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wision
Member

Posts: 237



« Reply #45 on: January 18, 2008, 08:49:03 am »

some new suggestions:
- voting via menu
- keep all the settings after the match/map change
- maybe some smart observing method.. spec quad/invul taker.. spec frag leader..
some old ones:
- keep players in the teams after the match (and also their status like captain etc..)
- cl_enemyskin/cl_enemymodel and cl_teamskin/cl_teammodel (in scope of male/female athena/grunt)
« Last Edit: March 28, 2008, 12:08:12 pm by wision » Logged
v3non
Member

Posts: 11


« Reply #46 on: March 12, 2008, 03:59:45 pm »

I think opentdm should have admin acconts (like in TDM www.tdm.glt.pl)
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guest
Guest
« Reply #47 on: March 15, 2008, 03:29:01 pm »

some suggestions:

1) scoreboard really sucks. everythings cluttered and difficult to read. please, make it more like osp

2) longer names get truncated... iirc, names in osp can consist of at least 15 characters

3) players arent allowed to change names during a match... this needs to go

4) custom map rotation

look forward to more updates. really dont want to go back to osp

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cure
Member

Posts: 29


« Reply #48 on: March 29, 2008, 07:45:49 am »

- config voting as in tourney, where you can change every single cvar in a votable config (hostname, passwords, etc.). maybe use such a system as an optional method next to the current config voting system, dunno.

- hostname displayed in the lower left hand corner of the screen with the scoreboard (similar to tourney's match_endinfo cvar). this is nice because you can see what server a match was played on, when you playback demos.

- a motd on server entering, reviewable with the motd command. motd file to be set with a cvar, so you can use different motd's for different configs.

- g_keepteams cvar defaulted to 1 to maintain teams after a match.

- id's only on teammates according to the 'name H:100 A:100' format (no icons or anything, just text with alternating colors (green/white) maybe (minor gameplay change).

- a package consisting both the linux/win32 version of the motd, invisible player model/skin, docs and documented/tested example (votable) configs for duel/tdm, according to league rules (can do this when most basic features are included, the mod has been tested allot and is ready to be used by leagues).


keep up the good work!
« Last Edit: March 29, 2008, 09:07:53 am by cure » Logged
cure
Member

Posts: 29


« Reply #49 on: March 29, 2008, 12:53:03 pm »

- 'vote config' without any config specified should list all the configs available for voting, similar to tourney. possibly even have a 'serverconfigs.txt' to list the available configs with comments. this way votable configs don't have to be in a seperate subdir, which atm is quake2/opentdm/configs, example:

Quote
]vote config

Available alternate server configs:
  [duel.cfg] EDL ruleset
  [tdm.cfg] EUROQ2L ruleset

Usage: vote config <configname>

]

- 'vote map' without any map specified should list all the maps specified by the 'g_maplistfile' maplistfile. example:

Quote
]vote map

Available maps:
---------------
q2dm1
q2dm2
q2dm3
q2dm4
q2dm5
q2dm6
q2dm7
q2dm8
match1
etc

Usage: vote map <mapname>

]

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Muerte
Guest
« Reply #50 on: April 02, 2008, 10:25:30 am »

Per player chat filtering.  The client command is:
   ignore (or muzzle or mute or filter) <mode>
      <mode>: 0 - No filtering (default)
           1 - Ignore spectators
           2 - Ignore opposite team (if teamplay)
           3 - Ignore all chat
  The initial client filter is a server-side variable with the
  same modes as described above (with 0 also being the default),
  named "client_muzzlemode".
  Note, this filter is disabled during the warmup mode and when
  the match is paused.
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Bullz
Member

Posts: 12


« Reply #51 on: September 03, 2008, 05:07:40 am »

I suggest to add FFA gametype thru voting, just as insta, duel and team games.
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Simonfox
Guest
« Reply #52 on: November 30, 2008, 12:03:01 pm »

Able to vote weapon stay on.

Able to view players accuracy during the game
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R1CH
Administrator
Member

Posts: 2625



« Reply #53 on: November 30, 2008, 01:13:35 pm »

OpenTDM is primarily a TDM/1v1 game, if weapon stay is desired it can be enabled through dmflags but I don't think any league has ever run with weapon stay on. You can use the stats commands at any time during the game, including accuracy.
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Pipe
Guest
« Reply #54 on: December 09, 2008, 03:12:07 am »

Hello,
/*
==============
TDM_Win_f
==============
In 1v1 games, causes player who issues the command to win by forfeit. Only used when opponent
disconnects mid-match and this player doesn't want to wait for them to reconnect.
*/

This should be enabled in other mods than 1v1 too.. I have had 4 discers within last week in duels and it's a shame that i havent been enabled to use such command. People are too lazy to vote or even dont know about 1v1. Atleast i didnt before i checked the source.

You could make some ugly player check, when there is 0 in one team and 1 in other, then obviously it's 1v1 game. Or it has became one (often that happens too, when many players disc from 4v4/3v3/2v2 game)

Also i was wondering, where could one get to see all quake2 rcon commands? Can you add them also into opentdm?
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Pipe
Guest
« Reply #55 on: December 09, 2008, 03:31:05 am »

Hello again,

Wouldnt it be useful to add this timeout by server in other than 1v1 games when player issues disconnect command or pings out. Then captain/admin could resume the game if he wants or pick/invite a player into his team.

For example in pcw's it would be good to know that someone from your team has lost his internet connection, though something like that is spotted really soon but then again, wouldn't it be better to spot it right after it happens not when it's too late maybe for your team.

Also maybe you could predict the timeout, not when the real message pops out (player has timed out) but when the entity has stopped moving for x amount of time. Obviously this option would be annoying to some people so it should be toggled on/off somehow.
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wision
Member

Posts: 237



« Reply #56 on: December 09, 2008, 04:05:33 am »

"win" command works also in TDM mode (it has to be 1v1 game tho).. about the player timeout detection.. don't think it's really possible to recognize between just camping player without moving and really lagged player. anyway.. for further suggestions use mantis (http://www.r1ch.net/mantis/)
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fanny
Member

Posts: 27


« Reply #57 on: December 13, 2008, 08:26:57 pm »

The ability to set what weapon a player has in hand at the start of a match and to set initial inventory of amoo for that weapon. Like a nade tourney where the players start with nades in hand and some quantity of nades in inventory.

Thanks
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