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R1CH
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Posts: 2625



« on: February 09, 2007, 10:05:49 am »

Due to the closed source nature of both popular TDM mods and recently discovered security vulnerabilities in OSP tourney, I'm considering starting OpenTDM, an open source team deathmatch / 1v1 mod. Please suggest what you would want to see in such a mod, obviously not everything in battle or OSP is really used all that much, so rather than clone a bunch of unneeded features, post what you would want out of such a mod.
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Revo
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Posts: 1


« Reply #1 on: February 09, 2007, 10:18:50 am »

Sounds really good  smiley

The same vote-commands as in battle would be nice since the voting system in OSP sucks. (tp, tl, fl, mode, powerups, bfg, map)
I don't know if a config-vote would be necessary since you can build that into the mode-cmd?

Anyways that's the cmds that are the most important ones I guess.
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[BTF]adam
Guest
.
« Reply #2 on: February 09, 2007, 10:22:21 am »

team/score etc just like OSP, not battle! I hate how battle looks ;\
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zbone
Member

Posts: 31


« Reply #3 on: February 09, 2007, 10:22:52 am »

I didn't play battle mod a lot so I will talk as admin and player for tdm ans OSP tourney mods:
From tdm:
-voting system
-hand 3
-warmup and pregame
-scoretable
-special messages used with "say" and "say_team"
-referee controls
-event messages

From OSP:
-ngStats logging
-flexible cfg system

Additional Features
-enemy skins/models, forced skins/models
-configurable HUD
« Last Edit: February 09, 2007, 11:05:41 am by zbone » Logged
R1CH
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« Reply #4 on: February 09, 2007, 10:30:04 am »

Wait, someone actually uses ngStats?
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Snake
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Posts: 184


« Reply #5 on: February 09, 2007, 10:33:27 am »

For our servers the most important options are (at first glance):
weapons have, initial weapon, initial items/health/ammo, max armor/health/ammo, which weapon/item is allowed on map (ie all 0 for instagib), amount of damage weapons do, vote system (options/maps).

We do not, or rarely, use: teamplay options, rune options, their custom stats logs, hook settings, although they are probably vital for others.

And there are many options/features that we are hardly aware we use, but would miss (ie respawn delays/forced, hook options, keep score when getting disconnected, etc).

The tourney scoreboard at end of map was one important reason to move an instagib server from Lithium to Tourney. A nice custom addition would be configurable map end sounds.. that xian.wav does get boring, and now the only option is to binary edit the .so Smiley
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R1CH
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« Reply #6 on: February 09, 2007, 10:44:35 am »

Hook has no business in TDM!
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zbone
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Posts: 31


« Reply #7 on: February 09, 2007, 10:47:57 am »

Wait, someone actually uses ngStats?
Me. More detailed in irc pm :]
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zorg
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Posts: 49


« Reply #8 on: February 09, 2007, 10:59:21 am »

- multiple server configs (like in OSP), so you can switch gamemodes (instagib, duel, tdm, ffa, ...)
Maybe, there is also a solution to do this without execing new configs ingame.
What about defining gamemodes with cvars?

- big numbers for teamscores, like in battle (easier to see if your team is leading or not)

- maybe highscore tables (saved on server to record top scorers)

- accuracy records for weapons on each match

- has been mentioned above:
* weapon in hand on respawn (usefull for warmup and instagib for example)
* allowed weapons and items/powerups
* cvars for weapon damage

- maxplayers for each team

- ghostcodes (like in gloom) to restore your score and team, if you crash/lag out/disconnect in a match.
This could be realized on playerside with a cvar, so no one forgets his code. Server has to record, which player is allowed to join ingame, once a match has started.

- lock teams on match start and possibility to pick players (as teamcaptain) from observers

- teamname and model/skin

- forced demos and endgame screenshots (players, referees)

- defineable timeouts and their lengths

- defineable maplists for each gamemode (duel needs other maps than tdm for example)

- used MUCH for league/cup games: "ingame TV".  But maybe this is not the purpose of the mod itself.
« Last Edit: February 09, 2007, 11:18:20 am by zorg » Logged
Gravgon
Member

Posts: 1


« Reply #9 on: February 09, 2007, 12:23:40 pm »

- Vote kick players
- A way to vote the type of overtime/sudden death mode if the game finishes with a tie
- Possibility to see which player the spectator observe (like on battle and TDM)
- Same layout as OSP for the score table (Too few informations on battle mod, too many on TDM mod imo)

That's all I can think of for now Smiley
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v3non
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Posts: 11


« Reply #10 on: February 09, 2007, 02:25:17 pm »

http://www.tdm.glt.pl
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wision
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Posts: 237



« Reply #11 on: February 09, 2007, 02:31:39 pm »

vote (vote menu woud be great): timelimit, fraglimit, map, quad, invul, bfg, config, team/self damage, player kicking, over-time, sudden death, voting enabled during the match

on screen: player score, team score, enemy team score, time-left, fraglimit.. i prefer TDM mod like screen (big player score), but time-left is too small :<

before match: show matchinfo during countdown, TDM like warmup mode

during match: when player is dropped, keep his scores etc.. ability to see which player is observer spectating

after match: show accuracy/scores in console (TDM stats/accuracy is imo the best), keep scores after match (again TDM style.. when i press score once, i see old score and when i press score 2nd time, i see actual teams <battle sucks, coz you can't see teams>)... if players disconnects before the end, show his scores too

teams: lock/unlock team, captain, pick/kick players, keep players/lock status/captain after the end of the match

gameplay: ITDM settings (removable weapons, railgun damage, turn off weapon drops, starting weapon)

i'm sure i forgot many things.. but this is what i'd like to see in TDM mod
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OmnificienT
Guest
« Reply #12 on: February 09, 2007, 03:07:41 pm »

In normal game, if you are browsing all the vote menus they dissappear; this is quite annoying. Maybe that the menus could be made independent of the player being killed or not.
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zbone
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Posts: 31


« Reply #13 on: February 09, 2007, 03:29:53 pm »

And? Smiley
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R1CH
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Posts: 2625



« Reply #14 on: February 09, 2007, 04:22:43 pm »


This is also closed source which does not allow any new features or bug fixes to be added. I'd want to start from scratch anyway so I know it's well-designed from the ground up.
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Pogo
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Posts: 9


« Reply #15 on: February 09, 2007, 05:05:06 pm »

I think the most important thing is to eliminate the bugs from previous mods, ie battleground "ghost player" and random crashes, tourney hb-lag/chain wobble and general sucky feeling, tdm crap scoreboard and hand 3 (makes it possible to shoot from places that shouldn't be possible, please dont include this!) Also some more detailed stats like number of armours/powerups picked up during the game etc like cpma for q3 has would be nice. Great idea, hope this works out!
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zbone
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Posts: 31


« Reply #16 on: February 09, 2007, 05:27:17 pm »

Pogo, after you tdm is OK if remove its scoreboard and turn off hand 3 Smiley
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GT7
Guest
« Reply #17 on: February 09, 2007, 07:14:48 pm »

zbone, about venon's http://www.tdm.glt.pl/ this is i think like this:
R1CH asked not to copy existing features, but invent new ones. most of things, that ppl are sayin are alrady implemendted in TDM. i still dont understand, why ppl are using BATTLE or OSP, when TDM is imho way, way better

(maybe i'm wrong, if so, correct me plz)

GT7
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[BTF]Gator
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Posts: 9


« Reply #18 on: February 09, 2007, 07:19:01 pm »

i only know OSP, and use it on tons of servers.

i'd hate to lose anything it offers at all.  I tend to use about everything OSP offers in one manner or another on some server somewhere.  i'd also like to see this mod be used for ultimate flexibility for FFA.

In short, everything OSP has besides it weaknesses.

Things i'd like to see added:
Configerable Scoreboard, to show fph, kill/death ratio, etc.
Leader Glow in ffa
in eyes spectating

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zorg
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Posts: 49


« Reply #19 on: February 09, 2007, 08:31:20 pm »

most of things, that ppl are sayin are alrady implemendted in TDM. i still dont understand, why ppl are using BATTLE or OSP, when TDM is imho way, way better

Maybe that mod is better, but who knows how to set up a server with it?
There is no server readme available, which explains ALL server cvars to configure it correctly.
Only some client commands. But these don't help me as a server operator.

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[BTF]Gator
Member

Posts: 9


« Reply #20 on: February 09, 2007, 09:24:53 pm »

-19:22:41- ([BTF]Gator) interesting post about a new tdm mod
-19:22:51- ([BTF]Gator) http://www.r1ch.net/forum/index.php?topic=1219.new#new
-19:23:01- ([BTF]Gator) i'd love to see ffa supported as well in the same mod Smiley
-19:23:17- ([BTF]Gator) or an ffa version with tons of features
-19:23:23- ([BTF]Gator) if you'd have interest in such a thing in time
-19:23:48- ([BTF]Gator) i love everything OSP offers except its weaknesses, and tend to use all it offers
-19:24:05- ([BTF]Gator) there are tons of things i'd love to add, but they are almost all ffa type things
-19:24:17- ([BTF]Gator) i know you arent asking, but i'll state some ideas here Smiley
-19:24:21- ([BTF]Gator) leader glow
-19:24:25- ([BTF]Gator) configerable scoreboard
-19:24:29- ([BTF]Gator) in eyes spectating
-19:24:33- ([BTF]Gator) saved high scores
-19:25:09- ([BTF]Gator) an AI type "sportscaster"
-19:25:33- ([BTF]Gator) either in large easy to see text, and/or with some kind of .wav files associated with game happenings
-19:25:40- ([BTF]Gator) like large group kills
-19:25:47- ([BTF]Gator) lead changes
-19:26:01- ([BTF]Gator) would make matches/games EXCITING
-19:26:26- ([BTF]Gator) and everyone would feel the energy of what is happening on the server even if they arent on the area of the map to witness it
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quadz
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Posts: 16


« Reply #21 on: February 10, 2007, 12:39:13 am »

I'd like to recommend something maybe an alternate behavior to the referee_password.

It'd be cool if some kind of 'one password per ref' (maybe like jumpmod, but with better logging) were available.

Right now, if someone gives the referee password away verbally, it's hard to tell what happened... mysteriously someone new-and-unauthorized appears with the password.

So my question is related to brainstorming about how to improve this?  Maybe a separate password per ref would be one simplistic attempt to curtail the problem.  Not sure?

I dunno if referree 'categories' or 'classes' are necessary, where a password applies to a group as opposed to an individual, but whatever Smiley

Regards,

quadz
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GT7
Guest
« Reply #22 on: February 10, 2007, 01:21:47 am »

zorg: i think if You will ask Venon, he will explain You everything (he is polish server admin)
You can find him at #q2.pl @ quakenet ([SnG]V3non)


or You can just check this TDM mod at one of polish servers (http://serwery.planetquake.pl)
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zbone
Member

Posts: 31


« Reply #23 on: February 10, 2007, 03:08:25 am »

As for me the best way is to take q3 cpma mod and make its q2 analog in rational limits with some added features from original osp, battle or tdm cause lots of brainstorm work was already made by q3 community Smiley
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Cato
Member

Posts: 6


« Reply #24 on: February 10, 2007, 07:47:12 am »

- cl_enemyskin/cl_enemymodel and cl_teamskin/cl_teammodel

- ability to vote maps/timelimit/kick player/tp and so on in both console and menu

- shorter teammessages, example: "say_team i have %h %a" = (player): i have 100h 50a

- 'talk' like in battle/tdm for talking to someone specific, spectators should only be able to 'talk' to others spectators when the match has started to prevent cheating.

- accuracy like tdm

- damage given/recieved/teamdamage

- automatic remove corpses after a few seconds to get rid of some bugs

- forced respawn

- previous match scoreboard like in tdm

- foreseeable scoreboard

- OpenTDM-menu within the Quake2-menu with all mod-specific cvars/settings
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Snake
Member

Posts: 184


« Reply #25 on: February 10, 2007, 07:53:04 am »

Tourney lastscore command, so you can take a screenshot of scoreboard again if console was down during auto-screenshot...
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[BTF]Gator
Member

Posts: 9


« Reply #26 on: February 10, 2007, 07:58:17 am »

cvar for say behavior during match.  Toggle whether to allow mm1 from spectator or not.  Or possibly forced mm2 for spectator.  But a cvar would be nice, and needed in some situations.
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zbone
Member

Posts: 31


« Reply #27 on: February 10, 2007, 08:24:10 am »

And not hide Menu during warmup when u've been killed. Its annoying especially during insta Smiley
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monsterkill
Member

Posts: 40


« Reply #28 on: February 10, 2007, 09:22:46 am »

i second the q3 cpma analogy

as for myself, i would love to see some sort of workable stats Wink
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Pogo
Member

Posts: 9


« Reply #29 on: February 10, 2007, 11:37:08 am »


- automatic remove corpses after a few seconds to get rid of some bugs


Too big change imo, even if this would fix the shoot through floors bug and and double rail damage bug the corpses actually have a point. They are great to shoot at with gl when someone is close to them, and i dont think getting rid of those relatively harmless bugs is worth removing a gameplay element for. (sorry for offtopic, feel free to remove if you only want suggestions and not a discussion in this thread) Otherwise i totally agree with cato, especially about team/enemyskins and talk
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Platon
Guest
« Reply #30 on: February 11, 2007, 05:16:34 am »

If you really have to do it just copy TDM mod, fix this few issues that people mentioned. Write HOW TO set up the server and I guess that will be all.

PS. By 'copy' I mean to write it from scratch :)
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7even*txt
Guest
« Reply #31 on: February 11, 2007, 09:48:02 pm »

pkz-zip instead of pak support
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R1CH
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Posts: 2625



« Reply #32 on: February 12, 2007, 07:59:39 pm »

That isn't really appropriate for a mod, zip instead of paks would require engine modifications. pkz or pk2 or whatever you want to call it is planned for R1Q2 however, I just haven't had the time to rework the filesystem routines to handle it.
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7even*TxT
Guest
« Reply #33 on: February 13, 2007, 12:29:34 am »

sure. would require engine modifications weapon change icons like q3 hud ?
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wision
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Posts: 237



« Reply #34 on: February 13, 2007, 05:41:17 am »

you can change your weapon icons already by replacing appropriate .pcx files..
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7eventxt
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Posts: 13



« Reply #35 on: February 13, 2007, 05:39:30 pm »

i mean - available weapons in raw like q3  (then dissapear), like q2e 0.26
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Shadow
Member

Posts: 2


« Reply #36 on: February 17, 2007, 12:11:34 am »

Optional Setting:

Live Weapons Accuracy Statistics Viewable In Hud.

(Kinda like in OSP Tourney DM 2.76) Similar to this:



Just more compact and on the sides not in the middle Smiley
« Last Edit: February 17, 2007, 12:15:40 am by Shadow » Logged
monsterkill
Member

Posts: 40


« Reply #37 on: February 22, 2007, 11:32:24 am »

optional spawn protect would be nice Smiley
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Pogo
Member

Posts: 9


« Reply #38 on: February 22, 2007, 01:36:32 pm »

Suddenly thought of one thing i would really like to see: better spectating support!
On all current mods the players weapon get in the way while speccing in-eyes, would be cool if you could hide the player model or something to make it look like it was actually you playing.
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deft
Guest
« Reply #39 on: March 20, 2007, 12:33:35 pm »

A few options that you could toggle would be nice for dueling such as..

- faster weapon switch ( ra2 )
- changing the weapon respawn time to maybe 15 seconds (instead of 30)
- different style clock, doesn't show the seconds left..ie.. 9:xx and only in the last minute it shows the seconds left..think this was done in cpma..helps to eliminate specific armor timings etc, where you actually have to mentally time things.

Also, if you could come up with a way to eliminate the use of .wav timers that would be nice..

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wision
Member

Posts: 237



« Reply #40 on: March 20, 2007, 01:18:43 pm »

there is a way how to eliminate .wav timers... you just need r1q2 server with anticheat
Quote
set sv_anticheat_disable_play "1"
// If set, anticheat enabled clients will not be allowed to use the "play" command to play arbitrary sounds such as timer wavs.
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070
Member

Posts: 2


« Reply #41 on: March 31, 2007, 07:39:50 am »


     a enhanced hud show all ammo,weapons ,teammates' location.Just like the hud of quake3.

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optimizer
Member

Posts: 35


« Reply #42 on: April 15, 2007, 01:23:03 pm »

build in GTV like Q4, you just have to enable some server settings and then you can connect to the same ip using different port. Its all auto -_-
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R1CH
Administrator
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Posts: 2625



« Reply #43 on: April 15, 2007, 01:29:03 pm »

GTV is beyond the scope of a mod.
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obrgy
Member

Posts: 1


« Reply #44 on: April 16, 2007, 07:17:09 pm »

Is it possible to remove the grenade launcher noise and spawn sprite/pixel effect that occurs whenever someone connects to the server? It's not a major thing, but it's a bit annoying and doesn't really serve any purpose from what I can tell.
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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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