Hello :) ! Can you check spawn start for problems. Many times its very buggy, start one spawn 2-3 times next by next, or use only 2-3 spawns most of game. Its strange why it maybe need to be random, but don,t look at that. An its ridiculous when option avoid closest is on :D . Its not that obviously in 1v1 or 2v2 not everytime, but in 3v3 or 4v4.
Hey,
im trying to compile the code for arm (rasberry pi) but i get this error:
[CC] sys_linux.o
/tmp/cciTY3pV.s: Assembler messages:
/tmp/cciTY3pV.s:713: Error: bad instruction `int $3'
make: *** [sys_linux.o] Fehler 1
is there any way to fix this?
There is a possibility to exec a web configs which is cool. I think we should also have a posibility to make web override working just in a same fasion: once uploaded and approved by league staff, overriding becomes a kind of 'official' and can be voted to be applied.
Override is a function that changes placement of items on a map and can be useful in tearms of ballancing maps which are cool by architecture but poor by items placement.
Another important feature to be applieble with web override is implementing different types for respawn spots. I believe that there should be categories for spots such as:
0 - player never respawns here
1 - this one can't be starting spot, otherwise player can respawn here
2 - player can respawn here without any limitations
Differenting respawn spots obviously should be a part of web override as far as it's important in tearms of ballance and must be approved by staff and the majority of players. In fact, there should be a kind of 'EDL' override version just as there is EDL webconfig excisting.
How can it be used (examples):
I'd suggest to remove bottom machinegun and both room respawn spots as starting on q2dm1 (making them type 1)
Some cool maps from other quake's can be used in quake 2 with items relocated - spirit2dm2 or q3dm6tmp for example
There can be a room to relocate items for teamplay and duel modes (used in Q3 and Qlive)