FREE Beer!!
Posted: Wed Sep 29, 2004 3:26 pm
or..... Explanation of one line from the recently posted changelog (Chaos CTF). Just wanted to get some lushes in my thread.
Anyway, from the latest changelog Jb posted:
Return original flag drop thing, BOF is now deadly again
In case you're wondering what that is about (and because it's a big part of my personal favorite area of Chaos), I thought I'd take a moment.
In Chaos CTF-
-- If your flag is taken, and you kill the flag carrier, you must actually pick up and return your flag to your base, instead of just touching it.
-- If a flag is dropped somewhere "off the map", into a killzone, or whatever (ie: flag carrier falls off map on Face), the flag is not automatically returned to it's base, as it is in normal CTF. Instead, what we (attempt to) do is return the flag to the nearest possible pathnode, from where it left the map.
-- If nobody picks up the dropped flag, it will lay there for a very long time (by design) before it will be automatically returned to your base.
However ... there was one Epic map, Bridge of Fate, which presented a unique problem. It's difficult to explain, but in the middle of that map is a weird area only partway down the pit, that has pathnodes on it. This means if dropped in the pit, the flag will get returned to one of those weird pathnodes there, and this will mess up the game.
Because while you can get to the flag by jumping to where it's at..., you cannot then get back out with it (unless of course you have allowed Flag-Grappling in your Chaos options). So the game comes to a standstill, as the flag cannot be returned.
Now, obviously this isn't ideal. Even though it's only one map, we don't like to have things out there that don't work/aren't fun. So...., our dedicated, selfless, coding hombre's decided to try and fix that issue.
And fix it they did. But life would be boring if it were that easy, right?
Basically, it has been decided that the fix for that one map, ended up causing less than preferred results on all the rest of the maps. So, it was decided to remove the "BridgeOfFate fix", and sacrifice our playability on that one map, for the benefit of all the rest.
Bottom line is that if you are playing the Chaos CTF game type, or running a Chaos CTF server, it is highly recommended that you do Not run the map CTF-BridgeofFate in your rotation. (-highighted for those who wanted to skip my spam, and get right to the meat)
This does not affect games of CTF which use the Chaos mutator - only games using the Chaos CTF game type.
Hard to explain, and I know not everybody will be concerned with the details, but I wanted to have it down somewhere to refer to should this need explaining again sometime (and because I'll probably cut/paste some of it into a readme and/or manual at some time anyway).
And as long as I'm at it, I might as well add this next part - as it's semi-related, and some could even see it as a "fix" for the BOF issue.
As mentioned above, in Chaos CTF, when a flag carrier drops a flag, it will lay there for a very long time, before it automatically get's sent back to it's base. Much longer than normal CTF. This is by design (of course), as it creates an incentive to pick up your flag and hoof it home, rather than waiting out the 'dropped flag' timer.
It would be too easy if you could simply wait it out, and flag goes home on it's own. It's much more fun and rewarding and legend-creating (even if in your own mind...which is highly under-rated btw) to have to pick up that flag and fight your way home with it.
Anyway, IF you wish to change the 'dropped-flag' timer in your games of Chaos CTF, you can do so. This is available to you now, in PR3.5, btw.
Just add this line to your ChaosUT2.ini, and change the time (in seconds) to whatever you would like for it to be:
[ChaosGames.ChaosCTFBaseFlag]
FlagReturnTime = 666
It will not be in your INI file yet - you will have to add those lines.
And just to clarify - the "BridgeOfFate fix" is in the PR3.5 code, but is being removed for 3.51. So that's why the cryptic changelog line from Jb (which is understandable, it's a very hard point to exlpain in one line ), and why this post. Because it's useful if you plan on playing CCTF in 3.51.
(If you read all of this, and you're not playing CCTF with us at least once in awhile online.... I want to talk to you.)
Anyway, from the latest changelog Jb posted:
Return original flag drop thing, BOF is now deadly again
In case you're wondering what that is about (and because it's a big part of my personal favorite area of Chaos), I thought I'd take a moment.
In Chaos CTF-
-- If your flag is taken, and you kill the flag carrier, you must actually pick up and return your flag to your base, instead of just touching it.
-- If a flag is dropped somewhere "off the map", into a killzone, or whatever (ie: flag carrier falls off map on Face), the flag is not automatically returned to it's base, as it is in normal CTF. Instead, what we (attempt to) do is return the flag to the nearest possible pathnode, from where it left the map.
-- If nobody picks up the dropped flag, it will lay there for a very long time (by design) before it will be automatically returned to your base.
However ... there was one Epic map, Bridge of Fate, which presented a unique problem. It's difficult to explain, but in the middle of that map is a weird area only partway down the pit, that has pathnodes on it. This means if dropped in the pit, the flag will get returned to one of those weird pathnodes there, and this will mess up the game.
Because while you can get to the flag by jumping to where it's at..., you cannot then get back out with it (unless of course you have allowed Flag-Grappling in your Chaos options). So the game comes to a standstill, as the flag cannot be returned.
Now, obviously this isn't ideal. Even though it's only one map, we don't like to have things out there that don't work/aren't fun. So...., our dedicated, selfless, coding hombre's decided to try and fix that issue.
And fix it they did. But life would be boring if it were that easy, right?
Basically, it has been decided that the fix for that one map, ended up causing less than preferred results on all the rest of the maps. So, it was decided to remove the "BridgeOfFate fix", and sacrifice our playability on that one map, for the benefit of all the rest.
Bottom line is that if you are playing the Chaos CTF game type, or running a Chaos CTF server, it is highly recommended that you do Not run the map CTF-BridgeofFate in your rotation. (-highighted for those who wanted to skip my spam, and get right to the meat)
This does not affect games of CTF which use the Chaos mutator - only games using the Chaos CTF game type.
Hard to explain, and I know not everybody will be concerned with the details, but I wanted to have it down somewhere to refer to should this need explaining again sometime (and because I'll probably cut/paste some of it into a readme and/or manual at some time anyway).
And as long as I'm at it, I might as well add this next part - as it's semi-related, and some could even see it as a "fix" for the BOF issue.
As mentioned above, in Chaos CTF, when a flag carrier drops a flag, it will lay there for a very long time, before it automatically get's sent back to it's base. Much longer than normal CTF. This is by design (of course), as it creates an incentive to pick up your flag and hoof it home, rather than waiting out the 'dropped flag' timer.
It would be too easy if you could simply wait it out, and flag goes home on it's own. It's much more fun and rewarding and legend-creating (even if in your own mind...which is highly under-rated btw) to have to pick up that flag and fight your way home with it.
Anyway, IF you wish to change the 'dropped-flag' timer in your games of Chaos CTF, you can do so. This is available to you now, in PR3.5, btw.
Just add this line to your ChaosUT2.ini, and change the time (in seconds) to whatever you would like for it to be:
[ChaosGames.ChaosCTFBaseFlag]
FlagReturnTime = 666
It will not be in your INI file yet - you will have to add those lines.
And just to clarify - the "BridgeOfFate fix" is in the PR3.5 code, but is being removed for 3.51. So that's why the cryptic changelog line from Jb (which is understandable, it's a very hard point to exlpain in one line ), and why this post. Because it's useful if you plan on playing CCTF in 3.51.
(If you read all of this, and you're not playing CCTF with us at least once in awhile online.... I want to talk to you.)