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- Quake Voting Booth v2.7 - Allows players to vote on game settings such
- as noexit and teamplay.
-
- When a Quakematch is being played over ethernet by a group of friends or
- coworkers on an office or school network, agreeing on settings generally
- isn't that big of a problem. But when playing over the internet with 15
- people you've never met in person, it's often difficult to agree on how
- the server should be set up, especially since the server, being dedicated
- (your server *is* dedicated *isn't it* ? ) can't have it's settings changed
- by players. Enter Qvote. Just install this utility on your server (no, the
- players don't have to have it) and the players will be able to decide
- democratically how they want the server configured. So far the only topics
- on the ballot are noexit and teamplay, but more are on the way (suggestions
- welcome).
-
- HOW TO USE QVOTE
-
- Server admins - Put this progs.dat in a subdirectory of your Quake
- directory (c:\quake\vote\progs.dat) and start quake with the command
- line option "-game vote" or whatever you called your subdirectory.
- If you need to recompile the progs.dat from source, see below.
-
- Players - From the console, type "voteexit" to vote for noexit = 0, or
- "votenoexit" for noexit = 1. "voteteams" votes for teamplay 1,
- "votenoteams" for teamplay 0. "votestats" shows the current voting
- status. You don't have to memorize these, however: just type "votehelp"
- at any time for a summary of these commands.
-
- SERVER DEFAULTS
-
- Qvote 2.7 utilizes server specified defaults in a different manner than
- previous versions. Players no longer automatically vote for the defaults on
- server connect, as this was causing gameplay problems. Instead, these default
- values for noexit and teamplay are used when not enough votes have yet been
- registered to constitute a majority. Tie votes are now resolved simply by
- leaving the setting at its current value. To change these defaults, you will
- have to modify the constants "noexitdefault" and "teamplaydefault" in vote.qc
- and then recompile the .qc files with Qcc. You can download and read
- instructions for use of Qcc at http://www.stomped.com.
-
- TEAMPLAY CVAR vs ACTUAL TEAMPLAY
-
- Keep in mind, the teamplay which you are voting on with Qvote does not
- actually enforce teamplay, it just turns on the teamplay cvar, which really
- only turns friendly fire on/off. If you have teamplay on, but everyone is a
- different color, not much is going to happen, except that people who happen
- to have the same color pants cannot damage each other. And even if you have
- gotten everyone to switch to team colors, you don't necessarily need to have
- the teamplay cvar on; personally, I like playing team games with teamplay set
- to 0 : it adds an extra element of strategy to the game, in that you can't
- just shoot first and ask questions later.
-
- CHANGES SINCE 2.6
-
- I totally recoded the major algorithims, no longer basing counting off of
- player names but off of their actual entities ( I finally figured out how
- to do this.) Now players with the same name, and changing names durring the
- game shouldn't cause problems. Also, looking through my old code, I noticed
- some errors that seem to me like they should have kept the thing from working
- at all, strange, I received alot of feedback, but nobody told me it didn't
- work at all, which I now suspect. Anyway, it now *should* work.
-
- CHANGES SINCE 2.2
-
- I finally started getting some user feedback on Qvote, and most of it was
- negative. Up until now, I've been receiving feedback mostly from fellow
- QuakeC coders commenting on my code, but not until recently did many servers
- actually start using Qvote, and therefore I wasn't getting much input on
- Qvote's interface and gameplay potential. Apparently the general consensus
- is that in it's current form, Qvote was really getting in the way, not just
- because of the info screens, but because of the automatic voting for defaults.
- Apparently, in large games, the noexit and teamplay settings were constantly
- getting set back and forth, and users were spending more time voting than
- gibbing each other. So in 2.5 I have attempted to make Qvote much more
- inobtrusive to gameplay. Autovoting has been nuked, and tie votes are resolved
- by keeping the setting at whatever it currently is, not by returning to
- deafult. And the command help display is no longer displayed every time you
- die, only when you connect and if you type "votehelp" (I still put in a
- reminder that "votehelp" shows commands each time a player dies, the reason
- being I want it to be fair - If some of the players missed the server connect
- message and don't know about voting then they don't have a say in anything,
- which sucks. The new message, however, is only one line, so it should be
- better. The reason I put in autovoting in the first place is because I didn't
- want one person to constitute a majority simply because he was the only one
- who had gotten around to voting. I've solved this in 2.5 by making a majority
- mean not just a majority over the opposition, but over everyone on the server,
- even those who haven't voted. If this has confused you, forget about it, just
- try out the new version, and I guarantee you it won't get in the way as much
- as previous versions.
-
- BUGS/CAVEATS
-
- My other QuakeC patch, Blood!, which makes Quake slightly bloodier (although
- realistically so, unlike the "violence" and "gore" patches, which are funny,
- but get old quick and take away from the suspension of disbelief) is included
- in this patch ( I didn't feel like editing it out of weapons.qc, if you want
- to, go ahead. )
- Teamplay can only be voted to 1 or 0, so it won't work with enhanced teamplay
- patches which are activated by "teamplay x". Working on this.
-
- NOTE TO SERVER OPS
-
- If you're running a dedicated, up-most-of-the-time quakeserver and are
- using this patch on it, let me know; if I don't get any feedback I'll assume
- nobody's using it and quit working on it.
-
- THINGS TO LOOK FOR IN VERSION 3
-
- More voting topics, such as : gravity, go to a specific map (not sure if
- this will be possible), kicking players who are being annoying (same here).
- Suggestions welcome.
-
- I recently saw (but haven't tried) a patch which forces teamplay, killing
- people who aren't obeying team rules. Sounds pretty cool; with the author's
- permission, I might include his code, enableable/disableable by user voting.
-
- LEGAL CRAP
-
- This patch may be freely distributed as long as no charge is made for it,
- (including CDROM or other for-profit compilation distributions) or for use of
- a server on which it is being run (which I don't think is legal anyway). I'd
- really rather you didn't use this as a base for your own patch, but I really
- can't stop you without going through even more legal BS, so go ahead if you
- feel the need. This is freeware, so no registration fee is required for it's
- use, but if you'd like to make a donation to a poor boy with a 486/66 8mb 14.4
- machine, email me, I will be forever in your debt (I will also have more time
- and motivation to make more cool patches for you.)
-
- Kevin Bowen
- Lunatik
- flame@pacbell.net
-