X-Battle 0.10

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TTK-Bandit
Posts: 190
Joined: Sat Sep 07, 2002 7:00 am

X-Battle 0.10

Post by TTK-Bandit »

Hello Community,

i know you asked yourselves what took us so long but I think the featurelist with over 30+ new cvars/commands speaks fo itself. We have reworked the brighskins completely and now you can change arms, legs and torso colours and intensity of your team and enemies to your likings. Further it is possible to force only specific bodyparts to your color. r_AmbientlightOnly will give a nice fps boost and we have made more options available clientside like bobbing, smoke, blood, rail and nailtrails. We put in some nice commands to help out teamgames like teamlock, TeamOverlay and TeamHealth/Armor on crosshair. Fixed some bugs that slowed down gameplay like no strafejumps on stairs and we enabled boxjumps. On the other hand we made fastswitch and different spawntypes voteable. They will stay to baseq4 default so leagues can run votes and the community can decide on a default setting, read latest-features.txt for full info. Speaking about leagues, we made some cvars available on request you can turn blood and gore off and created serverinfo cvars forscorebot. Finally mappers can start to think where they will put that new green armor in their map, instructions how to filter items out by mod will follow.

Expect a small release real soon addressing things like Timeouts, Coaching and most of the things you would want to run a league. A special thing we are working on is to have options to change the server cfg to a different ruleset with just one vote. They will be based on the different rulesets of leagues, so you wont have it hard to adapt if you change mods or play different leagues.

Some things you can await in the future are mvd`s and multipov that we allready have running but still need a lot of work due to the broken demo-code. A lot of FPS tweaks like removing ragdolls, advanced lighting commands and lower bracket for tourneys and bot support for multiplayer maps. Some maps are currently in alpha/beta status so you can expect public betas soon. And as soon as our new website will be online we will concentrate more on the GUI.
Map locations didnt make it in because they have to be set in the mapfile manually, they probably would cost too much performance on the bandwith which is why they probably didnt make it in baseq4. But we will see with what we can come up, so stay tuned. :)

Oh and YOU wanted that configurable Timer, so better think about a solution before blaming us. :)
So start your Editpad or spam our forums !

For a full list of features look into the history.txt and latest-features.txt


All Brightskins from 4 sides:
http://banditsteals.ba.funpic.de/xbattle/kane.jpg
http://banditsteals.ba.funpic.de/xbattl ... strogg.jpg
http://banditsteals.ba.funpic.de/xbattle/officer.jpg
http://banditsteals.ba.funpic.de/xbattle/tactical.jpg
http://banditsteals.ba.funpic.de/xbattle/bidwell.jpg
http://banditsteals.ba.funpic.de/xbattle/transfer.jpg
http://banditsteals.ba.funpic.de/xbattle/corpse.jpg

ingame shots:
http://banditsteals.ba.funpic.de/xbattle/ingame01.jpg
http://banditsteals.ba.funpic.de/xbattle/ingame02.jpg
http://banditsteals.ba.funpic.de/xbattle/ingame03.jpg
http://banditsteals.ba.funpic.de/xbattle/ingame04.jpg
http://banditsteals.ba.funpic.de/xbattle/ingame05.jpg
http://banditsteals.ba.funpic.de/xbattle/ingame06.jpg
http://banditsteals.ba.funpic.de/xbattle/ingame07.jpg
http://banditsteals.ba.funpic.de/xbattle/ingame08.jpg



mirrors:
http://doom3.planet-multiplayer.de/q4do ... hp?view.91
http://www.ingame.de/filebase/index.php ... 5&fid=2964
http://www.badabum.net/index.php?option ... ecatid=111

Have Fun!
Bandit.
Last edited by TTK-Bandit on Mon Dec 19, 2005 1:42 am, edited 1 time in total.
jester!
Posts: 969
Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

Downloading now. :>
kleeks
Posts: 161
Joined: Sat Apr 14, 2001 7:00 am

Post by kleeks »

n1 - been looking forward to seeing this :)

edit : hmm you moved the site/or is it down - i just cannot get hold of http://www.x-mod.org :(
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

Great! Thanks for the Green Armor code :)
Image

I've added a FX to this, it's the same as in other armors but with changed color of course:

Code: Select all

entityDef item_armor_jacket_mp
   {
      "inherit"       "item_armor"
      "inherit2"      "item_triggersize_MP"
      "editor_usage"  "Green armor vest"
      "inv_name"      "Green armor vest"
      "inv_armor"     "25"
      "skin"          "skins/items/armor/base_sp"
      "fx_idle"       "effects/mp/armor_green"
      "editor_ignore" "0"
   }
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
TTK-Bandit
Posts: 190
Joined: Sat Sep 07, 2002 7:00 am

Post by TTK-Bandit »

kleeks wrote:n1 - been looking forward to seeing this :)

edit : hmm you moved the site/or is it down - i just cannot get hold of http://www.x-mod.org :(
yeah, totally overloaded atm.. :icon28:
look at the mirrors on the bottom of my post
kleeks
Posts: 161
Joined: Sat Apr 14, 2001 7:00 am

Post by kleeks »

:icon14: got to be good news :)

I took the liberty of mirroring it at jolt too :)

http://www.q4.jolt.co.uk/index.php?page ... w&id=14270

You got a sever up with it on ?
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

I guess this is Q4's bones then: :olo:

http://banditsteals.ba.funpic.de/xbattle/corpse.jpg

Your feature list is impressive. I knew you could do it. :)
Last edited by Oeloe on Mon Dec 19, 2005 10:23 am, edited 1 time in total.
Dr4ch
Posts: 96
Joined: Thu Nov 03, 2005 6:36 pm

Post by Dr4ch »

Lukin wrote:Great! Thanks for the Green Armor code :)
Image

I've added a FX to this, it's the same as in other armors but with changed color of course:

Code: Select all

entityDef item_armor_jacket_mp
   {
      "inherit"       "item_armor"
      "inherit2"      "item_triggersize_MP"
      "editor_usage"  "Green armor vest"
      "inv_name"      "Green armor vest"
      "inv_armor"     "25"
      "skin"          "skins/items/armor/base_sp"
      "fx_idle"       "effects/mp/armor_green"
      "editor_ignore" "0"
   }

It seems that this def file breaks demo playback in xbm and q4max, I used something similar in my xbmdm1beta6 aka the gibbing pool.It has to do because the green armor gets defined multiple times :(
But neat fx file, i just used it without and xbm has its own chernobyl skin like i call it :icon34:
pF.arQon
Posts: 10
Joined: Fri Jun 22, 2001 7:00 am

Post by pF.arQon »

> Thanks for the Green Armor code

Except that the correct classname for it is item_armor_jacket, same as it was for Q3.

You'd think they could at least copy something right... :P
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

Yeah, the demos are broken. I'll go on without the GA, eventually I can use shards instead, though it would be good to have GA in Aerowalk and other remakes ;)

arQon - would item_armor_jacket fix the demo issue? BTW I hope new Q4MAX will have fixed stairjumping, as XBM has. Q4 plays 200% better with good working stairs instead of ramps.

edit: One thing that should be included in next ver of XBM: unlocked g_gunZ command or changed to -4 value by default.
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
TTK-Bandit
Posts: 190
Joined: Sat Sep 07, 2002 7:00 am

Post by TTK-Bandit »

for everybody havig trouble with total blackness with ambientlight 1, try "r_usesimpleinteraction 0"
Dr4ch
Posts: 96
Joined: Thu Nov 03, 2005 6:36 pm

Post by Dr4ch »

pF.arQon wrote:> Thanks for the Green Armor code

Except that the correct classname for it is item_armor_jacket, same as it was for Q3.

You'd think they could at least copy something right... :P
And who was it again that cant name commands properly again in the first way ?

The problem lukin has is that he wants to use it in baseq4 and that doesnt work without breaking demos because of the 2 declarations.

Actually you can use both, with and without _mp suffix in xbm, so we copied it right ;)

the one with _mp was just used in my map because i needed it in baseq4 for my testing purposes.it then slipped in the readme and should not be used.
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