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Savage: XR is a new patch for Savage, created by the Newerth.com staff. The XR1.1 Client is out now! Download it now!
189108 Posts in 10953 Topics by 18014 Members
Latest Member: Edson Maes
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1  Announcements / Development News / Re: Footy XR Remake on: Yesterday at 11:24:58 pm
A very early and rough first draft of what could become the new XR footy_ mode has been added in the recent new patch (25-06-18).
Try out the testing map footy_test to leave feedback and help shape the mode. Afro

REMEMBER: Very early version as a first proof of concept where literally everything is up for changing until it's exactly what people would like to play.
2  Announcements / Development News / Re: New XR Infect Tag gamemode on: Yesterday at 11:22:17 pm
In the newest patch (25-06-18), together with the rough dm_ remake, this infect_ mode was included.
Try out infect_skull (download INGAME via mapcheckversion in console) to test. Afro

Anyone willing, leave me some feedback so I can shape the mode accordingly.
3  Announcements / Development News / Re: Classic DeathMatch Revival on: Yesterday at 11:20:10 pm
Newest patch (25-06-18) now includes a first testing draft of the dm_ remake.
Try out one of the maps (download INGAME via mapcheckversion in console). Afro

Valid Maps (at this point):
  • dm_skull
  • dm_spero
  • dm_coliseum

Anyone willing, leave me some feedback so I can shape the mode accordingly.
4  Savage XR / General Savage XR Discussion / Re: Can democratic votes save Savage ? on: June 22, 2018, 04:12:31 pm
I am aware of the low level of intellect and logical reasoning going on in the average human, and I assure you that I am very disappointed in most humans.
I also agree that democracy doesn't work well precisely because it's rarely about good decisions and instead focuses on being a popularity contest over the averagely dumb human beings.

Regardless, the whole point of the Community Public Servers is precisely that the Community (=players) get to decide over what they as a collective wish to have. The reason for these servers emerging is because of the formerly frequented Pulse Server having a single person acting as a selfish dictator. But the truth is that neither the Server Admins nor the XR Devs play Savage much (or at all) anymore, so it's the actual players that suffer from having a lazy or bad leader making all the decisions alone.

The XR team handles general XR development, XR requests, and helps Server Admins, but we do not manage any servers.
Changes in Savage are handled by us, but you need to differentiate between Gameplay changes and Server customization; the latter is not up to us.

We come up with our own additions and changes, and then talk to the active players to see if they are good. Sometimes players and server admins come to us and request things; we then think about them and add them if they make sense. This ensures that the people playing actually get a say in the matter and their needs can be met, but also ensures that all changes are smart as we think and decide over them first.
5  Savage XR / General Savage XR Discussion / Re: Mes adieux Savage on: June 21, 2018, 07:33:07 pm
I do not control the Community Public Servers that you play on.
Daemon does not control the Community Public Servers that you play on.
Groentjuh does not control the Community Public Servers that you play on.
Newerth does not control the Community Public Servers that you play on.

drk hosts the Community Public Servers, but the Community/Players are in control of changes by POSTING ON THE COMMUNITY PUBLIC SERVER FORUM AND DISCUSSING + VOTING FOR SAID CHANGES.
http://server.groentjuh.eu/index.php?f=100&sid=c70af47641e686b4995c3891a4b55927

You have not posted a single request nor vote on that forum!
You keep posting here and HOPE that someone else does it for you.
You keep writing monologues in the server lobby shoutbox chat and HOPE that someone else does it for you.

I will not blackmail nor bribe drk to go against the rules of the Community Server Management and implement changes on those servers specifically that the community hasn't discussed and voted for on their respective forum.

You're posting on the Newerth & XR forum, for Newerth & XR related requests - if one such request arrives, I discuss it and make it happen. But I do not make Community Public Server changes happen.

I have told you this many times - if you want a change to happen on the Community Public Servers, you need to post on their forum exactly what it is that you think needs changing and explain properly why so that others can be convinced as well. If enough players agree, drk will make it happen (or he will ask Newerth for help).
6  Announcements / Development News / Re: Footy XR Remake on: June 21, 2018, 04:49:01 pm
The "running-mindlessly-towards-the-ball" metagame? Grin
You can still do that. Afro
7  Announcements / Development News / Re: Footy XR Remake on: June 20, 2018, 04:57:34 pm
No, they'll need updates.
Sweet!'s code is long gone and none of his stuff works at all.

Killing/Respawning would allow you to incapitate enemies for a short time to get a push going.
(Short respawn time required.)
But can easily be disabled again.

Having different teams or units would allow you to have different playstyles and tactics - instead of everyone headbutts into the ball and hope physics randoms in your favour.
8  Savage XR / General Savage XR Discussion / Re: Cant pick gold after sac. on: June 17, 2018, 10:34:48 am
When did this change?
Because I did no such thing even remotely recently.
If this was fixed, it must have been a LONG time ago. Rolleyes
9  Announcements / Development News / Footy XR Remake on: June 16, 2018, 07:15:36 pm
Hello once again fellow Newerthian Savages.

I've recently decided to attempt remaking the ancient Footy (Football) mode, or at least something of similar experience with better functional XR integrity. However, this mode (even more than the others) would greatly benefit from community feedback to shape it in your own wishes.

For now, there are two Teams (Human and Beast).
All non-siege Units are unlocked (free), all Items are unlocked (standard costs), no Weapons, and both sides have Rabid and Leap (might change Human back to block, though).
Attacking the Ball/Boulder shoots it forward.
Using damage-based items (like Disruptor or Fireward) also shoots it forward.
Killing is currently enabled; take out opponents before dribbling up the field!
Unit and Item balance is identical to that of standard Savage.
So Lego & Pred have more Health, more melee range, but attack slower.
While Nomad & Scav have less Health, less melee range, but have speedier attacks to quickly steal the ball.
The Ball resets back into the middle if untouched for 30 seconds.
((Should hitting the Ball grant Stamina?))

This remade mode will be entering the testing phase soon, before hitting the servers officially.
During said testing phase, and even after, I'd welcome feedback and critique to help with adjusting/fixing anything as necessary.

Footy.cfg
Code:
// Footy rules
set sv_useCommanders 0
set sv_teamDamage 0
set world_enableBulletPhysics 1
set sv_FOOTYballpushmult 150
set sv_fraglimit 5
set sv_damagePushScale 1.0
set sv_maxPush 1000
set sv_autojoin 1
set g_allunitsavailable 1
set g_allweaponsavailable 1
set sv_xp_kill_player 100
set sv_xp_survival_interval 1000

// other server settings
set sv_team1race human
set sv_team2race beast
set sv_allowEnemySameIP 1
set sv_balanceLenience 100

Map's config_server.cfg
Code:
//This script will execute each time servers reloads the map
set ballresetx 3123
set ballresety 3196
set gs_transmit1 0
set gs_transmit2 0

And aabox trigger for each goal:
Code:
trigSetControl obj_dynamic onEnter
trigSetScript goal1.gs
Code:
@activate
!exec null "svchat ^yGgggg^gOOOOOOoooo^bAAAAAAaaaa^rLLLLLllll!!!!"
!exec null "svchat ^090Team2 has scored!"
!exec null "inc gs_transmit2 1"
!exec null "svchat ^009#gs_transmit1# ^y: ^090#gs_transmit2#"
!teleport target coords #ballresetx# #ballresety# 200
!exec null "givemoney"

Valid Maps (at this point):
  • footy_test
10  Announcements / Development News / Re: New XR Infect Tag gamemode on: June 13, 2018, 05:14:47 pm
Then feel free to help out or pitch in. Smiley
Or suggest even more modes for me to quickly piece together.
11  Announcements / Development News / New XR Infect Tag gamemode on: June 12, 2018, 08:01:33 pm
Hello again fellow Newerthian Savages.

I've recently decided to create some new prefix gamemodes for the community for whenever they feel like having a short break from the overbearing and hectic Savage experience.
To that end, today I introduce XR Infect Tag (name pending).
Everyone knows what Tag (aka "IT") is from their childhood and school days, and this mode is merely a simple variant.

Everyone joins Team1 (Human) and spawns as a Nomad.
Once the match has started, 10 seconds after a pseudo-randomly chosen player gets to start off on Team2 as a Predator.
The goal of the game is to either survive the time limit on Team1 while Team2 tries to slaughter them all.
When a Predator kills a Nomad, that player is switched to Team2 and is now part of the hunters.

The defenseless Nomads automatically spawn with a specific set of inventory to help run away or survive.
Melee Weapons, Boomerang, Medkit, Imoilizer, Camouflage, and a single Motion Sensor.
Apart from the Boomerang and Motion Sensor, which have limited ammo, the other items cost Mana to use.
Mana automatically replenishes by 1 every second up to a max of 10 - so use your Mana wisely!
NPCs around the map also drop ammo and mana refills.

The Predators spawn with just Rabid, but can pick up new weapons by killing NPCs that are spread around the map.
  • Oschore - grants Blaze
  • Monkit - grants Lightning
  • Bearloth - grants Tempest
  • Mudent - grants Carnivorous Melee
  • Zizard - grants Venomous Melee
  • Gerkat - grants Rabid Melee
  • All other Units - grant nothing, but can be used for goodies and Melee bonuses
They also gain new items and abilities for each kill they accumulate.
  • First kill - Sixth Sense
  • Each kill after first - 1 Mist Shroud
  • Each kill after second - 1 Snare
  • Each kill after third - 1 Fireward

This new mode will be entering the testing phase soon, before hitting the servers officially.
During said testing phase, and even after, I'd welcome feedback and critique to help with adjusting/fixing anything as necessary.

Infect.cfg
Code:
// Infect rules
set sv_useCommanders 0
set sv_DMflagspawnarea 1000
set sv_teamDamage 0
set sv_teamDamagePercent 50
set sv_goodieAmmoChance 2
set sv_respawnNPCInterval 1000
set sv_forceTeam 1
set sv_autojoin 0
set sv_INFECTfirstkill "beast_tracking_sense"
set sv_INFECTfirstslot 5
set sv_INFECTafterone "beast_camouflage"
set sv_INFECTafteroneslot 3
set sv_INFECTaftertwo "beast_snare"
set sv_INFECTaftertwoslot 2
set sv_INFECTafterthree "beast_fire_trap"
set sv_INFECTafterthreeslot 4

// other server settings
set sv_team1race human
set sv_team2race beast
set sv_allowEnemySameIP 1
set sv_balanceLenience 100

Valid Maps (at this point):
  • infect_skull
12  Savage XR / Support Forum / Re: DM server cfg? on: June 10, 2018, 11:28:21 pm
Soon, I think.
Depends on this week's real life schedule. Afro

Meanwhile: Classic DeathMatch Revival Thread
13  Announcements / Development News / Classic DeathMatch Revival on: June 10, 2018, 11:27:27 pm
Hello fellow Newerthian Savages.

As some may have noticed, the classic DM mod has stopped working a long time ago, and I've been attempting to fix it.
Since I've only taken a gander at it back in the day, my knowledge of this mode is limited.
Fortunately, I've been pointed at Deathmatch Mapping and DM Cup Info and Rules threads to read up on at least parts of the DM gamemode. I've tried to recreate it accordingly, with minor adjustments.

Classic DM will be entering the testing phase soon, before hitting the servers officially.
During said testing phase, and even after, I'd welcome feedback and veteran DM players' help in adjusting/fixing anything that is too different to the original.

Thereafter, we can even consider making an entirely new DM mode according to the community's ideas and wishes, unrelated to this one.



Current rules of the classic DM mode:
  • Only one Team, but both Races.
  • Free-For-All, no allies
  • You gain points for killing other players
    • 1 point for being two tiers higher (e.g. Predator vs Nomad)
    • 2 points for being one tier higher (e.g. Savage vs Nomad)
    • 3 points for being the same tier (e.g. Savage vs Stalker)
    • 4 points for being one tier lower (e.g. Scavenger vs Stalker)
    • 5 points for being two tiers lower (e.g. Scavenger vs Legionnaire)
  • The Match ends when someone has reached 30 points
  • You spawn as Scavenger
  • To change Unit, kill an idle NPC around the map corresponding to the Unit you wish to be
    • Available Units are: Nomad (Tier1), Scavenger (Tier1), Savage (Tier2), Stalker (Tier2), Legionnaire (Tier3), Predator (Tier3), Chaplain (Tier1), Shaman (Tier1)
    • Killing normal creep NPCs (like monkits) does not change you into a monkit
  • Every Unit has an own automatic Loadout
    • Scavenger - Rabid, Frenzy, Snare
    • Stalker - Rabid, Frenzy, Mist Shroud
    • Predator - Rabid
    • Shaman - Frostbolts, Frenzy, Snare
    • Nomad - Scattergun, Medkit, Disruptor
    • Savage - Discharger, Medkit, Imobilizer
    • Legionnaire - Fluxgun, Medkit
    • Chaplain - Mortar, Potion, Imobilizer
  • Items and Buffs gained in empty slots are kept even after changing to a new Unit or Race
  • Creep NPCs are also available for slaughter arond the map, however instead of turning you into those creatures, they grant special items and buffs instead
    • Chiprel - heal 50, and grants Human Units a 2 second Adrenaline buff, while Beast Units gain the opportunity of killing them with Melee
    • Oschore - grants Human Units a Fluxgun with 250 ammo, while granting Beast Units a Frenzy item
    • Monkit - grants Human Units a Pulsegun with 25 ammo, while granting Beast Units a Storm Shield item
    • Bearloth - grants Human Units a Coilrifle with 11 ammo, while granting Beast Units a Tempest Weapon with full Mana
    • Mudent - grants Human Units a Launcher with 10 ammo, while granting Beast Units Carnivorous Melee
    • Zizard - grants Human Units a Crossbow with 15 ammo, while granting Beast Units Venomous Melee
    • Gerkat - grants Human Units an Electrify buff for 30 seconds, while granting Beast Units Mist Shroud for 20 seconds
  • Goodies drop as well
    • Health Vials - heal 50
    • Mana Crystals - replenish mana & ammo
  • Maps must contain a single spawnflag, and random spawns are created in an area around the flag's position for the match
  • Maps contain no Buildings, but Items and Units are encouraged

DM.cfg
Code:
// physics
set p_speed 2.8
set p_groundfriction 10
set p_friction 1
set p_gravity 1

// DM rules
set sv_fraglimit 30
set sv_fragRule 1
set sv_DMflagspawnarea 1000
set sv_teamDamage 1
set sv_teamDamagePercent 100
set sv_goodieAmmoChance 2
set sv_respawnNPCInterval 1000

// other server settings
set sv_team1race beast
set sv_team2race beast
set sv_team3race beast
set sv_team4race beast
set sv_team5race beast
set sv_team6race beast
set sv_team7race beast
set sv_team8race beast
set sv_allowEnemySameIP 1
set sv_balanceLenience 100

Valid Maps (at this point):
  • dm_skull
  • dm_spero
  • dm_coliseum
14  Savage XR / Support Forum / Re: DM server cfg? on: June 10, 2018, 09:32:56 am
Thank you again.
Bit by bit we're piecing it together. Grin
15  Savage XR / Support Forum / Re: DM server cfg? on: June 09, 2018, 08:50:17 pm
Thanks, there is at least some info in there.
I'll see what I can do, but without a complete explanation it probably won't be 1:1.

So for now, I'll remake the old DM as accurately as feasible.
Then I'll see about making new modes.
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