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Devlog KAG February Plans, plus Modded Server Feedback and Submissions

Discussion in 'Announcements' started by Geti, Feb 13, 2017.

  1. Geti

    Geti Please avoid PMing me (poke a mod instead) THD Team Administrator Global Moderator

    Messages:
    3,453
    Hey Folks,

    Now that the official modded server is (fairly) stable, we're looking to expand the mod library, increase mod cycle times (from 2 to 6 hours for now) and look at getting proper fair warning to anyone ON the server when it's about to go down. Existing issues with the mods (apparently there's some problems with laser wars) will be looked at as well.

    As such - please post suggested mods in this thread!

    Ideal mods are non-persistent (round based), smaller than 10mb, contain any required instructions in-game, and if they are a KAG gamemode, compatible with the PlayerHeads mod. I need them in zip format and I'm not super happy for any mods to contain "dev hacks"; you can do that stuff on your own server but it's not really appropriate for officials.

    I'm happy to help with minor porting to make things compatible if needed. Major compatibility ports will need to be handled by the community though. If you'd like help or are interested in getting started developing mods, the modding forums here and the #thd.modding IRC channel on quakenet are both great resources.

    Even if you're not interested in getting involved with modding, you can still help out. Please voice your support for any mods that you'd like to see included on the official modded server!


    Also on the menu this week, I'm looking at fixing a few "bugs" in the new TDM maps, a couple of new and old bug reports from the forums, and starting to dig into how the current resource loading actually works (MM wrote it many moons ago), to look at a possible replacement.

    If I can make purchase on that last one, there's a whole class of bugs that should just "go away" - bugs like can't load maps after creating them from imagedata without a reset, cant create or modify textures, name conflicts in mods, pixel offsets getting broken by mods, and many more. I'll also be able to formalise how mod loading "really" works, but I've got a sneaking suspicion it's not going to be a walk-in walk-out fix. That one might take a couple more weeks to really dig into; I'll let you guys know if it's full steam ahead or if there are any road-blocks after sinking some time into it.

    Have Fun!
    Max
     
  2. eps0003

    eps0003 Horde Gibber
    1. Team TOXIC
    2. Oceania Open Betting

    Messages:
    296
    Good luck getting through all my bug reports. 25252525:thumbs_up:
     
  3. Geti

    Geti Please avoid PMing me (poke a mod instead) THD Team Administrator Global Moderator

    Messages:
    3,453
    A couple of modded server updates:
    • Upped rotation time to 6 hours
      Please let me know if this is too long/short. There's still no warning message cause I'm waiting on updates to the gshost API, they should be coming soon.
    • Added Custom Heads CTF mode
      (normal CTF, with just custom heads mod for people who want to play normal KAG with their own head)
    • Fixed some config issues with Laser Wars
      Issues involved respawn time, warmup time, and number of players required to start the game (@Aphelion you might want to check the fw config you've got in the API-side mod, since I didn't edit these, they looked like "dev mode" configs)
    Bit disappointed with the turnout WRT mod suggestions/submissions fwiw. Seems the other thread had a lot, but now I'm specifically after them noone has anything they want to see on the server?
     
  4. 8x

    8x Elimination Et Choix Traduisant la Realité Forum Moderator Tester Official Server Admin
    1. The Young Blood Collective - [YB]

    Messages:
    1,150
  5. Pirate-Rob

    Pirate-Rob Arsonist Official Server Admin

    Messages:
    208
    I'd like to submit/nominate my "Gold Floats" mod. I'll try clean it up and upload it to resources soon(TM)
     
  6. Geti

    Geti Please avoid PMing me (poke a mod instead) THD Team Administrator Global Moderator

    Messages:
    3,453
    I'll see if I can get it integrated tonight, haven't tried hosting it before.

    Sweet as, let me know when it's available.
     
    Pirate-Rob likes this.
  7. Potatobird

    Potatobird Drill Rusher Tester Official Server Admin

    Messages:
    694
    Yeah both of those mods are awesome.

    Maybe also Diprog's FunCTF mod? You get to play as a wizard.

    You get to play as a better wizard in Wizard Wars, but I don't know who makes that mod. Usually when people host that mod they use maps that suck an unbelievable amount of ass, so if you just use normal maps then it will be even more fun than usual!
    I like wizards.

    Edit: Also please never ever take the original shiprekt off of the server, I missed it so much. Maybe even bump up the player count a little!
     
    Last edited: Feb 17, 2017 at 4:34 AM
  8. Geti

    Geti Please avoid PMing me (poke a mod instead) THD Team Administrator Global Moderator

    Messages:
    3,453
    As far as I've heard Fun CTF crashes a lot? Agree about the maps though, haha.

    Got the waste kind working, theres a few janky things but I fixed the major fuckup (Item Spawner could be picked up). It'll be in the rotation soon now.

    Speaking of the rotation, I've dropped the time to 3 hours so that more of the mods get through, since populations are low enough that I don't feel bad about the disruption and it's likely more interesting to have a faster turnaround - I'm wondering if dropping it even lower would be a good idea.

    Full Roster as of 17 Feb:
    • The Waste Kind
    • Attack and Defence
    • Custom Heads CTF
    • Shiprekt
    • Laser Wars

    Going to use this post as a roundup to avoid churn in the announcements forum:

    Doesn't look like I'm going to get a build out this week folks - so I guess you can abuse the dirt vuln on pressurecooker for another 2 weeks. This week did make good progress but it hasn't been extensively tested enough.

    Things that did get done this week:
    • [fixed] knight attacks around very-close doors (can still be blocked potentially more than they should but not by much) (needs lots of testing)
    • [fixed] pressurecooker dirt camping vulnerability
    • [added] vehicle.max_cooldown_time for anything implementing the custom firing methods + using vehicle gui
    • [fixed] catapult ignoring cooldown
    • [added] can right-click (action2) to cancel vehicle shot charge and incur half-second cooldown
    • [added] sync for chest open/closed on join
    • [fixed] fall damage "eating" spike damage (colliding with terrain took away the velocity before the spikes could read it)
    • [added] semitransparent sky border using new map border binds
    • [added] tdm has tdm_vars.cfg control for mapcycle scramble or not (defaults to letting autoconfig decide if missing from cfg, but value in default config is 1)
    About the precache/file loading - it looks like quite a mission to replace. I'll see if there's any clever tricks I can pull to make it more appealing. The main problem is that scripts can be running when the cache is flushed, which (since they're running out of the cache) causes massive problems. Sanest course of action there is to make scripts independent of the cache, defer cache flushing til a later point in time, and have some kind of garbage collection for stale scripts, but it's easier said than done. It'll definitely be a whole week of work at the very least, so I'm leaving it for the moment; it's staying on the TODO though.
     
  9. eps0003

    eps0003 Horde Gibber
    1. Team TOXIC
    2. Oceania Open Betting

    Messages:
    296
    When will modded servers be hosted in other continents? I'm really excited to play some new mods (for me), especially The Waste Kind.
    I feel like this has been asked several times before and I've just forgotten the answer :/
     

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