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 Post subject: Dual runes on 26003
PostPosted: Thu Apr 09, 2015 10:05 pm 
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zop.runequake.com
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Since I was lazy and left bugs in the April Fool's dual-runes mod that caused the server to crash, I did some fixing and now the Slotinator has put it on server port 26003 for a time to test for more bugs and such. Think of it as an early christmas present.

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 Post subject: Re: Dual runes on 26003
PostPosted: Sun Apr 12, 2015 12:42 am 
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PRVM_ERRORDUMP seems to be a darkplaces setting, which is not what the server runs.

I did some fixing of a couple major problems- one could cause a crash easily by holding two certain runes, Shambler and Pack Rat, at the same time. There still is a bit of uncertainty with having a raging shambler out and about (from dying) then getting the shambler rune again. This particular moment I've already seen work ok with nothing happening until the raging shambler dies off, but there are some known and unknown situations from this point in time that are untested.

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 Post subject: Re: Dual runes on 26003
PostPosted: Tue Apr 14, 2015 1:40 am 
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I think the shambler getting stuck in walls is preferred over not having a meat shield in a small tunnel when you need it there. Which, unfortunately, looks funny in the ceiling and such. Believe it or not, there is actually some code that will respawn the shambler if it first spawns in a small area. I think it only happens when you first pick up the rune and are in a small corridor or some such... then, the shambler will keep respawning itself to you until it's in a clear area.

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 Post subject: Re: Dual runes on 26003
PostPosted: Sun Apr 19, 2015 1:20 am 
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Thanks, that bug is now fixed.

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 Post subject: Re: Dual runes on 26003
PostPosted: Mon Apr 20, 2015 2:42 am 
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As amusing as it would be to have the two runes you carry notice each other, there's actually a huge number of possible combinations. It sounds like a lot of work to think about, and a lot of extra code to write. On the other hand, some runes already do work together, like Strength and Haste... but maybe some do not, like Strength and Gravity. Additionally, there is the question: Should the gravity well's damage be doubled in this case? I don't know, and I don't even know if it is or not- I never looked into it or tested it. Admittedly, it's hardly a big deal either way, with Gravity, and even less with Death Traps, for example. In the end, Dual Runes won't be on the main server, except as a joke, so I can't say it's worth that much effort.

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 Post subject: Re: Dual runes on 26003
PostPosted: Wed Apr 22, 2015 5:21 pm 
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Radio + Bezerk = owned!

Assuming it works like I would expect, radio the popular map spots and don't die. Super quick frags on a populated server since you'll never lose radio, as long as you don't die you can contaminate the map all game long!!

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 Post subject: Re: Dual runes on 26003
PostPosted: Fri Apr 24, 2015 1:38 am 
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That's not a bug... that's a feature!

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 Post subject: Re: Dual runes on 26003
PostPosted: Fri Apr 24, 2015 12:30 pm 
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Vote off spawn shields, get quad too... w00t!

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 Post subject: Re: Dual runes on 26003
PostPosted: Tue Apr 28, 2015 1:58 pm 
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My intention isn't to change any mechanics outside the number of runes you can use simultaneously. That's just more work!

I know you have a mod you've been working on, so I'm wondering why the idea isn't being used there. However, it seems odd that that someone owning face would get a bonus.

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