Milli gururumuz
aib tarafından geliştirilmekte olan
Aibsmod'un son releasei, Test 8, bugün yayınlandı. Bu release şu linkten [
bu link] indirebilirsiniz (yakın zamanda
Q3Files'a da eklenecektir). Ayrıca bu versiyonla eklenen
Football oyunu için tasarlanmış iki haritayı da
Q3Files'da "football.pk3" adı altında bulabilirsiniz (ya da direk buraya [
şuraya] tıklayabilirsiniz). Bu paketin içinde "football1" ve "football2" isimli iki harita bulacaksınız.
Aibsmod'la ilgili daha detaylı bilgileri "
FAQ: Aibsmod" yazısında bulabilirsiniz. Test 8 ile eklenen özellikleri de yakında oraya ekleyeceğiz.
Bu versiyonun
readme dosyasının içeriğini okumak için yazının tümünü görüntüleyin (alttaki Tamamını Oku'ya tıkırdayarak).
*** aibsmod Documentation ***
v0.80 Notes:
#sourgaming:
Selamlar. Moda bu versiyonda futbol modu basta olmak uzere birkac yenilik ekledim! Yeni komutlari filan burada bulabilirsiniz. Cruel ve gelaek'in maplerini test ediniz. --aib
Installing:
Extract the archive file (probably the one you found this file in) to your Quake 3 directory. The archive contains a directory itself, so you should have:
* X:\Quake3\aibsmod_test8\readme.txt
* X:\Quake3\aibsmod_test8\pak0.pk3
Where X:\Quake3 is your Quake 3 directory.
Variables:
Server Variables/Settings:
* am_fastWeaponSwitch <0/1>
This setting controls whether weapon switching occurs instantly (1; CPMA/3wave style) or with a delay (0; VQ3). Players can "callvote fastswitch 0/1" to change this setting.
* am_trainingMode <0/1/2>
This setting determines whether "training mode" is active or not. If active (1 or 2), players will be invulnerable. They will be able to walk through eachother and will not telefrag one another. Weapons will cause knockback but no damage. In addition, if this setting is 1, players will be given all weapons and infinite ammo. Players can "callvote training 0/1/2" to change this setting.
* am_airControl
This setting is the acceleration constant for air movement. The default is 1.0, same as the original Quake setting. Setting it higher gives people more air control a la CPMA, but with more sensible movements. (For example, if pressing "right strafe" while going left stops you, pressing "right strafe" again for the same amount of time makes you move in the opposite direction. CPMA allows you to instantly change your direction using the "forward" key only; VQ3 (and aibsmod) allows you to *accelerate* towards any direction, making direction change more gradual. Setting this value higher makes it less gradual.)
* am_selfDamage <0/1>
This setting controls whether players can damage themselves. If set to 0, players cannot damage themselves (neither health nor armorwise) but knockback still applies. Players can "callvote selfdamage 0/1" to change this setting.
* am_piercingRail <0/1>
This setting controls whether railgun shots go through walls. Players can "callvote piercing 0/1" to change this setting.
* am_hyperGauntlet <0/1>
This server setting controls whether the gauntlet does 50 (normal) or 1000 (instant-kill) damage. Players can "callvote hypergauntlet 0/1" to change this setting.
* am_rocketBounce
This setting controls whether rockets can bounce off of walls. 0 is the default and doesn't allow rockets to bounce off walls. Changing this setting to any number will allow rockets to bounce that many times. For example, if am_rocketBounce is 2, rockets will bounce off of the first two walls they encounter, and then explode on the third. If set to a negative number, rockets that have bounced off at least once will be able to hit their owners. Players can "callvote rocketbounce n" to change this setting.
* am_nonRamboKill <0/1/2>
This setting controls whether non-rambo players can be damaged by other non-rambo players. If it is "0", non-rambo players cannot be damaged by other non-rambo players. A value of "1" will allow such damage, but will not reward (or punish) such kills in [non-team] Rambomatch mode. A value of "2" will punish non-rambo killers by subtracting a point from their score in [non-team] Rambomatch mode. In Team Rambomatch mode, settings 1 and 2 do not differ and always reward opposing team non-rambo kills with +1 and punish team kills with -1. Players can "callvote nonrambokill 0/1/2" to change this setting.
* am_redGoalRotation and am_blueGoalRotation
These settings rotate the red and blue goalposts respectively, if the map isn't using custom ones. They are necessary on maps where the red/blue flag orientation isn't correct, i.e. the goalposts that have replaced the flags in Football mode are facing the wrong way. They can also be used to make scoring a goal more difficult. Their values are in degrees clockwise from the original orientation. (e.g. "am_redGoalRotation 90" means "turn the red goalpost 90 degrees clockwise")
* am_dropTeamPowerups <0/1>
This setting controls whether players drop their current powerups (e.g. quad) when they die in team games, as they do in FFA games.
* am_droppableWeapons <0/1>
Controls whether the "drop weapon" client command is enabled.
Client Variables/Settings:
* am_showKillNotice <0/1/2>
This setting controls where the [occasionally annoying] "You fragged x/1st place with n kills" message appears. "1" is the default setting and doesn't change anything. Setting it to "0" will completely disable the message (you can still read your own kills from the "chat log" in the upper left corner) and setting it to "2" will make the message appear in the top center side of your screen, as opposed to the dead middle. Give it a try.
* am_drawSpeed <0/1/2>
This setting draws the infamous "player speed meter" (if not "0".) "1" draws it in the upper right corner, just below the FPS meter; "2" draws it in the middle of the screen, a bit below the crosshair.
* am_drawSpeedMethod <0/1/2>
* am_drawSpeedFrames <1-255>
See the section entitled "The Enhanced Speed Meter" below.
* am_drawButtons <0/1>
This setting controls whether an overlay indicating the buttons pressed by the current player (or spectator target) will be drawn.
* am_drawFootballTracer <0/1>
If set to 1, a line will be drawn from the current player's position towards the football. It will have the possessor's team color (or white.) This setting is currently disabled.
Client Commands:
* drop weapon
This command drops your current weapon and all its ammo, presumably for a teammate to pick up. You cannot pick up a weapon you have dropped for 5 seconds. am_droppableWeapons needs to be 1 in order for this command to work.
The Enhanced Scoreboard:
aibsmod has an enhanced scoreboard: To the left of players' names, their Excellent, Impressive and Gauntlet (Humiliation) counts are listed in their respective colors (Excellent=yellow, Impressive=cyan, Gauntlet=red). Furthermore, the Rambo in Rambomatch and Team Rambomatch games, and the ball carrier in Football games will be highlighted green.
The Enhanced Speed Meter:
aibsmod has an "enhanced" speed meter built-in. It has different methods of calculating the player's horizontal (x/y) speed, over varying amounts of time. The mod records the client speed over am_drawSpeedFrames frames, adjustable from 1 to 255. What it does with this information is up to am_drawSpeedMethod:
Method 0 (or any number other than 1 and 2) is a simple average. Speeds recorded on the previous N frames are added up and then the result is divided by N, giving the average speed.
Method 1 is the maximum speed attained over N frames. It simply gives the highest speed among the previous N frames.
Method 2 is the speed attained at the highest client position among the previous N frames. In this method, the mod records the player's z-coordinate (up/down axis) value in addition to the speed over the last N frames, and gives the speed at the highest point among these N frames. Note that this value will be lower than the maximum speed attained as the player gains horizontal speed while falling down; this is precisely the information discarded by this method.
"N" in the descriptions above stands for the current value of am_drawSpeedFrames, clipped to 1 or 255 if outside that range.
Thus, am_drawSpeedMethod 0 and am_drawSpeedFrames 1 will give you your current speed; am_drawSpeedMethod 1 and am_drawSpeedFrames 10 will give you your maximum speed in the last 10 frames; am_drawSpeedMethod 2 and am_drawSpeedMethod 100 will give you your speed at the time you were at your highest vertical position in the last 100 frames.
Gametypes:
* Rambomatch (g_gametype 3):
One person is deemed the "rambo". Only killing the rambo and kills made by the rambo count as a point. If the rambo is killed or otherwise dies, the last person to attack them becomes rambo. If there is no such person, the next person to spawn becomes rambo. Suicides give you -1 point.
* Team Rambomatch (g_gametype 5):
Same as above, team scores are the sum of the indiviuals' scores. Attacking a teammate rambo doesn't count, so if the rambo dies, rambo status goes to the last enemy to attack the rambo, or to the next person to spawn. Normal kills count as 1 point, rambo kills as 2 points, and a team that steals rambo from the other team gets 10 points, awarded to the person to become the new rambo.
* Football (g_gametype 10):
The Quake version of football (or handball, or soccer, etc. --point being, there is a ball.) The players' aim is, of course, to shoot it through the opposing team's goalpost. If maps have custom goalposts (see the Mapmaking section below) and/or a custom football spawn point, they will be used. If not, the ball will spawn at the white flag's spawn point and red/blue flags will be replaced by premade goal posts.
Mapmaking:
The Football gametype introduces a few custom brushes (regions or triggers) and entities (points.)
The first is a point entity called "football_ball". This is where the ball spawns at the beginning of a football game, after a goal is scored or the ball goes out. If this entity doesn't exist on a map, the white/neutral flag spawn point ("team_CTF_neutralflag") will be used.
The red/blue goals are very customizable as they use region brushes. When the ball goes inside a region called "football_redgoal", it scores a goal for the blue team, and vice versa for "football_bluegoal". These regions will be playerclip (the players won't be able to go through them except in training mode), but otherwise immaterial. They can be any shape and size, and you can have multiples of these regions, so it is possible to create a goal (goal post) having any shape you desire. Note that you will have to create their surroundings as well, e.g. actual posts for the goal or back/top/left/right-side covers so that it's only possible to shoot from the front.
If these regions don't exist, then aibsmod will search for the CTF red/blue flag entities and replace them with simple cuboid goals. These goals will have top, back, left and right covers and will face the direction where the original flag would be facing. (Which is not always the proper orientation, but luckily it is possible to rotate them with the am_redGoalRotation/am_blueGoalRotation admin variables.
If you're using GTKRadiant, you might want to add these lines to your entities.ent file, preferably just before the last "" line:
This is the football (spawn point) for aibsmod football.
If this entity doesn't exist on a map, the ball will spawn at the neutral flag post.
This is used for aibsmod custom football goal posts. When the ball goes inside this region, it will score a goal for the opposing (blue) team.
If this region doesn't exist on a map, the CTF flag posts will be replaced by premade goal models, whose insides will consist of this region.
This is used for aibsmod custom football goal posts. When the ball goes inside this region, it will score a goal for the opposing (red) team.
If this region doesn't exist on a map, the CTF flag posts will be replaced by premade goal models, whose insides will consist of this region.
Notes:
This mod is no longer compatible with vanilla Q3 clients (meaning clients lacking this mod.) This was a design decision taken around test6, where fast weapon switching, training mode and the button display was implemented. Whereas VQ3 clients couldn't simply benefit from the former two, the method used for sending button presses to spectator aibsmod clients dropped their respective spectatees from the game due to the lack of a particular feature in the Q3A code.
Credits:
TODO
Orhan "aib" Kavrakoglu - http://aib.ftuff.com/ and aibok42 gmail.
Thanks to the guys at irc.freenode.net #sourgaming for helping me test the mod, and for their ideas.
Thanks to gelaek/skos for making dy3ram, the first map designed for Rambomatch play!
Thanks to cruelstroke and skos for their football maps, help with sounds and their constant feedback.
Thanks to fuayfsilfm/vesc for keeping my TODO list :S and keeping me motivated.