Author |
Message |
RealDeal
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Monday, August 22, 2011
I was playing cs and I noticed that when you don't have a map of a server, the map gets downloaded when you connect to it and you will able to then play on that map
so I was thinking why not implement that in ZEQ2 lite
so when your eager to play on a sparking meteor server with custom map and you don't have it,the map will be downloaded before connecting and you will be able to play
so there won't be any use of manually downloading a map or edits
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Linkxp500
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Monday, August 22, 2011
That sounds really useful. I agree, we should implement that.
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RoganX
Classy
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Monday, August 22, 2011
If this is possible than we should indeed implement this. Great idea.
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Mjuksel
Your Past
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Monday, August 22, 2011
its implemented in default Quake 3, but somehow doesn't work on ZEQ2Lite
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RealDeal
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Monday, August 22, 2011
Mjuksel wrote : its implemented in default Quake 3, but somehow doesn't work on ZEQ2Lite 
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Domo-Kun
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Monday, August 22, 2011
Mjuksel wrote : its implemented in default Quake 3, but somehow doesn't work on ZEQ2Lite 
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JayREEZY
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Monday, August 22, 2011
I wonder if it deletes after leaving?
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Zeth
The Admin
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Tuesday, August 30, 2011
its implemented in default Quake 3, but somehow doesn't work on ZEQ2Lite
Fairly certain that it's implementation was faulted even in default Quake 3 by the 1.32 point release. I've heard many such complaints relating to this.
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Shenku
RiO Incarnate
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Tuesday, August 30, 2011
My guess is it was some code change with the 1.32 patch to fix one bug, which caused this one instead, and ID was too lazy/unaware to fix it at the time, and at this point, don't care anymore.
It probably could be fixed, but would likely require scrounging through a metric trash-ton of lines of code to find out where it was broken at specifically(and it may be more than just a few lines that are causing the issue)...
Realistically for the time being, just be aware of the server you're joining, and the files you need before joining it... And if you're hosting said server, state clearly what is required to join, so others aren't completely confused and left guessing.
Or you could just host/join plain vanilla servers with the most current stable build, and then you wouldn't have to worry about which addons to download...
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Linkxp500
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Thursday, September 01, 2011
Shenku, the problem with explaining addons required in a server, is that as soon as players enter the server, they say "what the heck?" and leave before I can explain that they are in Kami's Lookout Map by Hoodjuro. It is because they always respawn in the Hyperbolic Time Chamber, and everything around the place disorients them.
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RealDeal
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Friday, September 02, 2011
Linkxp500 wrote : Shenku, the problem with explaining addons required in a server, is that as soon as players enter the server, they say "what the heck?" and leave before I can explain that they are in Kami's Lookout Map by Hoodjuro. It is because they always respawn in the Hyperbolic Time Chamber, and everything around the place disorients them.
*laughing out loud* that is sad
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Linkxp500
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Friday, September 02, 2011
That is what is upsetting! They don't even give the place a chance! I bet most of them are just kids who haven't seen much Dragon Ball Z anime, so they won't recognize what is messed up and what is fascinating about the time chamber. They've never even went through the door! Because of this, I haven't enjoyed this map as much as I should.
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Mjuksel
Your Past
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Thursday, September 08, 2011
Zeth wrote : its implemented in default Quake 3, but somehow doesn't work on ZEQ2Lite
Fairly certain that it's implementation was faulted even in default Quake 3 by the 1.32 point release. I've heard many such complaints relating to this.
Correct, it has been working for some time and has been a pain in the buttocks for some time so yeah..
Mostly LAN games had no problem, but I don't recall it being broken on specifically 1.32
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