[WIP] make _koth maps playable again#1931
[WIP] make _koth maps playable again#1931Mngdd wants to merge 10 commits intoNeotokyoRebuild:masterfrom
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Hi, KOTH maps in OGNT weren't a native gamemode, and the way the maps were assembled with sprites and trigger entities isn't really clean or intuitive from both a mapping and code standpoint, therefore OGNT KOTH maps won't be natively supported in NT;RE. It would be better to build the gamemode with bespoke entities, or creating the gamemode in VScript for new maps |
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So, there is no any kind of standard all _koth maps have? I was relying on the entity naming style from rust and isolation maps, because if they all had the same naming ( triggers/sprites were named in the same style), there would be no problem including old maps without needing to rebuild them :( |
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Recompiling the maps is very easy and the people who have worked on the existing KOTH maps have done it before themselves. You could probably just ask them to edit the maps to support it |
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Related: #1932 And the Discord dev discussion: https://discord.com/channels/1235346473827434517/1235355938458701874/1490469793696977028 |
| m_flKothAccumulatorNSF = 0.0f; | ||
| m_flKothAccumulatorJinrai += gpGlobals->frametime; | ||
| } else if (nsf_capturing) { | ||
| // give nigga spec forces some points |
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GitHub is not giving me a perma-link option so I'm just gonna disapprove and see what happens. Reason being hopefully obvious.
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oh… i forgot to delete that, its dumb sorry :(
…ps are using CTG mode) no dumb coms :/
* Add variable for cl_interp_ratio default * Fix attempting to read cl-only var defaults on srcds Also add assertions to sanity check bounds
…oRebuild#1812) - Moved bot breakables path detection routine into tactical monitor - Consolidate bot breakables path clearing into a dedicated behavior class - Behavior tweaks to minimize friendly fire when attacking breakables - Bots prioritize knife > pistol > primary as the tool for breaking the breakable
…oRebuild#1928) Rare random crash, disconnecting a local server and deinitalizing, a nullptr deref can happen in: `CNEOBotVision::IsIgnored` getting ghoster player from `NEORules()`.
i think that to win, you need to hold the control point for about 60% of round time...
Description
this is my attempt to make _koth maps playable again
The latest commit doesn't work at all because I broke something, but you can play in this mode in commit e1eef30 (balance thing)
There will be a lot of useless comments here and a ton of bad code, which I'll fix later (I've marked it as todo)
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