Updated: Friday November 7 11:00 am
This patch includes a feature where the server op can pick a set of
levels, and the server will pick from them randomly. But since I
started, this patch has grown severely beyond that.
Unfortunately, the only feature that I have worked back into the
original Quake CTF is the random maps. Most everything else requires
the use of serverinfo variables to toggle, but these aren't available to
normal Quake servers.
Features of this patch:
- 100% compatible with Zoid's original 4.2 server's gameplay. Any
feature here, save the OpenGL glowing and the reduced CPU usage,
can be toggled off. But those two features don't change
gameplay in any way in the first place..
- Much reduced CPU load. Now your server can have more players
at the same time, with better ping times. And your server will
be able to remain up for weeks, not just days.
- Random map selection. Pick your favorite episodes, or pick
maps of a specific size, and the server will choose from them
randomly.
- OpenGL blue/red glowing for flags and players with the
Quad/666 powerups. BTW, this particular feature was added
to my own server the same Sunday as QW2.0 was first released,
and released to the public on the next Wednesday.
- Quad/ring dropping can be enabled. When a player dies, the
powerup will remain available with the time remaining for
another player to grab.
- A new CTF map is available: Shub's Pit. Well suited for
4-on-4 matches.
- Server op selected map cycling, ported over from the QuakeWorld
2.0 quakec code. Requires the QWSV2+ server.
- Gravity now works right. The low-grav level e1m8 now works
correctly. BTW to the players who keep dropping out here,
if you can't take the gravity, use your grappling hook to
scoot around!
- Deathmatch 4 rules. Players start with infinite ammo, full
health, and full armor. Unlike the normal QW2+ as given, you
can choose whether or not the Grenade Launcher will be used,
and whether or not the player will take damage for firing
grenades.
- Rocket jumping works again, ported over from the QW2+ code.
I haven't implemented the weapon-kicking code though. I
think I remember seeing that Zoid removed that from CTF
in the first place.
- Rune dropping and runeless modes are now available, in addition
to the original rune mode (without dropping) from CTF 4.2.
More detailed information is available in the
Docs file.
391K CTF 4.2 Randomize Patch
391K CTF 4.21 Randomize Patch
I invite any other CTF mod writers to incorporate any of my changes into
their own code. I'd especially be interested to see a Threewave version
become available!
By the way, if you ever come across my server with a password attached
to it, then the password is probably "blah". If that is the case, then
I am in the middle of testing out something new, logged in as player
. Feel
free to drop in on me to help debug, but be warned that I might be changing
the level repeatedly when I toggle variables..
Known bugs in the beta version:
- Sometimes when you enter the water, you will hear the 'exit
water' sound instead of the 'enter water' sound. This
is related to lag effects, because the player has to have been
marked as being in the water, and then the server has to
notice that the player leaves the water.