SkyNet MultiModes

vito

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Cool

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Re: SkyNet MultiModes
« Reply #1, on February 24th, 2017, 10:39 AM »
@vito if you made an multimode server result will be 0 players in your server :)

vito

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Cool

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Re: SkyNet MultiModes
« Reply #3, on February 24th, 2017, 11:02 AM »
Quote from vito on February 24th, 2017, 10:55 AM
Quote from happymint2 on February 24th, 2017, 10:39 AM
@vito if you made an multimode server result will be 0 players in your server :)
I will test it. But why you think so?
Because i am playing vcmp from 6 years and i know players hate multimode servers you can see lw have simple gamemode but players like and also because of doom_kill3r server his server was better than this skynet but player count 0

vito

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Re: SkyNet MultiModes
« Reply #4, on February 24th, 2017, 11:05 AM »
Quote from happymint2 on February 24th, 2017, 11:02 AM
Quote from vito on February 24th, 2017, 10:55 AM
Quote from happymint2 on February 24th, 2017, 10:39 AM
@vito if you made an multimode server result will be 0 players in your server :)
I will test it. But why you think so?
Because i am playing vcmp from 6 years and i know players hate multimode servers you can see lw have simple gamemode but players like and also because of doom_kill3r server his server was better than this skynet but player count 0
I got your point but I don't need LW-style players, I have NPC for that xD

Sebastian

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Re: SkyNet MultiModes
« Reply #5, on February 24th, 2017, 11:18 AM »
A zombie gamemode without a destroyed city ... is not a zombie gamemode
But still, wish you the best ! I like how you are using the GUI.

DizzasTeR

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Re: SkyNet MultiModes
« Reply #6, on February 24th, 2017, 11:19 AM »
Yet another person who did efforts to bring something unique ( There have been only 2 multigamemode servers in vcmp history so yeah counts as unique here ) but sadly I've mentioned it several times already, the player count won't rise.

KAKAN

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oh no

vito

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Re: SkyNet MultiModes
« Reply #8, on February 24th, 2017, 12:59 PM »
Yes, GUI there is looks modern and minimalistic I ever seen in vc-mp.

Darran

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Re: SkyNet MultiModes
« Reply #9, on February 24th, 2017, 01:06 PM »
it's not create lag if 30 players there?

vito

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Eva

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vito

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Re: SkyNet MultiModes
« Reply #12, on February 24th, 2017, 06:27 PM »
note he is a first in vcmp who attached object to player's skin (in dff) for ctf/bomb

jWeb

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Re: SkyNet MultiModes
« Reply #13, on February 24th, 2017, 07:04 PM »
Quote from vito on February 24th, 2017, 06:27 PM
note he is a first in vcmp who attached object to player's skin (in dff) for ctf/bomb
That kinda implies modifying all skins to include a flag, no, two flags. So you now probably have 3 times more skins than usual. The ones without a flag, the ones with the red flag and the ones with the blue flags.

While this method is not very efficient in therms of resource usage. I must commend him on his effort because it's efficient and accurate in therms of latency. Since there's no built-in way of dong it.

Sebastian

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Re: SkyNet MultiModes
« Reply #14, on February 24th, 2017, 07:16 PM »
I guess everything is ok, since he is using only one player model per team.
Quote from jWeb on February 24th, 2017, 07:04 PM
Since there's no built-in way of dong it.
I've been suggesting such attaching functions since 0.3 ...