "camping" game (like counter strike) and thus I think it's ok like it is now. Maps would last much longer and in some matches, the one who can camp better will win. This is not what this game is about in my opinion.

another nice feature i like: "accuracy" shout of the gaming voice! It's only in insta (unlagged?) maybe we can implement it in efreeze in some cool way? :p
quake seems much faster & got different way of playing than cs so we can't compare these games. anyway I'm not about to transforming q3 to cs, just the opposite! 6 years ago when ppl playing quake without teamspeak and other bullshit game was much more pure and fair. I just mentioned about cs to give an example how could it work like -that in cs player can't get an information from spectators/frozen by listening or reading messages. anyway in my opinion getting an information about position of your enemy=wallhack.

none Told :

hmm, can u paste the code or something?


Posted on 11 March 2007 at 12:57:26


I created a repository using Mercurial revision control system where I track changes since the efreeze 1.02-final version.


If there is an essence, I can try to make a server for distributed mod patching by several developers. But for the moment I don't know if there are others who can and wish to contribute to the project. If they are, then I'm waiting for the 333none opinion.

What I think nescessary is to make eFreeze cheat-free. And make it without en essence to use PB or pure servers.


I have an idea that could do this - pure efreeze. The idea is to make all clients to use a certain efreeze-pak (with cgame.qvm inside). They can use any additional paks they have, but virtual machine (cgame.qvm) shall be the same as on the server they play.


This feature can free our community (in theory) from cheats and cheaters and leave anyone with the skins, colors, sounds they have and really like. I state this cause I'm sure that any cheats come from hacked qvms. Tell me if I'm wrong.

when u will do cheat-free version, i want test it as first person ;) second is ganja if he is not in jail


 

Ahahah =)
Hmm i had another idea which seems quite easy to realize---> what about changing thaws sound (like in noghost) which sounds like keel jumps for the moment -> its confusing imo.
chat-free version? A bit drastic step but worth checking :-)
Tank jr. model do the thaw sound - not keel. If I remember right. Anyway, another good addon to efreeze would be current ufreeze feature: ur stats follows whenever u decide to join another team or go spec. This would help the even teams issue. It would be easier to join opposite team without losing ur played stats.
I'm not a sound engeneer. The only thing I can is to allocate for thaw a different file name and to copy in there some existing sound. Then whoever wanna change the sound just replace this file with another and that's all.

What interesting for me is if someone have already tested the mod with enemy/team models. Is there anyone interested in the enemy/team model feature?


Regarding the cheat protection in the mod. I have an idea which in my opinion will make cheating a hard thing to do. Only advanced hackers could break through the protection which I'm going to use.

Go for it atrey, test GaNjA's hacking skills : D

Monkey Told :

Go for it atrey, test GaNjA's hacking skills : D



hehe

njes im waiting for it!


my hacking skill should be enough

Adam, Guys! I've put a subsequent version of the mod on our ftp server. It has much improved enemy/team model implementation. The previous one was too buggy. Also, In the new version I allocated a different filename for the thaw sound. Now it is sound/other/thaw.wav. But, a server shal run the new mod in order the new sound is played. And after that anyone can change the sound how he likes. But I think we should find a sound which shall be distributed with the efreeze mod.


Now, I wait for your bug reports. And start working with the scoreboard.


ftp://n3-clan.com/pub/efreeze-1.1/
adam*pl Told :

njes im waiting for it!


my hacking skill should be enough


Posted on 16 March 2007 at 17:15:26

I doubt hehe :)

btw, Adam - maybe there is a reason to exchange ICQ for a better cooperation.

hmm... i dont use ICQ now, but i will in a few days ;)


 


hm... enemy models doesnt work for me :( im trying /ef_enemymodel keel and nothing happens


and all players have their own model, so cg_forcemodel 1 stopped working

Use GUI for setting team/enemy models. You have to set both model and head model in order to make team/enemy models working.
jezuz spammmm &chipzzzzzzzz

as for the thawing sound, leave the original one in the same folder as it was and make a variable, e.g. /ef_thawSound where someone can write the name of the wav file (e.g. /ef_thawSound new.wav), which should be then in the root folder of the mod, that way it won't interfere if server is pure and it's easy to create it ...


as for cheat protection, if u create a "semi-pure" in the client, so it has to be the efreeze one instead of osp for example, then this won't help u much ... cw's are played on pure, which is far better and eliminate all client side hax ... as for ur protection, i dunno what u have in mind, but to remember u, from mod u can only access memory which quake/mod uses, not whole windows (as it was in q1 & q2), so it's impossible to block .dll wallhacks (just wallhacks, not autoshooters and other stuff) ... why do u think they create punkbuster as and outside .dll, that's the main reason ... anyway, don't discuss too much of cheat protection over here ... =)


 


 

whatever none just make sure whatever u do/change doesnt detect "our" hakcz.
evolution Told :
whatever none just make sure whatever u do/change doesnt detect "our" hakcz.

Posted on 17 March 2007 at 12:55:04

I can perform a simple test for your hacks. If you win - I'll drop my idea. :)
sexi
atrey Told :
evolution Told :


whatever none just make sure whatever u do/change doesnt detect "our" hakcz.


Posted on 17 March 2007 at 12:55:04
I can perform a simple test for your hacks. If you win - I'll drop my idea. :)


Posted on 17 March 2007 at 13:03:38


 


im ready to hack it.

di_loyde Told :
d3/\+H Told :
...in my opinion getting an information about position of your enemy=wallhack.


Posted on 13 March 2007 at 11:54:26


Wallhacker!


Joking aside:

I don't think you can effectively exclude cheating. Let alone the fact that excising the chat is far from being efficient. I know times where there are more people on the server to chat than to play. Making these servers for serious competition only would be a different story, of course.


Indeed, a different thaw sound would be nice. Even if I don't know how Keel makes your sounds, Psy ;-)


Posted on 15 March 2007 at 20:07:20


thats why i gave up with cw. it was the first and the last cw with this shitty stuff
noobie question: how do i test the mod of artrey? :p

The sequence is as follows:


1. Move the old efreeze paks (efreeze-04pak.pk3, efreeze-04core.ok3) from the efreeze folder to some other place (I created 'old' subfolder in the efreeze folder).


2. Download the new mod files from the ftp://n3-clan.com/pub/efreeze-1.1/ url.


3. Switch off automatic downloading (if it is switched on) in quake. /cl_allowdownload 1.


4. Setup team/enemy models from UI/SETUP choose ENEMY or TEAM menu. Or use the console to set them up:


/ef_teamModel visor/black


/ef_teamHeadModel visor/black


/ef_enemyModel klesk/yellow


/ef_enemyHeadModel klesk/yellow.


5. If you have /cg_deferplayers set to '1', then hit TAB to have all the models properly loaded. I'm working on this issue for the moment.

thx very much!
Actually, I made it intentionally. But now I find that this is not cool. I found drawbacks of this decision. I'll change it in a subsequent release.
di_loyde Told :
Suggested by Doomy: global banlist.

Can you provide details?
ye that's good idea. I thought about it. I imagined it as: program is downloading banlist.txt from some server and mod checks new bans every 30mins or something
So, there is an esscene to provide a server for this ban list. And the protocol. Don't you find it redundant?
i can provide main server and a few backup servers for this.

I had one more idea: we still can do it manually! admin's will receive access to script which will add ips to public site.

but hmm... ok server will download banlist, but how we will upload it? via ftp or how? no idea about that.

The protocol to use is the second question.I want to hear the whole idea of this 'so-called' global ban list.


I mean: How to fill this list? How to remove IPs from this list? etc.

yes, u showed us 2many problems <: D
imo manually one like i told doomy one time will be better ;)
adam*pl Told :
i can provide main server and a few backup servers for this.

I had one more idea: we still can do it manually! admin's will receive access to script which will add ips to public site.

but hmm... ok server will download banlist, but how we will upload it? via ftp or how? no idea about that.

Posted on 23 March 2007 at 19:35:36


It can't work like this. By accident you could rewrite some banlist from other server with new one. My idea on how to do it is smt like this:

Make a deamon like app that listen on some port and allow you to add/delete an IP from the list or get whole latest banlist. Of course it would require some authorization code to make sure that a valid mod or 'client' with valid password is trying to add/detele something from list. It should be possible to do using sockets on mod side and quite simple piece of software on banlist server sdie (wrote in C, C++, Perl, Python, Tcl or anything else). It's way easier than using http/ftp to get/upload banlist and there is no way to lost any ban from any valid server using method like this.



Some new commands like gban and gunban would do rest of the job on game server side.




Of course it's only my private suggestion... ;-)

A quake virtual machine is very limited in what it can do. And the global ban list is impossible to implement just hacking the qvm


A qvm can only open/read/write files local to the Quake folder - that's all.


So, if there is a big essence of this ban list, a separate program should be developed (server and client). The server will maintain the master ban list. Clients will have local copies of the list. A special protocol will keep the copies synchronized with the master. A quake server will need only to parse its own copy of the list periodically and kick clients who is in it.

well, let's begin topic again cause it dead <: D


IMO anticamp should be back again!


and how's going anti-cheat version?

I can comparatively easy make an anti-bot protection. But, with wh it would be much harder, cause I can do nothing with a hacked quake.exe from a qvm. But, if I had a quake.exe with an antihack protection (simple quake.exe-qvm API), I think we could do without pb even.