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Thread: New Reborn.pk3

  1. #1
    Über Prodigy & Developer Razo[R]apiD's Avatar
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    Default New Reborn.pk3

    I need someone to update the content of the .pk3 file.

    We will split the .pk3 to 2 files:

    - reborn_server.pk3
    - reborn_client.pk3

    We need to put new state fixes for sharking, clean it a bit, add other fixes for intermission for example etc.
    If we can we should extend the state file with new states.

    Please write here what to add and who can do this

  2. #2

    Default

    There was an older topic about the Reborn pk3 content, Razor:
    http://www.x-null.net/forums/showthr...new-Reborn-pk3

    Consider implementing the vertex fix in the clientside patch. It fixes some textures (like spawned sandbags and trees/bushes) that
    just look horrible without it.
    This is the file:
    Attached Files Attached Files

  3. #3
    Purple Developer Purple Elephant1au's Avatar
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    Default

    Yea had a look through the old thread,

    Main problem being the ability to have them up-datable, there was a good discussion on that and it should be looked into again.
    Same as trying to standardize scripting. Everyone has their own way to script. How would you even start to do this....

    The scripts like
    strings.scr
    maths.scr
    files.scr
    etc
    Also the Soundfixes etc
    Should be part of the reborn.pk3

    It was suggested there to have Separate pk3s for server_addons.pk3
    For scripts that arnt important but are still commonly used like the
    anti-cham.scr
    pingkick.scr
    mapinfo.scr
    antinamechange.scr
    etc.
    Maybe include them anyway, have them automatically executed , but leave them turned off, so all the admin has to do is toggle a cvar to turn each mod on, and wont have to worry about adding anything to server, or dmprecache etc..


    Statefiles .... Elgan has made quite a few that were released with AP , aswell as with Elgbot. Mainly these mods are the ones people dont quite understand how to use without conflicting with reborns state file. Is there a better way to handle states??

    Its not as bad when mods create new states, people just have to add them to the top or bottom of their existing statefile, the problems occur when 2 or more mods use the same state, common state is the RAISE_WEAPON state, used for spawn detecting.
    Could we possible create a State handler , kind of like an eventhandler, and mods can then register with the state handler to use a certain state.
    So each state ( or most common ones ) have a exec reborn/statehandler.scr::state
    Then the statehandler has a register thread, ie exec reborn/statehandler.scr::register local.state local.script , to register ( add to a list ) a script or thread to an individual state.
    Just a suggestion.
    State files seem to cause most of the conflicts with mods and then the antishark fixes etc stop working.
    OR find a way to make each mod have their own statefile, then switch back to normal when its not needed.



    Are we going to make a Reborn Weapon mod at all , there are so many out there already, but it was mentioned before to make a full working weapon limiter mod for servers to use.
    One that is basically like the one in AP, with limiting, swapping, disabling of weapons to players. Or maybe one like creapers, with premade selections like sniperonly , realism..
    Yeah realism could be a good one to be able to toggle between with a cvar..




    A teambalancer ?? what do people think about finding/making a simple working automatic teambalancer, it is again a mod that people are using frequently, maybe we could add it to the server_addons.pk3 ?? Theres always a mod that forces the player on connection to auto_join team, but it doesnt actively scan the teams.
    Last edited by Purple Elephant1au; October 2nd, 2013 at 12:39 AM.

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