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(0001547)
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kgsws
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2011-05-02 14:13
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I think considering Skulltag is a multiplayer port, little as possible should be done with cheats. At most, I think fixing this particular bug is all that's needed to suffice.
Putting in the entire kit and kaboodles with the cheat server control is too much, in my opinion, because Skulltag isn't a game about Doom cheats. Such functions should really fit better in a more developmental setting such as ZDoom. |
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(0001550)
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kgsws
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2011-05-02 21:29
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Well, skulltag is multiplayer port. Someone likes deathmatch, someone coop and someone likes spawning actors with other players. Cheat server is like server with another game mode, and some players like it. This will be OK, but there are other players that for some reason don't like this "gamemode" and ruin it for others.
I made ACSC to help cheat servers against this type of players. This can be added in skulltag without any problems (i did it without access to up-to-date source code), i also found few bugs that could be fixed, and i also have few more ideas that are very hard to implement this way.
And yes, i like cheat servers (usually), thats why i made kgBuild, it is new gamemode where you can build entire map with oter players ... in skulltag. |
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> I would like to fix it (and more cheat bugs) with adding this:'http://www.skulltag.com/forum/viewtopic.php?f=13&t=28805 [^]' directly into skulltag, without needing any patching.
If it requires minimal work on my part, I may consider this. I personally see no point in cheat servers (debugging aside), but IMHO giving more control to server admins can't hurt. |
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From the thread you linked:
Quote
Also sorry, no linux version, i use linux, but i don't have enough experiences with debugging and similar things in linux.
If it were the possibility to implement it in linux, since IIRC a lot of people hosts on Linux servers. It's nothing urgent, though. |
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(0001554)
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kgsws
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2011-05-03 19:37
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> If it requires minimal work on my part, I may consider this. I personally see no point in cheat servers (debugging aside), but IMHO giving more control to server admins can't hurt.
No problem, i can add required CCMDs, should i use ZDoom as base or old GZDoom? (with notes/hints where to apply it in skulltag)
> If it were the possibility to implement it in linux, since IIRC a lot of people hosts on Linux servers. It's nothing urgent, though.
Adding this directly into source code will fix this problem. |
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This should inform connecting clients about the cheats of other players.
> No problem, i can add required CCMDs, should i use ZDoom as base or old GZDoom? (with notes/hints where to apply it in skulltag)
I'm wondering whether it's better to use GZDoom revision 323 or Skulltag 97c2 as base. |
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(0001583)
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kgsws
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2011-05-09 02:57
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> I'm wondering whether it's better to use GZDoom revision 323 or Skulltag 97c2 as base.
No problem with GZDoom 323, but for some reason i can't compile skulltag 97c2 (under linux). |
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> This should inform connecting clients about the cheats of other players.
It fixed the issue. |
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97c2 is not Linux compatible. I first ported Skulltag to Linux in v0.97d-beta4. |
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Not sure to know why this is still open, considering the thing was fixed very long ago by this (tested on a 1.3 server + 2 clients). |
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