Chex Quest Fan Forums

Chex Quest => Fan Projects => Capture Point System => Topic started by: MajorSlime on May 19, 2014, 10:24:05 PM

Title: Information and Download
Post by: MajorSlime on May 19, 2014, 10:24:05 PM
And... this is the main thread for my Capture Point Maps, where you can find info and downloads.


Main idea is to capture points across a field, Red vs Blue, until you capture the enemy's main base. If there is a timelimit set, teams slowly gain score based on how many points they have captured. If there is no timelimit, the winner is the first team to capture all points (will also cause instant win if there IS a timelimit as well).


CPS01 : Warehouse Warfare
(http://i.imgur.com/CFc6Z9l.png) (http://imgur.com/CFc6Z9l)(http://i.imgur.com/taf2WPt.png) (http://imgur.com/taf2WPt)(http://i.imgur.com/9bXREnO.png) (http://imgur.com/9bXREnO)


CPS02 : Frozen Chasm - outdated pics
(http://i.imgur.com/XJgfqhl.png) (http://imgur.com/XJgfqhl)(http://i.imgur.com/LbErzGh.png) (http://imgur.com/LbErzGh)(http://i.imgur.com/z0U3rXT.png) (http://imgur.com/z0U3rXT)


CPS03 : Flow Control
 - pictures coming soon -


CPS04 : Downtown Rumble - outdated pics
(http://i.imgur.com/VNeLAYd.png) (http://imgur.com/VNeLAYd)(http://i.imgur.com/6TiG8Xh.png) (http://imgur.com/6TiG8Xh)(http://i.imgur.com/BIAQpCk.png) (http://imgur.com/BIAQpCk)


CPS05 : The Foundry - outdated pics
(http://i.imgur.com/cbWBmA1.png) (http://imgur.com/cbWBmA1)(http://i.imgur.com/8kXqWke.png) (http://imgur.com/8kXqWke)(http://i.imgur.com/hyuavui.png) (http://imgur.com/hyuavui)


CPS06 : Waste Reclamation - *slightly* outdated pics
(http://i.imgur.com/PntbZQm.png) (http://imgur.com/PntbZQm)(http://i.imgur.com/uGeeBGn.png) (http://imgur.com/uGeeBGn)(http://i.imgur.com/liYqT3E.png) (http://imgur.com/liYqT3E)


CPS07 : King of the Pillar
 - pictures coming soon -



Download: CPS-PRr1 (https://www.dropbox.com/sh/h2ss6ygncjce8c8/AABjPadxSzGnKtrJqz0x-HWFa/CPS-PRr1.pk3?dl=1)
Title: Re: Capture Point Maps
Post by: MajorSlime on May 19, 2014, 10:24:22 PM
*Post reserved for a tutorial on making new maps*
Title: Re: Capture Point Maps
Post by: Awesomedude249 on May 19, 2014, 11:03:43 PM
ERRGHHH I'M SO MAD THAT PEOPLE HAD TO USE THE COMPUTER DURING THE MULTIPLAYER MATCH

EDIT: Also, anybody up for a party in the CQ Lounge? I will be on map LNG01.

EDIT2: YES!!! I Became Larva!!!
Title: Re: Capture Point Maps
Post by: MajorSlime on July 13, 2014, 04:28:32 PM
UPDATE
----------


CPS-A11 is now ready.


Changelog:
  -Capturing has a modifier based on team size, in order to make uneven teams more balanced.
  -Time Limit is now implemented (but doesn't actually end the match yet, still have to fix that XD. At least you know when the time is up though :P)
  -Flashy skies in CPS03 and CPS04 fixed
  -CPS has been converted to a .pk3 file. This means: File size of 12 MB has gone down to 2 MB XD


I'll update the link in the OP
Title: Re: Capture Point Maps
Post by: Nisk on July 13, 2014, 06:26:05 PM
There seems to be a bit of a bug in this version. If your team has less players, you can't capture points at all.
Title: Re: Capture Point Maps
Post by: MajorSlime on July 13, 2014, 06:32:47 PM
In CPS-A11?


EDIT: Ooooh, I probably know why. Should have known that would cause an issue. In order to determine the ratios, the equation was [amount of players on point * (amount of players on team / the number of players on the team with more people)]. The problem is that this is all integer math. So, if your on the team with more people (or same amount), it'll end up being amount of players on point * 1. However, if your team has less than half that of the bigger amount, that 1 will end up being a 0, due to integer math. Crap, now I gotta go figure out if I can use floats for this.
Title: Re: Capture Point Maps
Post by: Nisk on July 13, 2014, 06:47:42 PM
I'm looking at the code. Can't you just cast GetTeamProperty() to a float before you divide, or is that not a thing in ACS?

EDIT: And isn't that division backwards in the first place? Shouldn't it be maxPlayers / GetTeamProperty(1, TPROP_NumPlayers) ?
Title: Re: Capture Point Maps
Post by: MajorSlime on July 13, 2014, 06:56:06 PM
No, having maxPlayers first would give a number greater than one, which is not what we want. We want a percentage, which is less than one, so other way around. In any case, just tried casting to a float (or rather, shifting bits with Fixed Point numbers; Doom scripting is such a hassle -_-), but it didn't work (its a bit buggy). I don't have time to figure it out right now, so I'm just going to revert it for the time being. So, A11r3 is going up now XD
Title: Re: Capture Point Maps
Post by: Nisk on July 13, 2014, 07:12:17 PM
Are you sure about that? I might be missing something, but...

Say we define these variables:
Code: [Select]
int redPlayers = GetTeamProperty(1, TPROP_NumPlayers);
int bluePlayers = GetTeamProperty(0, TPROP_NumPlayers);
int maxPlayers = max(redPlayers, bluePlayers); // EDIT: I guess max() isn't built in to ACS, so pretend this just returns whichever number is greater

The relevant line for redTeam would look like this the way it is now:
Code: [Select]
CPStatus[pointID] -= ( redTeam * (redPlayers / maxPlayers) );
If you plug in some numbers: redPlayers = 2, bluePlayers = 4, so maxPlayers = 4

You get
Code: [Select]
CPStatus[pointID] -= ( redTeam * (2 / 4) );so red captures at half the rate (in theory, technically at 0 because integers). Shouldn't they be capturing at double the rate instead because they have half the players?
Title: Re: Capture Point Maps
Post by: MajorSlime on July 13, 2014, 08:08:21 PM
... mebe >_> <_<


sorry, I was thinking that the team with more players was getting the modifier (yes I know that makes no sense, shuddup)
Title: Re: Information and Download
Post by: MajorSlime on September 12, 2014, 06:56:55 PM
New Release! PRr1!


That's right, Pre-Release! I'm thinking that this is almost ready for a full 'release'; IE. most of the key elements are in place, with not much left to finish. Download can be found in the OP, as always.


Changelog:


CPS03 - Flow Control
CPS05 - The Foundry
CPS06 - Waste Reclamation
CPS07 - King of the Pillar
CPSHUB
Other


Just a note: The configuration vendors are currently a WIP, so while they do *function* (and I say that tentatively) they don't do much and aren't labelled. So, please, just leave em alone for now :P
Title: Re: Information and Download
Post by: 75 on September 16, 2014, 12:22:20 PM
Server updated

<[IFOC] Server> Chex Capture Point Alpha (CM2109)
http://www.ifocserv.net/ftp/wads/CPS-PRr1.pk3

Good to see that you've fixed the flickering text, I look forward to trying this, I hope I get the chance soon.
Title: Re: Information and Download
Post by: Awesomedude249 on September 16, 2014, 12:42:50 PM
Welp, my Windows XP machine broke, so now I use a crunchbang linux laptop...Sorry, but I can't get zandronum to work on crunchbang.
Title: Re: Information and Download
Post by: 75 on September 16, 2014, 03:37:28 PM
What's the error?
Title: Re: Information and Download
Post by: Awesomedude249 on September 16, 2014, 11:18:01 PM
Well, when I go into the terminal, type "sudo apt-get install zandronum" it says "could not find package "zandronum" " so yeah.
Title: Re: Information and Download
Post by: MajorSlime on September 17, 2014, 12:24:47 AM
Open a terminal and run the following command sequence:

$ sudo apt-add-repository 'deb http://debian.drdteam.org/ stable multiverse'
$ wget -O - http://debian.drdteam.org/drdteam.gpg | sudo apt-key add -
$ sudo apt-get update
$ sudo apt-get install zandronum doomseeker-zandronum

Remember to do the first 3
Title: Re: Information and Download
Post by: 75 on September 17, 2014, 06:21:23 AM
If that doesn't work you can always download the linux 64 bit / 32 bit base binary files and resolve the dependencies yourself (it's not too hard), or even compile from source.
Title: Re: Information and Download
Post by: Awesomedude249 on September 17, 2014, 12:12:41 PM
Okay, thanks! Just tried it out, works great! Now all I have to do is put the WADs in my Zandronum directory.


EDIT: Ahh, can't find the fricken' Zandronum directory!
Title: Re: Information and Download
Post by: 75 on September 17, 2014, 07:48:28 PM
I recommend just telling doomseeker where your wads are and using the command line

e.g.

zandronum -iwad ~/wads/chex3.wad -file ~/wads/whatever.wad

EDIT: This is why we should really have a zandronum on linux thread
Title: Re: Information and Download
Post by: Awesomedude249 on September 18, 2014, 10:07:40 PM
Ok, thanks! I'm about to try this myself.

EDIT: Just tried it with doom.wad, it said "Cannot find an IWAD!". Any reason why?