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Server reset defaults grabbed from initial cvars.Full electable admin covering all game specific variables.Server Op can grab admin and set all game specific variables. Default server reset values can also be changed. Server Op has own password to allow access.Weapon matrix for choosing weapons in round rotation - includes intelligent matrix validation.Server idle reset hard-coded at 10 minutes - will only reset if something has been changed.
Fixed 'setmatrix' error-correctionAdded variable MOTD - can be set by server opAdded variable view - typing admin command without a parameter returns the current valueAdded server var update - current settings can now be viewed in programs such as GameSpyAdded new display for spectators - now removed from main scoreboardAdded empty server default settings timer - hard-coded to 10 minutes for test - will add cvar for next release
Modified 'setmatrix' parameters to include setting pistol in rotation - I forgot about this ;-)e.g. setmatrix NNYNYYN - sets only tommygun, grenade launcher and rocket launcher in rotation.
Added admin command 'setmatrix' to select weapons to included in weapon cycle. Changes take effect at next round.e.g. setmatrix NYNYYN - sets only tommygun, grenade launcher and rocket launcher in rotation.
Added rcon to select weapons to included in weapon cycle. Changes take effect at map change.
Minor update to admin functions
Fixed 'elect' stats - forgot to cast a float as an intTo Do: Admin is cleared at map change - decide whether or not to keep current admin at map changeRemove spectators from main scoreboard to separate displayMore anti-camping code is needed - I have noticed that if there are some players on equal frags then the players with very little health occasionally avoid other players until timer runs out. Since no-one wins if no more kills are made then no loss to the player from their point of view -
I have thought of a solution based on remaining health to avoid this.Add support for random choice weapon at round change?
Fixed vote counterFixed roundtimelimit setting - also set round time maximum to 5 minutesAdded 'admin' command and associated RCON variableAdded 'reset' admin command to restore server default (recommended) valuesAdded 'setmap' admin command to change mapAdded 'listmaps' client command to view possible map selectionsSome bugs found during testing: Error displaying 'elect' statsTo Do: Fix 'elect' statsAdmin is cleared at map change - decide whether or not to keep current admin at map changeRemove spectators from main scoreboard to separate displayMore anti-camping code is needed - I have noticed that if there are some players on equal frags then the players with very little health occasionally avoid other players until timer runs out. Since no-one wins if no more kills are made then no loss to the player from their point of view - I have thought of a solution based on remaining health to avoid this.Add support for random choice weapon at round change?
Added full admin support - a player can 'elect' to be admin - the other players have the opportunity to vote for or against the request for admin. The requesting player must be awarded admin within 30 seconds or the request for admin will fail.elect - request adminsettimelimit - sets map time - minimum 5 minutessetroundtimelimit - sets round time limit - minimum 1
minutesetweaponcycle - 0 = OFF, 1 = ON - if on, weapon will change each round to next in cycle listsetweaponstart - sets weapon for next round - 0 =
pistol, 1 = shotgun, 2 = tommy gun, 3 = HMG, 4 = rocket launcher, 5 = grenade
launcher, 6 = flame throwersetarmourlevel - sets amount of initial armour for next round - 0 = none, 1 = 50%, 2 = 100%dropadmin - stop being adminSome bugs found during testing: Error on setting roundtimelimit - I was converting to minutes at entry, and again at round reset to minutes became hours. DOH!Voting for admin did not work correctly - using ints instead of floats when calculating percentage.To Do: Admin is cleared at map change - decide whether or not to keep current admin at map change Remove spectators from main scoreboard to separate displayMore anti-camping code is needed - I have noticed that if there are some players on equal frags then the players with very little health occasionally avoid other players until timer runs out. Since no-one wins if no more kills are made then no loss to the player from their point of view - I have thought of a solution based on remaining health to avoid this.Add support for random choice weapon at round change?Add 'setmap' admin command to change current mapAdd 'reset' admin command to restore all admin accessible values to default
Add 'admin' command to allow server operator to override any current adminFix roundtimelimit settingFix vote counter
Minor logic changeSome bugs found during testing: No problems apparentTo Do: Add admin voting system - server vars can only be changed by rcon at present.Remove spectators from main scoreboard to separate
displayMore anti-camping code is needed - I have noticed that if there are some players on equal frags then the players with very little health occasionally avoid other players until timer runs out. Since no-one wins if no more kills are made then no loss to the player from their point of view - I have thought of a solution based on remaining health to avoid this.Add support for random choice weapon at round change?
Fixed chasecam stat display - chased player stats now show correctlyReplaced flame thrower in weapon rotationSome bugs found during testing: No problems apparentTo Do: Add admin voting system - server vars can only be changed by rcon at present.Remove spectators from main scoreboard to separate displayMore anti-camping code is needed - I have noticed that if there are some players on equal frags then the players with very little health occasionally avoid other players until timer runs out. Since no-one wins if no more kills are made then no loss to the player from their point of view - I have thought of a solution based on remaining health to avoid this.Add support for random choice weapon at round change?
Fixed scoreboard - now correctly sorts scores based on
wins, frags, and deathsFixed HUD display issueRemoved flamethrower from weapon rotation - also lowered fuel amount from 500 to 250Added grenade launcher support to weapon rotationFixed chase camFinalized game logic - testing shows correct function under all conditionsSome bugs found during testing: Casecam stats not being displayed correctly - supposed
to show chased player stats - wins and frags always zero - map timer not shown
Complaint from playtesters - they want flame thrower back in weapon rotationTo Do: Fix chasecam stat displayReplace flamethrower in weapon rotation
Added pistol damage modAdded crowbarAdded flamethrowerFixed 'most frags' per round codeChanged server start delay to 30 secondsChanged reading of RCON variables for weapons and armourMinor logic change when only 1 player in game - checks RCON vars for weapons and armourAdded wins to HUDMoved code for custom HUD value displaySome bugs found during testing: Minor HUD display issue when 1 or more win displayed -
hired guy icon from single player appearsFlood protection when in spec mode after just joining server - cannot talk for 10 seconds - after first show of this error, always flood protectionSpectating a player who then dies, and then spectates, you continue to spec the dead player and follow who they are spectatingComplaint from playtesters - flamethrower does not make
for a good gameRequest from playtesters - grenade launcher requestTo Do: Add admin voting system - server vars can only be changed by rcon at present.Fix chase camRemove spectators from main scoreboard to separate displayDecide if more anti-camping code is neededAdd support for grenade launcher? - allow on very small maps onlyAdd support for random choice weapon at round change?Fix HUD display issueFix flood protection issueRemove flamethrower from weapon rotation - will leave manual select capabilityAdd grenade launcher support
Fixed free win for first player to enter round at map
changeFixed scoreboard at intermissionAdded 'most frags' per round codeAdded 20 second delay before first round start at map changeSome bugs found during testing: 'Most frags' code not working - turns out I missed adding the counter - 1 line of code - DOH!Complaint from playtesters - 20 seconds not long enough to join serverComplaint from playtesters - pistol round takes too longComplaint from playtesters - wins not shown on HUDTo Do: Add admin voting system - server vars can only be changed by rcon at present.Fix chase camRemove spectators from main scoreboard to separate displayDecide if more anti-camping code is neededIncrease delay at map changeAdd support for grenade launcher and flamethrower?Add support for random choice weapon at round change?Maybe force no armour if only pistol is supplied. Leads to a pipe fight and timer runs out over 95% of the time. Change pipe for crowbar also?Add pistol damage mod
Fixed 'ghost' players after first respawnPlayer status display on scoreboardScoreboard now reflects wins, not frags at gametime endRemoved weapon drop after deathAdded anti-camp code - camping = less frags = dead if timer runs out if not most frags ;-)Chasecam messages added - chasecam works OK when spectator (on entering server) and after deathAll players will become spectators at map change until I
decide otherwise ;-)Armour code implemented - choice of 3 levels - none, 50%, and 100% using CVARSome bugs found during testing: Minor logic issue after map change - first player to
join game gets a free winChasecam - incorrect function after a player 'specs' after being in game, but OK after death and at first entering server if only 2 players - similar problem to 'spec' issue if more than 2 players - strange - maybe because I want to keep stats in case player rejoins action. Change of method required I think........To Do: Add admin voting system - server vars can only be changed by rcon at present.Fix chase camRemove spectators from main scoreboard to separate displayActive players rejoin at map change - everyone becomes a spectator at present.Decide if more anti-camping code is neededInclude a delay before first round starts to allow time for ISDN and 56k'ers to rejoin serverAdd support for grenade launcher and flamethrower?Add support for random choice weapon at round change?Maybe force no armour if only pistol is supplied. Leads to a pipe fight and timer runs out over 95% of the time. Change pipe for crowbar also?'Most frags' code to decide out of time winner possibly not functioning - further testing required
Recoding of game logic - now appears to be OKSome bugs found during testing: Various issues noted during gameplay
Fixed 'ghost' players after forced respawnSome fixes to game logic - handling of event when change from 1 to 2 players, and from 2 back to 1 playerScoreboard now reflects wins, not fragsSome bugs found during testing: 'ghost' player when player enters game for the first time - same after map changechasecam 'jumpy' - probably some flags incorrect or not setScoreboard reflects frags at map end but OK during gametime - turns out I missed a couple of calls at intermission DOH!
To Do: Add admin voting system - server vars can only be
changed by rcon at present.Fix chase camPlayer status - alive, dead, or spectating.Active players rejoin at map change - everyone becomes a
spectator at present.Decide if players can/cannot pick up dropped weapons - can at present.More anti-camping code - maybe award win to player with most kills in round if more than one player not dead at time end?Remove 'ghost' players at first-time spawn.Armour at round start - most code done, but not active.Add support for grenade launcher and flamethrower?
Minor fixes to game logic to allow more than 2 players to play correctlySome bugs found during testing: Various issues noted during gameplay
Basic game rules running.Some bugs found during testing: At round changes spectators have weapons and can shoot players'ghost' players after forced respawnTo Do: Add admin voting system - server vars can only be
changed by rcon at present.Chase cam for spectators/dead players.Scoreboard to reflect wins, not frags.Player status - alive, dead, or spectating.Active players rejoin at map change - everyone becomes a
spectator at present.Decide if players can/cannot pick up dropped weapons - can at present.More anti-camping code - maybe award win to player with most kills in round if more than one player not dead at time end?Remove 'ghost' players at forced respawn.Armour at round start - most code done, but not active.Add support for grenade launcher and flamethrower? | |