Dołączył(a): 18 paź 2003, o 21:05 Posty: 240 Lokalizacja: Radom Karma: 17
Daruś, a może udałoby Ci się znaleźć czas i motywację na filmik po zakończeniu rozgrywek z RocketAreny? Przy wyłączonej opcji SelfDamage ludzie będą wysoko skakać, co zaowocuje zapewne całą masą ładnych wizualnie killów w locie. A i kto wie, czy z innych modów coś ciekawego nie wyniknie...
Dołączył(a): 19 kwi 2004, o 15:20 Posty: 133 Karma: 8
Zgadzam się, że forma nagradzania ludzi bardzo ciekawa, ale neon na pewno nie będę nikomu wysyłać kasy, jak ktoś chce kasę to do pracy (zdecydowana większość ma już odpowiedni wiek) tutaj ma chodzić o zabawę - zresztą widać po doborze modów.
Dołączył(a): 8 sty 2008, o 13:07 Posty: 1308 Karma: 101
$this->bbcode_second_pass_quote('danonek', 'Z')gadzam się, że forma nagradzania ludzi bardzo ciekawa, ale neon na pewno nie będę nikomu wysyłać kasy, jak ktoś chce kasę to do pracy (zdecydowana większość ma już odpowiedni wiek) tutaj ma chodzić o zabawę - zresztą widać po doborze modów.
Nie chodzi tutaj o żadne pieniądze. Jeśli by były - ok. Jeśli planujecie jakikolwiek upominek materialny - dla losowo wybranych graczy. Przychyliłem się do rozwiązania Normana i niejako odniosłem się do przyszłościowych prób włączenia nagród rzeczowych w tej grze. I pomijam tutaj oskary, bo losowość ich wręczania mija się z celem .
Dołączył(a): 29 sie 2003, o 15:48 Posty: 1428 Lokalizacja: de Karma: 118
nice!
jeszcze careema zlapcie (chyba o tym pisalem) on zapostuje na esr. Ja sie dowiedzialem ze moge pisac newsy na q2scene wczoraj, wiec dzis skrobne jakiegos newsa o turnieju.
Dołączył(a): 5 maja 2003, o 10:11 Posty: 4122 Lokalizacja: Gliwice Karma: 118
$this->bbcode_second_pass_quote('Shao', 'T')estowaliśmy z nesqukiem wszystkie 3 mody na tych Atmanach.
KICK: niby cacy, ale jakiś dziwnie mały timelimit, po chwili zmienia mapę
CTC: mimo ściągniętego moda nadal nie widać modeli kury, piór itd.
RA: w ogóle nie wiemy jak zacząć grać, weszliśmy do dwóch różnych drużyn i na tym koniec, cały czas observer jakby
EDIT: Taka wskazówka do CTC - gdy odpalę mod przez komendę "game ctc" i zarzucę mapę to widać normalnie kurę, pióra itd. Po wejściu na atman tych modeli brakuje.
hm...
odnosnie kick, timelimit jest 15min wiec chyba troche dziwne ze po chwili niby mapa sie zmienia, postawilem moda na konfigu ktory byl na niemieckim planetquake na ktorym z ziomalami gralismy wiele razy w kicka i bylo wszystko jak nalezy
ctc... cos masz zjebane, specjalnie dla testu sciagnalem czyste q2 a potem moda ctc i po wejsciu na atmana normalnie wszystkie modele widac lacznie z kura, skad sciagales tego ctc? sproboj tego ktory wrzucilem na http://download.planetquake.pl/mods/ctc/
co do ra szczerze mowiac nigdy nie gralismy i nie testowalismy wiec nie wiem ale teraz dla testu odpalilem 2x q2, w obu przypadkach zalozylem new team i wyskoczylo 5 4 3 2 1... i normalnie gra sie rozpoczela?:E
Dołączył(a): 19 kwi 2004, o 15:20 Posty: 133 Karma: 8
norek planujemy w 1 dzień to zrobić, po 2 mapy z każdego modu po 15 minut (jeśli będzie potrzeba to można to zmniejszyć do 1 mapy z każdego moda tak, żeby każdy zagrał), ale jeśli okaże się, że będzie dużo chętnych i nie wydolimy czasowo, to najwyżej rozłoży się na 2 dni (nie wiadomo ilu graczy będzie to nie wiadomo jak to czasowo wypali)
Dołączył(a): 29 sie 2003, o 15:48 Posty: 1428 Lokalizacja: de Karma: 118
hmm
sciagnalem ra2 i wbilem na serwer. Od razu jest rzecz taka ze w modzie nie ma map, powinno nie byc problemu ze sciaganiem ich np u mnie to trwa chwilke, ale napewno podczas turnieju moga wyniknac komplikacje.
Zrobilem tak jak urbas napisal, bedac samemu na serwie nie da sie nawet poskakac wiec odpalilem drugiego klejka i wbilem na ten sam serw. Po 10min walki doszedlem do tego jak rozpoczac gre - :eee. Warto sobie zbindowac przyciski do oblugi menu w grze - 1. inven, 2. invnext - invprev oraz invuse. ja np nie mam dwoch pierwszych :p. Bez nich chodzenie po menu to katorga.
no i po rozpoczeciu gry odpalila sie mapa dm8 troszke zmodyfikowana, pobiegalem i poszukalem swojego drugiego ja i jak znalazlem to mialem jakis dziwny skin ? nie fullbright tylko rakietoarenowy jakis no i jak chcialem sie zabic ( ) to wywalilo serwer? wtf
ten mod jest jakos dziwnie napisany, strasznie pokrecony. To samo mielismy z paroma osobami jak probowalismy zagrac tp w ra2 kiedys. Ludzie sobie nie radzili poprostu z obsluga tego moda. Gralo sie malo przyjemnie ogolnie. No i nie iwem, jakos sobie nie wyobrazam zeby wszystko szlo ladnie i plynnie podczas turnieju. Obym sie mylil, ale napisanie jakiejs krotkiej instrukcji napewno by pomoglo wszystkim chcacym pograc.
Dołączył(a): 5 maja 2003, o 10:11 Posty: 4122 Lokalizacja: Gliwice Karma: 118
$this->bbcode_second_pass_quote('norman', 'h')mm
sciagnalem ra2 i wbilem na serwer. Od razu jest rzecz taka ze w modzie nie ma map, powinno nie byc problemu ze sciaganiem ich np u mnie to trwa chwilke, ale napewno podczas turnieju moga wyniknac komplikacje.
u wszystkich bedzie to trwalo chwile bo chyba wlaczylem http download jak na reszcie serwerow moich, wiec sciaga sie predkoscia jakie kto ma lacze, wiec mapa ktora wazy nawet 1MB sciaga sie praktycznie w sekunde lub kilka sekund
co do samego ra2, ja nie pomoge, bo nigdy nie bawilem sie tym modem, wiec moze da sie jakos skonfiugorwac serwer inaczej, a moze jest inny mod jeszcze do ra2 niz tego ktorego uzylem? nie wiem... jak cos znajdziecie lepszego, albo ktos ogarnie ustawienia to pozmieniam to, zaraz zerkne co w ogole jest w configu to ustawiania, bo postawilem serwy na szybko nie zaglebiajac sie zbytnio w to co mozna ustawiac
shao ja tez uzywam r1q2 wiec to nie powinno miec znaczenia
w normalnych warunkach wrzucam wszystkie modele itd na http download zeby jak ktos nie mial textur czy czegos zeby sie podociagaly, ale w ctc jest to dziwnie zrobione, model np. kurczaka jest jakos inaczej implementowany, testowalem na czystym q2, wchodzac na serwa nie pisze ze brakuje jakiegos modelu czy cos, wiec nie ma jak tego dociagnac
Intro ----- Welcome to Rocket Arena 2. You are about to play one of the most fun (and most addictive) mods ever created for Quake 2. Please take a moment, however, to read this entire file. It contains important info and answers many common questions.
Troubleshooting/FAQ ------------------- Since most people will not read this whole file, this info is going at the top! If you don't find an answer here PLEASE READ THE REST OF THE FILE!
1. I get a "map not found" error when connecting to the server. A: Either the server is not running with the "arena" directory set, or your files are not installed correctly. Quake 2 3.14 and above should set the game directory automatically.
2. All the players have white boxes coming out of them. A: You do not have the VWEP pak2.pak installed. Get it from the Rocket Arena 2 downloads page. Install it in your quake2\baseq2\ directory.
3. The player's skins aren't showing up in pickup arenas, or I get a pic not found error. A: The skins files either got overwritten, or were never installed in the first place. Try reinstalling by following the instructions below.
4. Is it cheating to give out the other team's health numbers to my teammates? A: YES. YES it is. So don't do it. We left in the ability for observers to talk to players, so please don't abuse it. It was left in so that observers can cheer for their teammates and encourage them, not so they can help their teammates cheat. Giving out health numbers ruins the suspense and strategy of the game. So just don't do it. You wouldn't like your health given out, so don't give out other peoples'. End of subject. This discussion is closed.
5. Is using the BFG Cheating? A: This is a much tougher question, and I have devoted a short essay to it. You can find it at: http://www.planetquake.com/servers/arena/bfg.html However, the basic answer is: if the BFG is turned on, it is not cheating to use it. The BFG is off by default and can only be turned on by the server admin or by voting. Please don't annoy people by voting repeatedly to turn it on or off.
6. Is the Rocket Arena 2 source code available? A: Not at the moment. It may be released at a later date, but not in the foreseeable future. If you have a mod and are interested in learning how something was done in RA2 feel free to contact one of the authors and we will get back to you (time permitting). The menu source (although a slightly older version) has been released on the RA2 web page. The current version may be released if we can clean it up and pry it away from arena.
7. How do I make a Rocket Arena 2 map? A: The Rocket Arena 2 maps specs are avaiable for download on the Rocket Arena 2 page.
8. The Player Setup screen in multiplayer options crashes Quake 2. A: You probably have old files lying around from the beta test. Delete your \quake2\arena directory and reinstall only the release files.
9. I've got some menu or something, what do I do? A: You read the rest of this file!
10. I get a "Local map version differs from server: 335323 != 323252" Error. A: Either your pak file, or the pak file on the server is corrupted. Try reinstalling.
If you are reading this file, you have probably already installed RA2, but please read these instructions to make sure you did it correctly.
When you run the EXE you will be prompted for an install directory. Just enter your correct Quake 2 directory when prompted. That's it. It's installed. See below for how to connect to servers and play.
---- If you are unable to run the .EXE (on a Unix machine for example) you can rename the file to .ZIP and follow these instructions.
To install: UNZIP the ZIP file into your QUAKE 2 directory, preserving directory names. A quake2\arena directory will automatically be created. You can use DOS PKUNZIP, UNIX unzip, or Windows PKZIP/WinZIP. It should look like this:
\QUAKE2> pkunzip -d c:\windows\desktop\????????.zip or $/usr/games/quake2> unzip -L /tmp/????????.zip
----
Playing Instructions -------------------------
To connect to a Quake2 Arena server, use GameSpy (www.gamespy.com) with the Rocket Arena 2 tab.
To install the Rocket Arena 2 tab: 1. Start GameSpy 2. Go to the VIEW menu and select CUSTOM TAB 3. Click IMPORT, and select the Q2ARENA.QST file in your \quake2\arena directory.
Select Quake 2 on the left. Select the Q2 Arena Tab, go to File-Update This Source
Click, and play. Your game directory will be set to "arena" automatically.
If you get an error about a sound or map not being found, you installed the pak incorrectly or did not set up GameSpy as above.
NOTE: Registered GameSpy Users can find Rocket Arena 2 servers faster using SmartSpy. Just follow these instructions: 1. Start GameSpy 2. Right click on "Quake 2" on the left master list 3. Select "Add SmartSpy List" from the right click menu 4. Type "Rocket Arena 2" in the name field 5. Type "arena" (no quotes) in the Game Type field A new "master" will be added under Quake 2. Just right click and hit update!
You can also connect to a server manually by running: quake2.exe +connect server.ip.address The +set game arena is set automatically by Quake 2.
To run a server you must download the SEPARATE server files. This applies even if you just want to run a listen server on your LAN at home.
Game Overview ------------- Rocket Arena matches are played in "arenas." Each map may have one or more arenas in it. When you connect to a server, you need to either create or join a team, and then enter an arena (if the team isn't already in one). Once you are in the arena you will be put in line to fight. See below for more specific instructions.
Navigating the Menus -------------------- The menus are controlled by the same keys you use to do your inventory. (words in quotes are console commands, words in parentheses are the default key bindings)
"invprev" and "invnext" ([ and ]) go up and down on the menu
"invuse" (ENTER) selects an item
"inven" (TAB) toggles a menu on/off. If a menu does not show up when you think it should, try hitting TAB a few times. Also, if you are in an arena and want to leave, hit TAB to bring up the observer menu.
"invdrop" (', same key as ") decreases values on the Admin and Voting menus "invdrop" is also used on the Arena Selection menu to go directly into Observer Only mode.
How to Play -----------
When you first join a server you will probably see a message of the day window. READ THE INFO, and then hit Enter (invuse) to clear it.
You will then be asked to either join a team or create a new one. The number after the team name is the number of players on the team.
If you want to play by yourself, or start a team, then select 'Create Team'
If another player has asked you to join their team you can select 'Join L33tPlayer's Team'
If you would like to play in a pickup game (two teams, large size, clan arena style play) then join either pickup team red or blue. The number before the pickup team name is the arena it is in. There may be more than one pickup arena on a level, so make sure you are joining the correct one.
If you create your own team or join a team that is not already in an arena, you will then get a menu of arenas on the level. Using the menu, select which arena you want to play in. Hit ENTER (invuse) to get in line in that arena, or ' (invdrop) to enter the arena without getting in line. You can observe the matches and get into line at any time with the observer menu (hit TAB to bring it up).
You can also use ' (invdrop) to observer Pickup Games. Just create a new team and hit the invdrop key on the Pickup Arena.
Some arenas are set for more than 1 player per team. If you have less than the maximum number of players, you will be told so, but you can continue into the arena and people may join your team later.
You cannot enter arenas designed for pickup teams. You must join a pickup team to get into them.
Gameplay in a Normal/Team Arena -------------------------------
Once in the arena waiting area, you will wait in line for your chance against the champion(s). The winning team stays on the battleground until it is defeated.
When you enter the arena, a 5 second countdown will begin. Note that there is a 10 second countdown if a vote is pending, to give you time to vote.
You will automatically be given whatever health/armor/weapons/ammo are configured for that arena. The members of the other team are given the same.
Now you fight.
When all members of one team are dead, the other team is declared the victor. If all members of both teams die, a tie is declared and the teams re-enter the arena.
You can optionally vote to turn on rounds in the arena. With rounds on matches are played in a best X/Y fashion (2/3, 5/9, etc) with the winning team staying and the losing team going to the back of the line.
Note that you can always tell your TEAM color by looking at the face on your statusbar. If you don't see a face there, you aren't in a team arena.
Gameplay in a Pickup Arena --------------------------
After joining a pickup team you will be placed in the arena as an observer. A match will probably already have started, and you can watch until the current round is over. Once the round is over you will be placed in the arena.
Kill everyone on the other team.
When you die you will be placed in observer mode and allowed to watch the rest of the round. Feel free to cheer for your teammates, but please do not give out health numbers!
Last team standing wins the round. Matches are usually played in matches of (up to) 5,9, or 11 rounds with a 15 second break in-between matches. Use the break to vote for changes or switch teams if they become uneven (to switch teams, leave the team you are on and join the other).
Observer Options ----------------
You may hit TAB to bring up the observer menu. From there you can leave the arena, get in/out of line, or propose / vote on settings changes.
"Leave Arena": This will remove your entire team from the current arena and place you back at the arena selection menu. It is not an option for pickup teams.
"Leave Team": You will be removed from your team and placed at the team selection menu. If you are the only person on your team, it will be cleared.
"Change Arena Settings": You can propose changes to settings such as: health, armor, players per team, and weapon mix. Other settings (such as ammo amounts and self damage) are only configurable by the server op.
"Vote on Changes": When changes have been proposed you will be given notice and can come here to view/vote on the changes. Always remember to vote on your own proposal!
Voting Example -------------- For example, say you want to play 2v2 in an arena that is set for 1v1. One player should join the arena and propose the changes (and vote for them of course). The changes will go through in about 30 seconds. He can then have a teammate join his team from the teams menu. Any other 2 person (or 1 person) team can now enter the arena. Please note that if you leave the arena, and it becomes empty, the settings are reset to the server default!
Hitting TAB again will remove the menu.
The FIRE key changes observer modes. The JUMP key cycles players forwards in trackcam and eyecam mode. The DUCK key cycles players backwards in trackcam and eyecam mode.
The viewing modes are: Normal: For arenas with viewing areas, you are placed in the viewing area to watch the match.
FreeFlying: You may noclip freely throughout the level.
TrackCam: RA2 has an excellent trackcam that YOU control. Moving the view will let you fly around the target you are viewing.
EyeCam: This unique view lets you see EXACTLY what the player is seeing.
Sending Messages ---------------- The default messagemode1 (T key, "say" at console) will only send messages to your arena. All spectators and players will hear them. If you are in the main waiting arena, it will be broadcast to the whole server. Arena messages do not play the "beep" because it can get annoying when playing. If you don't want to hear arena messages while playing you can set "msg <number>" at the console, where <number> is 2,3, or 4.
The default messagemode2 ("say_team" at console) will send messages to your teammates, but only if they are in the same state (playing or observing) as you (i.e. spectators can't send team messages to teammates that are playing, but two teammates playing can communicate this way)
"say_world <message>" at the console will send a message to the entire server. World messages are prefixed with a W: When replying to a world message, make sure you use say_world, or your intended recipient might not hear you (if they are in another arena). There is no way to bind say_world to a key, but typing text at the console (non-commands) will also send it to the world by default.
Spam protection is in effect on the servers. Do not send messages too fast or you will be kicked (5 messages in 2 seconds would be too fast).
Grapple ------- This version of Rocket Arena 2 includes (at many players' request) an optional offhand grapple hook. This can ONLY be turned on by the server admin. If you find yourself on a server with grapple enabled, and want to try it, just bind a key to "+hook" and off you go!
In Game Administration ---------------------- See the server readme (readsrv.txt) in the server files for In-Game admin info.
Version Info ------------ 2.50: Third public release. 28 Maps (172 Arenas) 2.20: Second public release. 17 Maps (99 Arenas) 2.11: First full public release. 8 Maps (46 Arenas) 2.10: Private beta. 1 Map 2.09: First public beta. 1 Converted map
Design Goals ------------ In correspondence with many people I have referred to the design goals of RA/RA2 when trying to explain design decisions made along the way (or, usually to explain why I won't add XYZ snazzy new feature to RA2). So here is a quick synopsis of the RA / RA2 design goals: 1. To make people into better Quake/Quake 2 players. After playing RA/RA2 for a period of time, people should go back to Q/Q2 DM/CTF/etc. and find that their skills have greatly increased. RA/RA2 is intense training. 2. To facilitate a style of deathmatch that is as fair and equal to all participants as possible. It is no longer an items game, but a test of reflexes and strategy. 3. To keep the emphasis on the game, both for players and observers. Watching other players is a key to improving one's own skills. 4. To keep the interface / gameplay as simple as possible, while still meeting the rest of the goals. 5. To preserve the integrity of the game by trying to duplicate Quake/Quake 2 gameplay as closely as possible. This means keeping the weapon balance, player speed, and other factors the same. This is important so that when a player goes back to Q/Q2 DM/CTF/etc. they will not feel that it is an entirely different game, and that their RA/RA2 skills are useless. (Quick Note: we have deviated slightly from this principle by adding VWEP and fast weapon switching to RA2. We justified this by realizing that these two things will soon become standard features on many other mods as well, and perhaps eventually in the main Q2 code. They also contribute quite a bit to #6) 6. To have a LOT OF FUN! If you aren't having fun, you must not be playing RA/RA2.
Map Credits ----------- The Rocket Arena 2 map team did an amazing job on these levels. Feel free to e-mail them with your questions/comments.
ra2map1 Funkadooda's Alpine Adventure (7 Arenas) Arenas 1 - 5,6: Steve Fukuda <stevefu@unixg.ubc.ca> Arena 6: Andrew 'BowZer' Bowser <bowzer@rogers.wave.ca> Arena 7: Christian Antkow <xian@idsoftware.com> Snow Sky by Jeff Garstecki - www.frag.com/deconstruct Arena 1 - Stadium Cargo Hold Arena 2 - Alcatraz Arena 3 - The Blue Max Arena 4 - Funkadooda's Revenge 2 Arena 5 - Railgun Stadium Arena 6 - Drop Zone Arena 7 - The Warehouse
ra2map2 Tesh's Revenge (5 Arenas) Arenas 1 - 4: Ralph 'tesh' Gustavsen <clg@coastlinegraphics.com> Arena 5: Tim Willits <twillits@idsoftware.com> Arena 1 - spongebath Arena 2 - rocket jump this! Arena 3 - edge of insanity Arena 4 - the wicked empty base Arena 5 - the outer base
ra2map4 Arenaholics Anonymous (10 Arenas) Arenas 1 - 5: Mark Major <shmitz@drchronicles.com> Arenas 6 - 10: Tim van Hal <Tim@inside3d.com> Marco van Schriek <Marco@inside3d.com> Roel Tiemessen <Roel@inside3d.com> AKA The MarTim Team Arena 1 - Stone Cold Arena 2 - Monkies in the Middle Arena 3 - The Cage Arena 4 - Uneven Arena 5 - House of Glass Arena 6 - Heart and Soul Arena 7 - The Lobbing Lobby Arena 8 - Rail Runners Arena 9 - Machine Room Arena 10 - The Bridge
ra2map5 An Assortment of Flavors (4 Arenas) Mackey McCandlish (Avatar) <avatar@widomaker.com> Arena 1 - Tek Towers Arena 2 - McCandlish Base Arena 3 - Sun Baked Arena 4 - Only if it Rotates
ra2map6 Fragapalooza (8 Arenas) Mark Major <shmitz@drchronicles.com> Snow2 Sky by Jeff Garstecki - www.frag.com/deconstruct Arena 1 - Courting Death Arena 2 - Pillars Arena 3 - A Room with a View Arena 4 - The Long Jump Arena 5 - That Not So Fresh Feeling Arena 6 - Gibs on Ice Arena 7 - Here and There Arena 8 - An Auxiliary Death
ra2map7 Palace of Brak (6 Arenas) Ralph 'tesh' Gustavsen <clg@coastlinegraphics.com> Arena 1 - Planet Brak Arena 2 - Bucket-O-Gibs Arena 3 - Spin Cycle Arena 4 - Frontdoor-Backside Arena 5 - Zoraks Revenge Arena 6 - A Good Place to Die
ra2map12 Hal9000's Pimprena (5 Arenas) Arenas 1 - 5: John -Hal 9000- Schuch <hal9000@mindspring.com> Arena 2: Andrew -LaRd- McIntyre <amcintyre@mcmail.com> Arena 1 - The Suck Tube Arena 2 - The Law Arena 3 - FragHack Arena 4 - The Other Warehouse Arena 5 - Uberena
ra2map13 The Proving Grounds (4 Arenas) David M. Mertz (Alpha_Male) <dmertz@vt.edu> Arena 1 - Against the Flow Arena 2 - Rib Cage Arena 3 - Arena M I Arena 4 - Over Pass
ra2map22 Alpha's Eclectic Collection (8 Arenas) Alpha_Male <dmertz@vt.edu> Arena 1 - The Coolant Bed Arena 2 - No Contact I Arena 3 - No Contact II Arena 4 - No Contact III Arena 5 - No Contact IV Arena 6 - The Grotto Arena 7 - TransLev Arena 8 - The Caldera
ra2map25 Adrenaline Rush (11 Arenas) keno <kenodman@hotmail.com> Arena 1 - Rush Arena 2 - Lava Dome Arena 3 - Frag or Die Arena 4 - Holy Water Arena 5 - Shadow of the Damned Arena 6 - Pandamonium Arena 7 - The Fort Arena 8 - The Other Fort Arena 9 - Gotcha! Arena 10 - Underground Arena 11 - The Castle
ra2map26 Fack's Arena (7 Arenas) fack <fack@cgocable.net> Arena 1 - Circular Chaos Arena 2 - The Halfpipe Arena 3 - King of the Hill Arena 4 - Military Massacre Arena 5 - Cavernous Carnage Arena 6 - Heads up Arena 7 - The Pit
ra2map27 RA2 All Stars Map 1 (8 Arenas) Steve Fukuda <stevefu@unixg.ubc.ca> Ben Bjoralt (Scalt) <dbjoralt@computerpro.com> NoFadz <starless@nofadz.com> Mike Burbidge (g1zm0) <mikeburb@home.com> MAD|Forrest <rcoulomb@total.net> Q2DM1 - "The Edge" by Tim Willits of Id Software Arena 1 - Funkadooda's Revenge (funkadooda) Arena 2 - Railgun Stadium (funkadooda) Arena 3 - Deathbox (scalt) Arena 4 - Drop Zone (funakadooda) Arena 5 - Abandoned Fort (nofadz) Arena 6 - Clownfish (g1zm0) Arena 7 - Melissa's Fancy (forrest) Arena 8 - The Edge - by Tim Willits of Id Software
ra2map28 RA2 All Stars Map 2 (8 Arenas) Ralph 'tesh' Gustavsen <clg@coastlinegraphics.com> Jack Gaumer (ding0) <ding0@home.com> Mike "big0nes" MacDonald <big0nes@planetquake.com> Mackey McCandlish (Avatar) <avatar@widomaker.com> Greg Barr <greg@pesky.demon.co.uk> Rico <cyg_rico@hotmail.com> Arena 1 - Edge of Insanity (tesh) Arena 2 - Storehouse (Rico) Arena 3 - Fire Escape (ding0) Arena 4 - vig0's Courtyard (big0nes) Arena 5 - Comm Tower (Greg Barr) Arena 6 - Sun Baked (Avatar) Arena 7 - SpongeBath (tesh) Arena 8 - HIPDM1 - by LevelLord, Q2 Version by BlueSeed
Other Credits ------------- Big thanks to the beta testers and mailing list members for all their bug reports and ideas. Some stuff that we couldn't put in this version will certainly find its way into later ones. To Tesh, for the awesome RA2 web site design. To Yujin for the console background. To Artist (smitac13@snyoneva.cc.oneonta.edu) for donating the new RA2 skins To Clan McP (www.clanmcp.com), for testing all the new maps. To Dennis "Meathead" Urie and Will "Jumping Bean" Seay for their help in testing. Finally, I would like to thank Basty, dweomer, Fargo, and the rest of the PlanetQuake guys for all their support and resources.
Copyright and Distribution Permissions --------------------------------------
This patch is freely distributable provided that this readme is distributed as well and is unchanged.
All code is Copyright David Wright 1998-1999. Commercial code licensing is available by contacting wrightd@gamespy.com
DISCLAIMER: This patch is 100% safe, tested, and FDA approved, so you should have no trouble with it. But if you do.. its not our fault. DLL's always carry an inherent risk for servers, but as a client, you run no code outside of Quake2 itself. So don't worry, be happy!
Availability ------------
This modification is available from the following places:
----- Intro ----- Please read this entire file, as it contains important info on installation. Many options have changed/been added in this version, so please double check everything, even if you are just upgrading. Also, be sure to read the readme.txt included in the client package.
------------------------- Installation Instructions ------------------------- This is the server package for Rocket Arena 2. You will also need the client pak (a seperate download) installed on the server. Download it and install according to the included instructions. Please note that on Unix machines you may need to rename the client EXE file to a ZIP file and unzip it manually.
Extract all of the files to your \quake2\arena directory.
You can put the raserver.bat in your \quake2 directory.
Customize the server.cfg to your tastes. It includes the admincode (see below) which will allow for in-game configuration of the mod. Please change this code!
Please see below for info on the arena.cfg file, used to customize settings on a per server/per level/per arena basis. It includes map rotation information as well.
Customize the raserver.bat file if needed as well (maxclients, etc).
If you want to run a listen server (i.e. you play, and others play with you) then change the +set dedicated 1 in the raserver.bat to +set dedicated 0.
You can edit the "motd.txt" file to display a message to connecting clients. See the included one for line size information.
************************** IMPORTANT!!! ************************** The default settings in server.cfg include: set public 1 setmaster q2master.planetquake.com
set logfile 2 set netlog ripper.planetquake.com:21998
The first two lines publish your server on the PlanetQuake master list so that people can see it in GameSpy. If you don't want your server to be public, set public 0 and remove the setmaster line.
The second two lines enable net logging. See below for net logging info. If you are running on a LAN and not connected to the Internet, REMOVE THESE LINES!! If the server crashes after the first frag, then it is having trouble sending the net logging info and you should turn net logging off.
-------------- Server Crashes -------------- Server crashes will not be tolerated! RA2 has been designed and tested to be a highly reliable mod. If you are experiencing server crashes. please contact me asap so we can track down the cause. If you have physical access to the server, the following info would be useful following a crash: 1. The full text of the "Details" box on the crash dialog 2. The text on the console at the time of crash 3. The qconsole.log file in the arena directory after the crash (deleted when the server is restared, so grab it fast!) 4. The drwatson32.log file (in your winnt directory) if on Windows NT 5. A stack trace (on Unix) if available.
-------------------------- Administration / Mod setup -------------------------- There are several console variables which control how the mod functions. Most other options have been moved to the arena.cfg file.
"set logfile 2" will instruct RA2 create an standard log file. If no additional options are specified, it will create the file "stdlog.log" in your \quake2\arena directory. You can add "set logname mylog.log" to use a different filename mation.
"set admincode 1234" is the code (up to 8 digits) that you set to allow in-game administration of the server.
"set netlog ripper.planetquake.com:21998" will send all logging information to that machine. See below for net logging information.
"set public 1" will allow the server to be displayed on the id list. You MUST set public 1 for your netlog stats to be accepted.
"set arenacfg myarena.cfg" will allow you to use filenames other than arena.cfg (to run two different servers on the same install for example).
-------------- arena.cfg file -------------- The arena.cfg file allows you to specify map options on a: 1. per server 2. per map 3. per arena basis Information is stored in a hierarchical format. Priority goes in order to: 1. Values for the specific arena 2. Values for that map 3. Global values defined at the top of the arena.cfg file 4. Default values stored in the game code.
The format of the file is (note that the < > characters are not typed!): <global default option>; <global default option>; <mapname> { //comment <map default option>; <map default option>; <map default option>; <arena number> { <arena default option>; <arena default option>; <arena default option>; } <arena number> { <arena default option>; } }
For example: //-----------START OF FILE------------ maploop: ra2map1 ra2map3 ra2map5 q2dm1; // <-- sets the map rotation for the server minping: 150; // <-- sets the default minimum ping to 150 for all arenas ra2map1 { // <-- ra2map1 is the map name weapons: 2 3 4 5 6 7 8 9; //<-- these will be the default weapons, if none are specified for an arena armor: 200; //<-- default health if none is specified health: 100; //<-- default armor 1 { weapons: 2 3 4 5 6 7 9; //<-- arena 1 takes out hyperblaster armor: 100; //<-- reduces default armor to 100 playersperteam: 2; //<-- 2v2 matches rounds: 3; //<-- 2 out of 3 rounds wins the match } 2 { weapons: 2 3 4 5 6 7 8 9 0; //<-- all weapons allowed armor: 150; //<-- only 150 armor health: 90; //<-- 90 health to start pickup: 1; //<-- designates this as a pickup arena rounds: 9; //<-- 5 out of 9 rounds takes the match } 3 { minping: 0; //<-- overrides the minping:150 set on the server. Everyone can play here } 4 { weapons: 0; //<-- only blaster and BFG are allowed health: 500; //<-- start with a ton of health armor: 500; //<-- and lots of armor cells: 999; //<-- starting cells is 999 now } //you do not need to list all the maps/arenas, unlisted ones will use defaults } q2dm8 { minping: 0; //all people allowed on this map. Overrides global 150 value pickup: 1; //all arenas (only 1 actually) will be pickup rounds: 9; //best 5 of 9 cells: 50; //can't go crazy with hyperblaster }
Available Options are:
weapons: 2 3 4 5 6 7 8 9 0; where the number corresponds to the default Q2 binding (2 = shotgun, 0 = bfg) armor: <value>; health: <value>; playersperteam: <value>; //maximum number of players to allow on a team. Smaller teams can join, and players can join teams already in arenas. minping: <value>; maxping: <value>; rounds: <odd numbered value>; max_teams: <value>; //to limit the teams in an arena. Automatically set to 2 for pickup arenas. pickup: <1/0>; //enable / disable pickup teams for this arena (disabled by default) shells: <value>; bullets: <value>; slugs: <value>; grenades: <value>; rockets: <value>; cells: <value>; grapple: <1/0>; //enable / disalbe the offhand grapple in this arena votetries: <value>; //max number of times a person can propose a vote (stop vote spamming) fastswitch: <1/0>; //turn on/off fast weapon switching (on by default) healthprotect: <0/1/2>; // 0 = hurt everyone | 1 = don't hurt self or team | 2 = hurt self, but not team (default = 1) armorprotect: <0/1/2>; // 0 = hurt everyone | 1 = don't hurt self or team | 2 = hurt self, but not team (default = 2) fallingdamage: <1/0>; // 1 = damage from falls | 0 = no damage allowvotingarmor: <1/0>; // these values allow you to turn off voting for specific items on your server, if you so choose allowvotinghealth: <1/0>; allowvotingminping: <1/0>; allowvotingmaxping: <1/0>; allowvotingplayersperteam: <1/0>; allowvotingrounds: <1/0>; allowvotingmaxteams: <1/0>; allowvotingarmorprotect: <1/0>; allowvotinghealthprotect: <1/0>; allowvotingshotgun: <1/0>; allowvotingsupershotgun: <1/0>; allowvotingmachinegun: <1/0>; allowvotingchaingun: <1/0>; allowvotinggrenadelauncher: <1/0>; allowvotingrocketlauncher: <1/0>; allowvotinghyperblaster: <1/0>; allowvotingrailgun: <1/0>; allowvotingbfg: <1/0>; allowvotingfallingdamage: <1/0>; lockarena: <1/0>; //if you set this to 1, no one will be able to join that arena. YOU CAN'T UNDO IT WITHOUT RESTARTING THE SERVER. competitionmode: <1/0>; //enables compeition mode (can't track other team after you die) damagescoring: <1/0>; // if set, player points are based on damage done 100 damage
Please take a look at the included arena.cfg for some more examples. If your settings are not being used, please make sure that: 1. you have a ":" (colon) seperating the identifier and the value 2. you have a ";" (semi-colon) at the end each line Please direct any arena.cfg related questions/comments to Mungo at the e-mail address above.
The default values if none are specified in the config are: weapons : 2 3 4 5 6 7 8 9; armor : 200; health : 100; minping : 0; maxping : 1000; playersperteam : 1; max_teams : 128; shells : 100; bullets : 200; slugs : 50; grenades : 50; rockets : 50; cells : 150; fastswitch : 1; armorprotect : 2; healthprotect : 1; grapple : 0; fallingdamage: 1; compeitionmode: 0; damagescoring: 0; if (it is a multi arena map) pickup : 0; rounds : 1; else (it is a id / single arena map) pickup : 1; rounds : 9;
------------ Pickup Teams ------------ Rocket Arena 2 now supports Clan Arena style pickup teams. Simply set "pickup: 1;" for any arena/map you want to have pickup teams on. Two teams will appear on the main menu (arena # red/arena # blue), and players will be able to join one of the teams and instantly be put in the arena.
You should also set multiple rounds "rounds: 9;" or so, so that the matches last a bit longer. There is a 15 second waiting period between matches, so that players can switch teams if they want.
------------ Net Logging ------------ Rocket Arena 2 has network logging support. To enable this add: "set public 1" and "set netlog ripper.stanford.edu:21998" in your server.cfg file. This will send kill information to that machine for central collection and ysis. This system is not 100% reliable (about 1/1000 kills are lost in transit) but is STRICTLY FOR FUN, so if you're looking for more serious/accurate rankings, do them for your own server only.
Right now all I am doing with the netlog data is displaying the top 5 fraggers of the day on the top of the Rocket Arena page. Future uses may be considered. The comprehensive stats were dicontinued because they fostered an environment of intense competition that made many people uncomfortable.
---------------------- In Game Administration ---------------------- To use the in game administration, just type /cmd admin <admincode> (e.g. /cmd admin 1234)
It will pop up a menu allowing you to select things like fraglimit, timelimit, and map. You can cycle through all the maps in the maploop: line in the arena.cfg file. Use invuse (ENTER) to increment a value and invdrop (') to decrease it.
Arena administration is done by typeing: /cmd arenaadmin <admincode> <arena #> (e.g. /cmd arenaadmin 1234 1) This will give you a menu similar to the voting menu, but you can force the changes.
There are two options only available on the Arena Admin menu (not in voting) You can "lock" an arena. This is to allow clans to have matches on a server without the rcon code. To use this, have all of the players in the game enter the arena, then have the admin "lock" the arena on the menu. No players will be able to enter that arena until it is "unlocked" (or all players leave the arena, in which case it will be reset/unlocked). You can set an arena in "compeition mode". This will make it so that observers can only track their own team, and only using in-eyes view. This is intended for SERIOUS competitions only. Public servers should NOT set this, as it defeats much of the fun of watching a match.
------- Credits ------- Please see the client readme for full credits.
-------------------------------------- Copyright and Distribution Permissions --------------------------------------
This patch is freely distributable provided that this readme is distributed as well and is unchanged.
All code is Copyright David Wright 1999. Commercial code licensing is available by contacting wrightd@gamespy.com
DISCLAIMER: THE PROGRAM IS DEFINED AS THE QUAKE 2 MOD "ROCKET ARENA 2" AND ALL FILES CONTAINED WITHIN. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
------------ Availability ------------
This modification is available from the following places:
--------------- Version History --------------- 2.09 Initial Release
2.094 Better server stability, minor gameplay tweaks
2.096 100% server reliablity Advanced configuration, on both a per map and per arena level: -Default Weapons -Starting health/armor -Number of players per team -Ping filtering Enhanced teamplay Player status for observers New sounds Teamplay works on maps with only a few spawn points (people don't get stuck)
2.098 Q2 3.13 compatible, based on 3.05 code Voting system for arena settings Enhanced arena.cfg with more options Centralized stats system Pickup team play Talk commands on a per arena basis MOTD support changes in map rotation (done in arena.cfg now)
2.110 First full release version Fixed menu code Lots of new options, for players and servers
2.200 9 NEW Maps with 53 new Arenas Off-center countdown Player remaining count on status bar in pickup One team is spawned on even spawn points, one on odd Health and Armor Protect on the voting menu Only changed items are shown on the voting menu Server ops can specify things that can't be voted on Anti-Vote Spamming code New Standard logging options Server Admins can lock arenas (for matches,etc) OPTIONAL Offhand Grappling Hook Fixed endless ticking from hand grenade Fixed telefrag protection on lifts Observers telefragging players bug corrected All New Skins, including support for Crackhor and Cyborg Countdown doesn't make voting/other menus disappear Anti-ZBOT Code
2.210 Added +hook alias, in addition to +grap (both are the same) Fixed documentation errors (allowvoting names were wrong, health/armorprotect values incorrect) Fixed even/odd spawning for pickup Added Falling damage option/voting Prints IP address on connect Work-around for exploit on ra2map13 (pit)
2.220 Added new Competition mode Updated fraglimit/timelimit/ping/armor counters -- allow zero Print who initiated the vote when voting Fixed standard logging bug Improved votespamming protection
2.250 Improved Competition mode Added Damage Scoring (1 pt per 100 damage) Settable arena.cfg file for each server (set arenacfg myarena.cfg) New Top Secret Feature (TM)
Dołączył(a): 5 maja 2003, o 10:11 Posty: 4122 Lokalizacja: Gliwice Karma: 118
nie kazdy zaglada i znajac zycie niektorzy beda miec problem ze znalezieniem i sciagnieciem odpowiedniej paczki do danego moda (bo sa tam tez linuxowe i inne rzeczy mi potrzebne i na downloadzie sa wszystkie) to podaje bezposrednie linki do paczek windosowskich wraz z mapami, texturami itd:
RA: http://download.planetquake.pl/mods/ra2/ra2250cl.exe (niestety mi np. ta instalka na systemie win7 x64 nie dziala, wyskakuje blad ze niezgodna z wersja systemu bla bla, jak ktos ma system na ktorym mu zadziala, niech gdzies wystawi po prostu spakowany katalog po instalacji, ja wrzuce go do sciagniecia w formie spakowanej, a nie instalki j/w)
Wszystkie czasy w strefie UTC + 1 [czas letni (DST)]
Kto przegląda forum
Użytkownicy przeglądający to forum: Brak zalogowanych użytkowników i 34 gości
Nie możesz rozpoczynać nowych wątków Nie możesz odpowiadać w wątkach Nie możesz edytować swoich postów Nie możesz usuwać swoich postów Nie możesz dodawać załączników