TJMod was first designed to bring Trickjump support to ET. AP was added to it later.
As I don't mind about Trickjump and as there is already a Trickjump dedicated mod (ETJump), I have decided to make a Timerun dedicated mod, based on TJMod: ETrun.
It's absolutely not ready yet and I don't know when it will be so do not ask.
What you can do is: use this forum section to post your features request and ideas.
ETrun?
Re: ETrun?
- Add +forward turning. (The ability to turn without accelerating, makes strafing a lot more interesting.)
- Remove upmovefix. (I know most players won't agree with me on this, oh well.)
- Fix killtriggers, not sure what dinius did to prevent this but I'm sure he did it to prevent players from lagging through them, which brings me to my next point.
- Remove the ability to lag through triggers.
- Double jump, doesn't necessarily have to be with a height boost (although it wouldn't really be double jump anymore). I just don't want to crash or slow down at every obstacle.
- Less acceleration when using aircontrol, another point most players won't agree on. The amount of acceleration when using aircontrol is ridiculous.
- Fix rockets, especially the delay when shooting.
- Remove OB
- Remove upmovefix. (I know most players won't agree with me on this, oh well.)
- Fix killtriggers, not sure what dinius did to prevent this but I'm sure he did it to prevent players from lagging through them, which brings me to my next point.
- Remove the ability to lag through triggers.
- Double jump, doesn't necessarily have to be with a height boost (although it wouldn't really be double jump anymore). I just don't want to crash or slow down at every obstacle.
- Less acceleration when using aircontrol, another point most players won't agree on. The amount of acceleration when using aircontrol is ridiculous.
- Fix rockets, especially the delay when shooting.
- Remove OB
Re: ETrun?
Hello,
I have no idea how far are you at the moment but if you haven't done much or haven't started at all I would suggest you to start from etmain. You can always take certain things straight from TJMod if it's needed. TJMod source is a huge mess and certain things that were done while developing it really broke lots of the entities, such as the kill trigger & doors. That's why I started ETJump from scratch.. Another reason was that I wanted to know everything there was in the mod and not just the things I made.
Also I suggest you to use SQLite for the records instead of the ET file output, makes it way easier, imo.
Zero
I have no idea how far are you at the moment but if you haven't done much or haven't started at all I would suggest you to start from etmain. You can always take certain things straight from TJMod if it's needed. TJMod source is a huge mess and certain things that were done while developing it really broke lots of the entities, such as the kill trigger & doors. That's why I started ETJump from scratch.. Another reason was that I wanted to know everything there was in the mod and not just the things I made.
Also I suggest you to use SQLite for the records instead of the ET file output, makes it way easier, imo.
Zero
Re: ETrun?
Hey,
Thanks for your interest.
I have indeed started working on ETrun from TJMod source, but as I'm new to ET sdk and alone to do it it's really slow to dive into the source.
All I have done atm is modify the in-game scoreboard, replace scons by autotools.
I agree with you for what I saw, TJMod is a bit messy
I got a question for you : you said you started ETJump from scratch, did you start from ETsdk or did you extract and work from ET-GPL cgame & qagame & ui?
I made a diff between both but it has thousands of lines and what I saw was coding style changes...
Do you know if bugfixes were applied in ET-GPL release?
Thanks,
Thanks for your interest.
I have indeed started working on ETrun from TJMod source, but as I'm new to ET sdk and alone to do it it's really slow to dive into the source.
All I have done atm is modify the in-game scoreboard, replace scons by autotools.
I agree with you for what I saw, TJMod is a bit messy
I got a question for you : you said you started ETJump from scratch, did you start from ETsdk or did you extract and work from ET-GPL cgame & qagame & ui?
I made a diff between both but it has thousands of lines and what I saw was coding style changes...
Do you know if bugfixes were applied in ET-GPL release?
Thanks,
--
>Nico*
Contact: pm me
>Nico*
Contact: pm me
Re: ETrun?
I started from ET SDK. No idea if there was any bugfixes applied in the ET-GPL release. I'd guess no but you never know so you should probably just take the ET-GPL.nico wrote:Hey,
Thanks for your interest.
I have indeed started working on ETrun from TJMod source, but as I'm new to ET sdk and alone to do it it's really slow to dive into the source.
All I have done atm is modify the in-game scoreboard, replace scons by autotools.
I agree with you for what I saw, TJMod is a bit messy
I got a question for you : you said you started ETJump from scratch, did you start from ETsdk or did you extract and work from ET-GPL cgame & qagame & ui?
I made a diff between both but it has thousands of lines and what I saw was coding style changes...
Do you know if bugfixes were applied in ET-GPL release?
Thanks,
Is there any reason why you have to replace scons? I'm not really familiar with any of them but had no problems using it while working on ETJump/TJMod.
http://www.quakewiki.net/archives/code3 ... ndex.shtml It is a really nice tutorial site for all your coding needs! :> You should read about the entities etc. Will make it alot easier to understand.
Zero