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InsideQC Forums • View topic - Quake Dodgeball

Quake Dodgeball

Discuss anything not covered by any of the other categories.

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dodgeball up @ chicago.quakeone.com

Postby Frenzy » Thu Apr 28, 2011 5:36 pm

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Postby negke » Thu Apr 28, 2011 6:45 pm

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Postby Orion » Fri Apr 29, 2011 12:37 am

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Postby negke » Fri Apr 29, 2011 9:23 am

Spawning inside walls only happens when loading maps other than the ones supplied with the mod. Since those are lacking the required team starts, the players will spawn at 0,0,0 which in many stock maps is outside the actual level.

As for the push issue, I realize my clip hotfix wouldn't have worked at all as the balls bump off clip walls, too. I made the trigger volumes a bit bigger now, 16 units wide (and also replaced the non-QRP textures except for metal4_2b). Though I'm sceptical the wider triggers will solve the issue (which I believe to be related to either some network protocol/ping thing, or some maxfps-type of config messing). Anyway, might be worth a try:

Edit: As an afterthought, could it be related to that issue where a trigger_hurt in a space map doesn't kill a player if it has fired shortly before (by another player)? So in this case, if two players touch the push at the same time. Clutching at straws here obviously. :)
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Postby Trickle » Thu May 12, 2011 4:45 am

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Postby mindzx » Mon May 23, 2011 6:08 pm

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Postby Trickle » Tue May 24, 2011 1:32 am

There are sounds..maybe the universal server didn't download it right? Also, sprinting didn't work on Frenzy's server. Hopefully all will go well after the next release! The issue with being able to go to the other team's side should no longer happen as well =)
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Postby Baker » Tue May 24, 2011 2:08 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby Spike » Wed May 25, 2011 12:36 am

.
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Postby Baker » Wed May 25, 2011 3:35 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: Quake Dodgeball

Postby cat » Thu Jun 02, 2011 7:59 am

..
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Re: Quake Dodgeball

Postby MasterSplinter » Wed Oct 24, 2012 10:37 pm

DB.SplinterTown.org has a dodgeball server up.

a bug on one of the maps "dbvault", allows the green team to cross the "team line".

Any thoughts on more development on this mod? People who have played on the server feel it has big potential.
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Re: Quake Dodgeball

Postby Trickle » Sun Nov 17, 2013 5:56 am

Hey guys, wow. I have some exciting things coming up for the next release! That's right, Quake Dodgeball is NOT dead. In fact, we are finally on Moddb.

http://www.moddb.com/mods/quake-dodgeball

With that said, me and Orion had this tendency to AWOL the mod or go on hiatus. Thus version 1.2 was never released shortly after Quake Expo 2011 like we were hoping. The good news is there have been a BUNCH of new additions, as well as three new awesome maps by negke. We have a lot of surprises coming up, so be on the lookout. I'll keep you all posted.
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