[COD2] Release: Defrag mod v1

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Re: [COD2] Release: Defrag mod v1

Post by Drofder2004 » September 13th, 2010, 4:18 am

Seriously, I just dug up my old CoD Modding installation folder to try this and have now played defrag_portal for over 3 hours!

Fucking awesome mod, best thing to come into this community this year by a long shot.
Get playing it.

Tomorrow this will be getting announcement news.

And best time so far: 7:44 minutes.
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Re: [COD2] Release: Defrag mod v1

Post by waywaaaard » September 13th, 2010, 8:53 am

Gonna set it up this week before I leave. Just a little bit busy with seeing friends and relationship.
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Re: [COD2] Release: Defrag mod v1

Post by Drofder2004 » September 13th, 2010, 12:31 pm

A few ideas that should be implemented and I think should be farely easy to do:

- On death spawn @ last save
- Change death triggers into trigger_multiple and force player back to last save
- Insert bindable buttons for Save/Load/Reset
- Reset auto-send to spawn
- Remove compass
- If forcing FPS, when turning off drawFPS, use a small hud for FPS being forced
- Better HUD placement (timer in bottom-center)
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Re: [COD2] Release: Defrag mod v1

Post by IzNoGoD » September 13th, 2010, 4:28 pm

Drofder2004 wrote:A few ideas that should be implemented and I think should be farely easy to do:

- On death spawn @ last save
- Change death triggers into trigger_multiple and force player back to last save
- Insert bindable buttons for Save/Load/Reset
- Reset auto-send to spawn
- Remove compass
- If forcing FPS, when turning off drawFPS, use a small hud for FPS being forced
- Better HUD placement (timer in bottom-center)
Already working on:
-Spawn last save on death
-Reset spawns

Very easy indeed :P

Now im working on:
-spawn last save on death toggle in menu
-hide compass

I dont get the point of changing death triggers into teleports, as (auto respawn on last load) and no less score for death, only one death added...
And what do you mean by bindable buttons?
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Re: [COD2] Release: Defrag mod v1

Post by Hoogie » September 13th, 2010, 4:33 pm

IzNoGoD wrote:
Drofder2004 wrote:A few ideas that should be implemented and I think should be farely easy to do:

- On death spawn @ last save
- Change death triggers into trigger_multiple and force player back to last save
- Insert bindable buttons for Save/Load/Reset
- Reset auto-send to spawn
- Remove compass
- If forcing FPS, when turning off drawFPS, use a small hud for FPS being forced
- Better HUD placement (timer in bottom-center)
Already working on:
-Spawn last save on death
-Reset spawns

Very easy indeed :P

Now im working on:
-spawn last save on death toggle in menu
-hide compass

I dont get the point of changing death triggers into teleports, as (auto respawn on last load) and no less score for death, only one death added...
And what do you mean by bindable buttons?
He means you can bind a button to save/load. So you can use the command /bind [button] ...

Also can someone explain to me what defrag mod is? xD
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Re: [COD2] Release: Defrag mod v1

Post by Drofder2004 » September 13th, 2010, 4:39 pm

Bindable buttons.

/bind X openscriptmenu defrag save
/bind Y openscriptmenu defrag load

Create your own function which loops on a player on connect.
Then

Code: Select all

for(;;)
{
   self waittill("menuresponse", menu, response);
   if(menu == "defrag")
   {
      switch(response)
      {
         case "save":
         self save();
         break;
         case "load":
         self load();
         break;
      }
   }
}
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Re: [COD2] Release: Defrag mod v1

Post by Drofder2004 » September 13th, 2010, 4:44 pm

Hoogie wrote:Also can someone explain to me what defrag mod is? xD
http://en.wikipedia.org/wiki/DeFRaG

This is Quake's form of CoDJumping. Timed runs, competitives play, custom maps,
Quake's version of the mod (with access to an SDK) has some great features which record all successful runs, logs time, etc), this version without access to the SDK can only bring most of the fun.
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Re: [COD2] Release: Defrag mod v1

Post by IzNoGoD » September 13th, 2010, 4:59 pm

[s]Now added the respawn@reset, but as it kills me, i die, land on end trigger, triggering a 0:00 record :P[/s]
Fixed...

Nice bug, trying to fix it now
Compass should be gone, but not in public version yet.
I wont update untill i have some more cool features (basically all that drofder mentioned)

Also: Expect some walljumps to be ported from warsow to cod2, but, as it requires (a lot of) some coding, dont get your hopes up (got to figure out how a bullettrace works... :P)
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Re: [COD2] Release: Defrag mod v1

Post by Hoogie » September 13th, 2010, 6:36 pm

Drofder2004 wrote:
Hoogie wrote:Also can someone explain to me what defrag mod is? xD
http://en.wikipedia.org/wiki/DeFRaG

This is Quake's form of CoDJumping. Timed runs, competitives play, custom maps,
Quake's version of the mod (with access to an SDK) has some great features which record all successful runs, logs time, etc), this version without access to the SDK can only bring most of the fun.
So bassically finish a certain parkour and try to get the best time?
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[[Crash]] || [[Creek]] || [[Crossfire]] || [[District]] || [[Downpour]] || [[Killhouse]] || [[Overgrown]]
[[Pipeline]] || [[Shipment & Wetwork]] || [[Showdown]] || [[Strike]] || [[Vacant]]


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Re: [COD2] Release: Defrag mod v1

Post by IzNoGoD » September 13th, 2010, 6:54 pm

Well, yeah, basically :D
sound like codjumper right?
Now, imagine some faster paced gameplay in codjumper, with a rocketlauncher to boost you more, and you got the defrag mod basics :D
LMGTFY!

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Re: [COD2] Release: Defrag mod v1

Post by IzNoGoD » September 13th, 2010, 7:55 pm

- On death spawn @ last save
- Change death triggers into trigger_multiple and force player back to last save
- Insert bindable buttons for Save/Load/Reset
- Reset auto-send to spawn
- Remove compass

- If forcing FPS, when turning off drawFPS, use a small hud for FPS being forced
- Better HUD placement (timer in bottom-center)


Green=done
Red=I failed at this.. please help...
Yellow=is this really necessary, considering load@forcedrespawn?
Rest: WIP (work in progress)
LMGTFY!

Its not a glitch... Its the future!

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Re: [COD2] Release: Defrag mod v1

Post by Drofder2004 » September 13th, 2010, 9:36 pm

Leave bindables for now, will provide help once other stuff is done.
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Re: [COD2] Release: Defrag mod v1

Post by IzNoGoD » September 14th, 2010, 6:44 am

Expect the new update to have some better performance, as i have thrown threads on problems. It looks like (i dunno rly how to read scriptusage) like 41 threads with 1 player connected.
At least some threads can easily be merged.
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Re: [COD2] Release: Defrag mod v1

Post by IzNoGoD » September 14th, 2010, 12:11 pm

waywaaaard wrote:Gonna set it up this week before I leave. Just a little bit busy with seeing friends and relationship.
Please use beta 2 for this, as beta 1 still has some bugs that may crash the server.
Beta 2 has (most of the) bugs fixed and some additional features.
Ask me on xfire for the mod
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Re: [COD2] Release: Defrag mod v1

Post by IzNoGoD » September 15th, 2010, 7:22 pm

Did some under-the-skin improvements, and some visible improvements.
Autoload works great now, as is other stuff.
All i need now is someone who can design a nice hud, as this one kinda sucks :P
LMGTFY!

Its not a glitch... Its the future!

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