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1.1.60 - release candidate 6 - codename "Minerva"
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duke'ku



Joined: 03 Nov 2002
Posts: 1317
Location: portland, oregon

PostPosted: Tue Mar 18, 2003 5:51 pm    Post subject: Reply with quote

It checks, and refuses to run on anything but the proper version...
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Urguwno



Joined: 22 Feb 2003
Posts: 5

PostPosted: Tue Mar 18, 2003 5:58 pm    Post subject: Reply with quote

duke'ku wrote:
It checks, and refuses to run on anything but the proper version...


I guess I'd just like to see it work as advertised and only check. Give me a huge warning in 48-point font and make me sign a disclaimer, but I don't like having my hands tied. Ohwell, I guess I'll take it to the change request forum.
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bani
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Joined: 21 Jul 2002
Posts: 3685

PostPosted: Tue Mar 18, 2003 6:06 pm    Post subject: Re: mod now checks that it is running on correct server vers Reply with quote

Urguwno wrote:
This change appears to force you to be on the right version rather than check for it.


i added this check after accidentally running the 1.41 version of the mod on 1.33 servers one too many times.

i guess i could make it endlessly broadcast warnings about it instead of shutting down entirely.
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Urguwno



Joined: 22 Feb 2003
Posts: 5

PostPosted: Tue Mar 18, 2003 7:06 pm    Post subject: Re: mod now checks that it is running on correct server vers Reply with quote

bani wrote:
i guess i could make it endlessly broadcast warnings about it instead of shutting down entirely.


That would ROCK, bani. Thank you!

Any chance the wrong version spam could be confined to the console instead of broadcasting to the players?
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bani
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Joined: 21 Jul 2002
Posts: 3685

PostPosted: Tue Mar 18, 2003 7:29 pm    Post subject: Reply with quote

i still have to wonder why you would want to run the wrong version of the server Shocked
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Der Kammisar



Joined: 08 Sep 2002
Posts: 158

PostPosted: Tue Mar 18, 2003 8:35 pm    Post subject: Reply with quote

Quote:
other than the quake3 hitsound, what does it (shrub soundpack) have new?


You made me listen to it! Crying or Very sad

Actually you're right. It's all singleplayer sounds that have no real use in a multiplayer game.
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Auron



Joined: 15 Mar 2003
Posts: 3
Location: Oklahoma

PostPosted: Wed Mar 19, 2003 10:31 am    Post subject: Reply with quote

Do me a favor bani is it psooible if you could put these downloads on the website or at least what folders i move the qa files to?
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gotenks



Joined: 15 Nov 2002
Posts: 4040
Location: out of my mind

PostPosted: Wed Mar 19, 2003 10:52 am    Post subject: Reply with quote

bani wrote:
i still have to wonder why you would want to run the wrong version of the server Shocked

doesn't it have major problems, other than uncurable bigheads when you do that such as people not being able to join?
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duke'ku



Joined: 03 Nov 2002
Posts: 1317
Location: portland, oregon

PostPosted: Wed Mar 19, 2003 8:25 pm    Post subject: Reply with quote

Question about scripting for CTF: what exactly is changed or what parts of the .script file are altered to adjust a map for CTF?
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bani
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Joined: 21 Jul 2002
Posts: 3685

PostPosted: Wed Mar 19, 2003 11:30 pm    Post subject: Reply with quote

you can compare the script files i made with the scripts of the original maps.

look for mp_base_cp.script in the stock rtcw pk3 files and compare it with the banimod mp_base_ctf.script

basically the only stuff new are two triggers : flag_taken and flag_returned, and a new spawn command "flag" which designates which team the checkpoint belongs to (it raises the team flag at the beginning of the round).


Last edited by bani on Wed Mar 19, 2003 11:31 pm; edited 1 time in total
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duke'ku



Joined: 03 Nov 2002
Posts: 1317
Location: portland, oregon

PostPosted: Wed Mar 19, 2003 11:31 pm    Post subject: Reply with quote

Okay, thanks.
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