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Richma View user's profile Send private message

Reply with quote Wednesday, December 04, 2013

Tristan router can be the problem for hosting the server 1 month ago I made a contract with my old network provider they gave me an ADB router and it's has all the option and it's made in 2012 but it has problems disconnects all the time so I had to change it with my old router Thompson model which is very old and unable to port forward above 10,000 and now I'm unable to host a server so I think this should be added in the thread how to make a server people should first see is their router able to port forward for ZEQ2 Lite or better to say can their router port forward for Quake 3 27960.

quantum View user's profile Send private message

Reply with quote Wednesday, December 04, 2013

Tristann wrote :

Richma wrote : Yes they are usable and they are being used in stable revision 1536 too so you don't have to worry about that but make F3 balanced because right now F3 tiers are not close to balance while mêlée you can die by being punched few time and not while using a kick with right mouse click you die with W the basic mêlée attack so have this in mind for balance take a look on stable revision.




Yes. I tested it myself. In ZEQ 1536 Integers do work. However, unfortunately, it is not the case for REVO. REVO only works at whole numbers. Because of this, I will be making my server ZEQ2 Lite -- But with Revo Character Addons / Maps. It will take some time. Also, I fixed my problem. I got a new router, and it works fine -- that is I can connect and host now.



Integers and whole numbers are the same thing. The question is whether are not decimal numbers (Type Long/Double)can be used. Richma has stated that they can, which is what I hoped. However, on every test I've ran so far, it seems the decimal values are having no effect....

Richma View user's profile Send private message

Reply with quote Thursday, December 05, 2013

Tier.cfg doesn't affect the ki attacks it affects a players SPEED, PLVL, DEFENSE (ENERGY, melee), melee ATTACK but doesn't affect the Ki attacks(beams), so I don't can you really see the effect of decimals but the player is for sure stronger

Zeth The Admin View user's profile Send private message

Reply with quote Thursday, December 05, 2013

Check the storage container in the source, guys. g_tiers.h has most of what you want to know. Different attributes use different variable types.

quantum View user's profile Send private message

Reply with quote Thursday, December 05, 2013

Zeth wrote : Check the storage container in the source, guys. g_tiers.h has most of what you want to know. Different attributes use different variable types.



Now that is extremely helpful. I'd like to see where the actual attack/defense variables are calculated to see how the actual damages delivered are calculated. Guess I need to do some searching.

TristannV View user's profile Send private message

Reply with quote Thursday, December 05, 2013

Yes, I ment decimals *intense laughter* My brain is mush from crunching all these numbers haha. I have something that may help, if I am not too late.

These are the tested stats from my Revo balanced server. This is the rough draft of my research on whole integers. The way this reads is: Offense 1 = percentMeleeAttack 1.0 & Then, the numbers on the left, underneath the headings, are the defense values that offense was up against.

So, example, at percentMeleeAttack 2.0 against percentMeleeDefense 3.0: with Ki Speed mêlée [I]kills[/]the fighter in 8.5 seconds, without ki in 120 seconds. 4 knocbacks will [I]kill[/]the opponent. 15 punches (dodge/block break) will kill the opponent.

NOTE: blockbreak punches have different values if the opponent is actually blocking. 2ma's block break vs 5md on block will not do any damage at all, but if they aren't blocking, will kill in 21 punches.


mêlée

1 OFFENSE

Def1 ( mêlée - 7sec/19sec ) ( Knockback - 8 Hit Kill ) ( Punches - 25 Hit Kill )
Def2 ( mêlée - 30secs/Invunerable ) ( Knockback - 8 Hit Kill ) ( Punches - 34 Hit Kill )
Def3 ( mêlée - Invunerable) ( Punches 45+ ) 8/9 HIT KILL )
Def5 ( Knockback 11 Hit Kill )
Def7 ( mêlée - Invunerable ) (Knockback - 12 Hit Kill )



2 OFFENSE


1 - ( mêlée - 4sec/6sec ) (Knockback - 4 Hit Kill ) ( Punches 12 - Hit Kill )
2 - ( mêlée - 6.5sec/13sec ) (Knockback - 4 Hit Kill ) ( Punches - 13 Hit Kill )
3 - ( mêlée - 8.5sec/120sec) ( Knockback - 4 Hit Kill ) ( Punches - 15 Hit Kill )
4 - ( mêlée - 23seconds/Invunerable ) ( Knockback - 4 Hit Kill) ( Punches - 17 Hit Kill )
5 - ( mêlée - Invunerable )( Knockback - 4 Hit Kill ) (Punches - 21 Hit Kill )
6 - ( mêlée - Invunerable ) ( Knockback - 5 Hit Kill ) (Punches - 26 Hit Kill )
7 - ( mêlée - Invunerable ) ( Knoback - 5 Hit Kill ) ( Punches 34 Hit Kill )
8 - ( mêlée - Invunerable ) ( Knockback - 5 Hit Kill ) ( Punches - 51 Hit Kill )
9 - ( mêlée - Invunerable ) ( Knockback - VeryLow ) ( Punches - NearInvunerable )
10 - ( mêlée - Invunerable ) (Knockback - VeryLow ) ( Punches - Invunerable )

3 OFFENSE

1 ( mêlée - 2.5/4sec) ( Knockback - 3 Hit Kill ) ( Punches - 8 Hit Kill )
2 ( mêlée - 2.5sec/ 4sec) ( Knockback - 3 Hit Kill ) ( Punches - 8 Hit Kill )
3 ( mêlée - 3.3sec/ 9sec) ( Knockback - 3 Hit Kill ) ( Punches - 9 Hit Kill )
4 ( mêlée - 4.8sec/19.5sec ) ( Knockback 3 Hit Kill ) ( Punches 10 Hit Kill)
5 ( mêlée - 7sec/Invunerable ) ( Knockback 3 Hit Kill ) ( Punches 10 Hit Kill )
6 ( mêlée -12.5sec/Invunerable) ( Knockback 3 Hit Kill ) ( Punches 12 Hit Kill )
7 ( mêlée - Invunerable ) (Knockback - 3 Hit Kill ) (Punches 13 Hit Kill)
8 ( mêlée - Invunerable ) ( Knockback - 3 Hit Kill ) (Punches 15 Hit Kill)
9 ( mêlée - Invunerable ) ( Knockback 3 Hit Kill) ( Punches 17 Hit Kill )
12 ( mêlée Invunerable ) ( Knockback 4 Hit Kill ) (Punches 34 Hit Kill )
14 ( mêlée - Invunerable ) ( Knockback 4 Hit Kill ) ( Punches 100 Hit Kill )



BLASTING

Def 4 - Slight Damage from Barrage, High from all others.
Def 5 - Immune to Barrage. High from others. Lethal charged specials.
Def 6 - Immune to Barrage. HighMed from others. Lethal charged specials.
Def 7 - Immune to Barrage. HighMed from others. Lethal charged specials.
Def 30 Immune to Barrage. Med fromothers. Lethal specials.
Def 40 Immune to Barrage. MedLow from others. Lethal specials.
Def 50 Immune to Barrage. Low from others. VERY HIGH from charged specials.
Def 60 Immune to Barrage. Immune to others. High from charged specials.
Def 70 Immune to Barrage. Immune to others. Low from charged specials. Lethal ALL OUT attack.
Def 80 Immune to Barrage. Immune to others. Immune to charged specials. LETHALS ONLY.



Hope this helps as a guide. Interestingly, ZanzokenCost / BoostCost accept decimals O___O I don't get it.

TristannV View user's profile Send private message

Reply with quote Thursday, December 05, 2013

Postscript: How do you get a server to start off low powerlevels, and advance ? I typed in starting level 6,000 and max 37626 ( or whatever that number is for max ) -- and my character started at 6,000 but would not increase in power level. If I started them at 1,000 -- there health would immediately begin to decline. Help ?

quantum View user's profile Send private message

Reply with quote Thursday, December 05, 2013

TristannV wrote : Postscript: How do you get a server to start off low powerlevels, and advance ? I typed in starting level 6,000 and max 37626 ( or whatever that number is for max ) -- and my character started at 6,000 but would not increase in power level. If I started them at 1,000 -- there health would immediately begin to decline. Help ?



Well, are you running a dedicated server? If so, these values into the config:

g_powerlevelmaximum "32767"
g_powerlevel "6000"

On a side note, I'm interested in the calculations you posted above. I'd prefer to read it in the actual source code, can you point me to the location you found these algorithms?

TristannV View user's profile Send private message

Reply with quote Thursday, December 05, 2013

I actually didn't find it anywhere. I spent like 2 hours figuring it out with two revo windows open. Tested each one, one at a time. At attack of 4, knockbacks ended fights too quickly, so I stopped at 3.

TristannV View user's profile Send private message

Reply with quote Thursday, December 05, 2013

Also, when I enter g_powerlevel 6000. The powerlevel stays stuck at 6000. Do you know why this is ?

quantum View user's profile Send private message

Reply with quote Thursday, December 05, 2013

TristannV wrote : Also, when I enter g_powerlevel 6000. The powerlevel stays stuck at 6000. Do you know why this is ?



You have entered g_powerlevelmaximum as 32767 I assume? And are you hosting the server directly from the game client or separately as a dedicated server?

TristannV View user's profile Send private message

Reply with quote Thursday, December 05, 2013

yes, maximum is set and yes I'm running dedicated internet. so bizarre.

quantum View user's profile Send private message

Reply with quote Thursday, December 05, 2013

TristannV wrote : yes, maximum is set and yes I'm running dedicated internet. so bizarre.



Login to RCON with your server and do:

/rcon g_powerlevelmaximum

and see if it displays "32767" as feedback.

Zeth The Admin View user's profile Send private message

Reply with quote Friday, December 06, 2013

Now that is extremely helpful. I'd like to see where the actual attack/defense variables are calculated to see how the actual damages delivered are calculated. Guess I need to do some searching.


Granted it was largely placeholder code/system, I programmed most of it so I should be able to help. PM_BurnPowerLevel in bg_pmove.c should give you a rough idea of how "damage" that's been assigned is dealt.

quantum View user's profile Send private message

Reply with quote Saturday, December 07, 2013

Updated the first thread on this post.

Revision 1886 (Latest SVN) is now online. Please see the first post of this thread for instructions on how to connect to the server.

AraVinD View user's profile Send private message

Reply with quote Sunday, December 08, 2013

quantum wrote : Updated the first thread on this post.

Revision 1886 (Latest SVN) is now online. Please see the first post of this thread for instructions on how to connect to the server.



you're server seems to be online but I can't connect to it since if you have edited the Revision 1886's Source Code the people whom. wants to connect to you're Revision must also have the same revision with you're source changes. so better start uploading you're game Smile

Oh never mind I just saw you're First post.

quantum View user's profile Send private message

Reply with quote Sunday, December 08, 2013

Aravind wrote :

quantum wrote : Updated the first thread on this post.

Revision 1886 (Latest SVN) is now online. Please see the first post of this thread for instructions on how to connect to the server.



you're server seems to be online but I can't connect to it since if you have edited the Revision 1886's Source Code the people whom. wants to connect to you're Revision must also have the same revision with you're source changes. so better start uploading you're game Smile

Oh never mind I just saw you're First post.



Ah yes, that treacherous first post Smile

TristannV View user's profile Send private message

Reply with quote Sunday, December 08, 2013

When I try to connect to your 1886 Revision, it says "Game Mismatch: This is a ZEQ2 Server". Where do I get 1886 ?

quantum View user's profile Send private message

Reply with quote Sunday, December 08, 2013

TristannV wrote : When I try to connect to your 1886 Revision, it says "Game Mismatch: This is a ZEQ2 Server". Where do I get 1886 ?



This is the SVN download, reference this page:

http://ZEQ2.com/lite/?page_id=33

It's not all that playable, I put one online just to tinker with. Follow the instructions on that page.

quantum View user's profile Send private message

Reply with quote Sunday, December 08, 2013

Player balancing complete. See first post on this thread for details and a few resources.

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