SourGaming FC: Futbol Modundan Görüntüler 1 not

Aibsmod Test 8'le birlikte gelen muhteşem futbol modundan, şimdilik mevcut olan iki saha-map'inden [Download: cruelstroke ve skos'un futbol mapi, (football1 ve football2 adlı iki ayrı map içerir)] birkaç screenshot aldım. Ve gerçekten göründüğü kadar eğlenceli! İlk maçlardan görüntüler -- her resme tıklayıp büyük halini görebiliyorsunuz:



UPDATE: Yüksek kaliteli config'le çekilmiş screenshot'lar da eklendi. Tamamını Oku'ya tıklayarak hepsini görebilirsiniz.





























Etiketler:

Tamamını Oku →

Aibsmod Test 8 (v0.80) 0 not



Milli gururumuz aib tarafından geliştirilmekte olan Aibsmod'un son releasei, Test 8, bugün yayınlandı. Bu release şu linkten [bu link] indirebilirsiniz (yakın zamanda Q3Files'a da eklenecektir). Ayrıca bu versiyonla eklenen Football oyunu için tasarlanmış iki haritayı da Q3Files'da "football.pk3" adı altında bulabilirsiniz (ya da direk buraya [şuraya] tıklayabilirsiniz). Bu paketin içinde "football1" ve "football2" isimli iki harita bulacaksınız.

Aibsmod'la ilgili daha detaylı bilgileri "FAQ: Aibsmod" yazısında bulabilirsiniz. Test 8 ile eklenen özellikleri de yakında oraya ekleyeceğiz.

Bu versiyonun readme dosyasının içeriğini okumak için yazının tümünü görüntüleyin (alttaki Tamamını Oku'ya tıkırdayarak).

*** aibsmod Documentation ***

v0.80 Notes:
#sourgaming:
Selamlar. Moda bu versiyonda futbol modu basta olmak uzere birkac yenilik ekledim! Yeni komutlari filan burada bulabilirsiniz. Cruel ve gelaek'in maplerini test ediniz. --aib

Installing:

Extract the archive file (probably the one you found this file in) to your Quake 3 directory. The archive contains a directory itself, so you should have:

* X:\Quake3\aibsmod_test8\readme.txt
* X:\Quake3\aibsmod_test8\pak0.pk3

Where X:\Quake3 is your Quake 3 directory.


Variables:
Server Variables/Settings:

* am_fastWeaponSwitch <0/1>
This setting controls whether weapon switching occurs instantly (1; CPMA/3wave style) or with a delay (0; VQ3). Players can "callvote fastswitch 0/1" to change this setting.

* am_trainingMode <0/1/2>
This setting determines whether "training mode" is active or not. If active (1 or 2), players will be invulnerable. They will be able to walk through eachother and will not telefrag one another. Weapons will cause knockback but no damage. In addition, if this setting is 1, players will be given all weapons and infinite ammo. Players can "callvote training 0/1/2" to change this setting.

* am_airControl
This setting is the acceleration constant for air movement. The default is 1.0, same as the original Quake setting. Setting it higher gives people more air control a la CPMA, but with more sensible movements. (For example, if pressing "right strafe" while going left stops you, pressing "right strafe" again for the same amount of time makes you move in the opposite direction. CPMA allows you to instantly change your direction using the "forward" key only; VQ3 (and aibsmod) allows you to *accelerate* towards any direction, making direction change more gradual. Setting this value higher makes it less gradual.)

* am_selfDamage <0/1>
This setting controls whether players can damage themselves. If set to 0, players cannot damage themselves (neither health nor armorwise) but knockback still applies. Players can "callvote selfdamage 0/1" to change this setting.

* am_piercingRail <0/1>
This setting controls whether railgun shots go through walls. Players can "callvote piercing 0/1" to change this setting.

* am_hyperGauntlet <0/1>
This server setting controls whether the gauntlet does 50 (normal) or 1000 (instant-kill) damage. Players can "callvote hypergauntlet 0/1" to change this setting.

* am_rocketBounce
This setting controls whether rockets can bounce off of walls. 0 is the default and doesn't allow rockets to bounce off walls. Changing this setting to any number will allow rockets to bounce that many times. For example, if am_rocketBounce is 2, rockets will bounce off of the first two walls they encounter, and then explode on the third. If set to a negative number, rockets that have bounced off at least once will be able to hit their owners. Players can "callvote rocketbounce n" to change this setting.

* am_nonRamboKill <0/1/2>
This setting controls whether non-rambo players can be damaged by other non-rambo players. If it is "0", non-rambo players cannot be damaged by other non-rambo players. A value of "1" will allow such damage, but will not reward (or punish) such kills in [non-team] Rambomatch mode. A value of "2" will punish non-rambo killers by subtracting a point from their score in [non-team] Rambomatch mode. In Team Rambomatch mode, settings 1 and 2 do not differ and always reward opposing team non-rambo kills with +1 and punish team kills with -1. Players can "callvote nonrambokill 0/1/2" to change this setting.

* am_redGoalRotation and am_blueGoalRotation
These settings rotate the red and blue goalposts respectively, if the map isn't using custom ones. They are necessary on maps where the red/blue flag orientation isn't correct, i.e. the goalposts that have replaced the flags in Football mode are facing the wrong way. They can also be used to make scoring a goal more difficult. Their values are in degrees clockwise from the original orientation. (e.g. "am_redGoalRotation 90" means "turn the red goalpost 90 degrees clockwise")

* am_dropTeamPowerups <0/1>
This setting controls whether players drop their current powerups (e.g. quad) when they die in team games, as they do in FFA games.

* am_droppableWeapons <0/1>
Controls whether the "drop weapon" client command is enabled.


Client Variables/Settings:

* am_showKillNotice <0/1/2>
This setting controls where the [occasionally annoying] "You fragged x/1st place with n kills" message appears. "1" is the default setting and doesn't change anything. Setting it to "0" will completely disable the message (you can still read your own kills from the "chat log" in the upper left corner) and setting it to "2" will make the message appear in the top center side of your screen, as opposed to the dead middle. Give it a try.

* am_drawSpeed <0/1/2>
This setting draws the infamous "player speed meter" (if not "0".) "1" draws it in the upper right corner, just below the FPS meter; "2" draws it in the middle of the screen, a bit below the crosshair.

* am_drawSpeedMethod <0/1/2>
* am_drawSpeedFrames <1-255>
See the section entitled "The Enhanced Speed Meter" below.

* am_drawButtons <0/1>
This setting controls whether an overlay indicating the buttons pressed by the current player (or spectator target) will be drawn.

* am_drawFootballTracer <0/1>
If set to 1, a line will be drawn from the current player's position towards the football. It will have the possessor's team color (or white.) This setting is currently disabled.

Client Commands:

* drop weapon
This command drops your current weapon and all its ammo, presumably for a teammate to pick up. You cannot pick up a weapon you have dropped for 5 seconds. am_droppableWeapons needs to be 1 in order for this command to work.


The Enhanced Scoreboard:

aibsmod has an enhanced scoreboard: To the left of players' names, their Excellent, Impressive and Gauntlet (Humiliation) counts are listed in their respective colors (Excellent=yellow, Impressive=cyan, Gauntlet=red). Furthermore, the Rambo in Rambomatch and Team Rambomatch games, and the ball carrier in Football games will be highlighted green.


The Enhanced Speed Meter:

aibsmod has an "enhanced" speed meter built-in. It has different methods of calculating the player's horizontal (x/y) speed, over varying amounts of time. The mod records the client speed over am_drawSpeedFrames frames, adjustable from 1 to 255. What it does with this information is up to am_drawSpeedMethod:

Method 0 (or any number other than 1 and 2) is a simple average. Speeds recorded on the previous N frames are added up and then the result is divided by N, giving the average speed.

Method 1 is the maximum speed attained over N frames. It simply gives the highest speed among the previous N frames.

Method 2 is the speed attained at the highest client position among the previous N frames. In this method, the mod records the player's z-coordinate (up/down axis) value in addition to the speed over the last N frames, and gives the speed at the highest point among these N frames. Note that this value will be lower than the maximum speed attained as the player gains horizontal speed while falling down; this is precisely the information discarded by this method.

"N" in the descriptions above stands for the current value of am_drawSpeedFrames, clipped to 1 or 255 if outside that range.

Thus, am_drawSpeedMethod 0 and am_drawSpeedFrames 1 will give you your current speed; am_drawSpeedMethod 1 and am_drawSpeedFrames 10 will give you your maximum speed in the last 10 frames; am_drawSpeedMethod 2 and am_drawSpeedMethod 100 will give you your speed at the time you were at your highest vertical position in the last 100 frames.


Gametypes:

* Rambomatch (g_gametype 3):
One person is deemed the "rambo". Only killing the rambo and kills made by the rambo count as a point. If the rambo is killed or otherwise dies, the last person to attack them becomes rambo. If there is no such person, the next person to spawn becomes rambo. Suicides give you -1 point.

* Team Rambomatch (g_gametype 5):
Same as above, team scores are the sum of the indiviuals' scores. Attacking a teammate rambo doesn't count, so if the rambo dies, rambo status goes to the last enemy to attack the rambo, or to the next person to spawn. Normal kills count as 1 point, rambo kills as 2 points, and a team that steals rambo from the other team gets 10 points, awarded to the person to become the new rambo.

* Football (g_gametype 10):
The Quake version of football (or handball, or soccer, etc. --point being, there is a ball.) The players' aim is, of course, to shoot it through the opposing team's goalpost. If maps have custom goalposts (see the Mapmaking section below) and/or a custom football spawn point, they will be used. If not, the ball will spawn at the white flag's spawn point and red/blue flags will be replaced by premade goal posts.


Mapmaking:
The Football gametype introduces a few custom brushes (regions or triggers) and entities (points.)

The first is a point entity called "football_ball". This is where the ball spawns at the beginning of a football game, after a goal is scored or the ball goes out. If this entity doesn't exist on a map, the white/neutral flag spawn point ("team_CTF_neutralflag") will be used.

The red/blue goals are very customizable as they use region brushes. When the ball goes inside a region called "football_redgoal", it scores a goal for the blue team, and vice versa for "football_bluegoal". These regions will be playerclip (the players won't be able to go through them except in training mode), but otherwise immaterial. They can be any shape and size, and you can have multiples of these regions, so it is possible to create a goal (goal post) having any shape you desire. Note that you will have to create their surroundings as well, e.g. actual posts for the goal or back/top/left/right-side covers so that it's only possible to shoot from the front.

If these regions don't exist, then aibsmod will search for the CTF red/blue flag entities and replace them with simple cuboid goals. These goals will have top, back, left and right covers and will face the direction where the original flag would be facing. (Which is not always the proper orientation, but luckily it is possible to rotate them with the am_redGoalRotation/am_blueGoalRotation admin variables.

If you're using GTKRadiant, you might want to add these lines to your entities.ent file, preferably just before the last "
" line:



This is the football (spawn point) for aibsmod football.

If this entity doesn't exist on a map, the ball will spawn at the neutral flag post.



This is used for aibsmod custom football goal posts. When the ball goes inside this region, it will score a goal for the opposing (blue) team.

If this region doesn't exist on a map, the CTF flag posts will be replaced by premade goal models, whose insides will consist of this region.



This is used for aibsmod custom football goal posts. When the ball goes inside this region, it will score a goal for the opposing (red) team.

If this region doesn't exist on a map, the CTF flag posts will be replaced by premade goal models, whose insides will consist of this region.




Notes:

This mod is no longer compatible with vanilla Q3 clients (meaning clients lacking this mod.) This was a design decision taken around test6, where fast weapon switching, training mode and the button display was implemented. Whereas VQ3 clients couldn't simply benefit from the former two, the method used for sending button presses to spectator aibsmod clients dropped their respective spectatees from the game due to the lack of a particular feature in the Q3A code.


Credits:

TODO
Orhan "aib" Kavrakoglu - http://aib.ftuff.com/ and aibok42 gmail.
Thanks to the guys at irc.freenode.net #sourgaming for helping me test the mod, and for their ideas.
Thanks to gelaek/skos for making dy3ram, the first map designed for Rambomatch play!
Thanks to cruelstroke and skos for their football maps, help with sounds and their constant feedback.
Thanks to fuayfsilfm/vesc for keeping my TODO list :S and keeping me motivated.

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Tamamını Oku →

FAQ: Aibsmod 0 not

Şahane SourGamer'lardan biri olan aib'in yaptığı ve tüm SourGaming camiasının maddi manevi desteğiyle gün geçtikçe gelişen ve serpilen bir mod aibsmod. Halen daha test aşamasında (en son çıkan test releaseini aşağıda bulabilirsiniz) ve bundan dolayı da durmadan yeni yeni özellikler ve oyun türleri ekleniyor.

Bu yazı Quake 3'ten ziyade aibsmod'a yoğunlaşacağından, ilk önce şu yazıyı okumanızı öneririm => FAQ: Quake 3 Arena.

*

aibsmod nereden bulunur?
Şu an serverımızda aibsmod'un 0.70 versiyonu yüklü olmakla beraber, yeni versiyonlar çıktıkça server da update edilmektedir. Her yeni releasede buraya link eklenecektir, bu yüzden en son releasei indirmeniz sorunsuz oynamanızı sağlayacaktır. Ayrıca ilgili versiyonun readmesini içeren bir duyuru da siteye eklenecektir, ona da bakmanızı öneririm.
· aibsmod Test 7: [oku] [indir]
· aibsmod Test 8: [oku] [indir]


Bu modla oyuna eklenenler neler?
Test 7 itibariyle;
· rambomatch
· training mode
· fastswitch
· hypergauntlet
· piercing rail
· bouncy rockets
· self damage ayarı
· kill notice ayarı
· hız göstergesi (drawspeed)
· tuş göstergesi (drawbuttons)
Test 8 ile eklenenler;
· football
· hava kontrolü
· seken roketler (bouncy rockets)
· silah bırakma
· düşmeyen poweruplar


Rambomatch nedir?
aibsmod'la gelen bu oyun türünde oyunculardan biri Rambo olur. Sadece Rambo'yu öldürmek ve Rambo iken öldürmek oyuncuya puan kazandırır. Kendini öldürmek -1 puanla cezalandırılırken, Rambo olmayan oyuncuların birbirini öldürmesi farklı şekillerde ayarlanabilir. Ayrıca bir de Team Rambomatch vardır. Daha detaylı bilgi ve variablelar için en son versiyonun readme dosyasına bakınız.


Training Mode nedir?
Oyuncuların birbirinin içinden geçmesini sağlayarak telefraggingi ortadan kaldıran, silahların knockbacki aynı kalsa da hasar vermesini engelleyen, oyuncuların antrenman yapmasını sağlayan bir oyun modudur. Bu moda geçildiğinde tercihe göre tüm oyunculara tüm silahlar sınırsız mermiyle birlikte verilebilir. Daha detaylı bilgi ve variablelar için en son versiyonun readme dosyasına bakınız.


Fastswitch nedir?
SourGaming'de oynanan diğer modlarda da (Threewave, CPMA) olan bu özellik hakkında detaylı bilgi "FAQ: Quake 3 Arena" yazısında mevcuttur. Daha detaylı bilgi ve variablelar için en son versiyonun readme dosyasına bakınız.


Hypergauntlet nedir?
Açık olduğu zaman bir gauntlet vuruşunun 50hp yerine 1000hp hasar vermesini sağlayan bir ayardır. Daha detaylı bilgi ve variablelar için en son versiyonun readme dosyasına bakınız.


Piercing Rail nedir?
Rail atışlarının herhangi katı bir alan (duvar, sütun vs) tarafından engellenmeyip içinden geçmesini sağlayan bir ayardır. Ayrıca bu yolla alınan fraglar için özel bir mesaj da mevcuttur. Daha detaylı bilgi ve variablelar için en son versiyonun readme dosyasına bakınız.


Self Damage ayarı nedir?
AIB's Mod'da istenirse oyuncuların kendilerine hasar vermesi engellenebilir. Bunun en bariz örneği hasar almadan rocket jump yapabilmektir. Daha detaylı bilgi ve variablelar için en son versiyonun readme dosyasına bakınız.


Kill Notice ayarı nedir?
Oyuncu bir frag aldığında ekranın ortasında çıkan "You fragged X" mesajını tamamen ortadan kaldırmayı veya ekranın üst kısmında çıkmasını sağlar. Daha detaylı bilgi ve variablelar için en son versiyonun readme dosyasına bakınız.


Hız Göstergesi nedir?
Crosshairin biraz altında veya sağ üst köşede oyuncunun o anki hızı ups (units per second) cinsinden gösterilebilir. Örneğin standart koşma hızı 320 ups'e denk gelir. Daha detaylı bilgi ve variablelar için en son versiyonun readme dosyasına bakınız.


Tuş Göstergesi nedir?
Ekranın orta alt kısmında oklar, zıplama ve ateş tuşlarından oluşan bir grafik gösterilmesini sağlar. Bu grafikte oyuncunun o an bastığı tuşlar gözükür. Özellikle başka bir oyuncuyu izlerken nasıl oynadığını anlamak için kullanılabilir. Daha detaylı bilgi ve variablelar için en son versiyonun readme dosyasına bakınız.


Football nedir?
Futboldur. Quake üzerinden futbol (teorik olarak topla oynanabilen tüm oyunlar) oynanabilmesini sağlayan bir oyun türüdür. CTF (aslında OneFlag) için uygun olan tüm haritalar, bayraklar yerine birer kale ve ortaya da top konarak futbol oynanır hale gelebilir. Bunun yanında Football moduna özel yapılmış haritalarda da hiçbir ekleme olmadan oynanabilir. Bu oyun türüne uygun iki özel haritayı Q3Files'da "football.pk3" adı altında bulabilirsiniz (ya da direk buraya [şuraya] tıklayabilirsiniz). Bu paketin içinde "football1" ve "football2" isimli iki harita bulacaksınız. Daha detaylı bilgi ve variablelar için en son versiyonun readme dosyasına bakınız.


Hava kontrolü nedir?
Quake motorunda değiştirilemez olan ayarlardan birini değiştirilebilir hale getiren bir özelliktir. Havada yön değiştirme ve hızlanmaya etki eder. CPMA'daki hava kontrolünden kısmen farklıdır. Daha detaylı bilgi ve variablelar için en son versiyonun readme dosyasına bakınız.


Seken roket nedir?
Roketlerin duvarlardan sekmesini sağlar. Roketlerin kaç kez sekeceği ayarlanabilmekle beraber, seken roketin atanı vurması da sağlanabilir. Daha detaylı bilgi ve variablelar için en son versiyonun readme dosyasına bakınız.


Silah bırakma nedir?
CCTF oyunlarındaki rün bırakma ve bayrak bırakma gibi, elinizdeki silahı yere bırakmanızı sağlayan bir ayardır. Gauntlet ve machine gun hariç elinizde bulunan herhangi bir silahı bırakabilir. Bir tuşa atamak için konsolu açıp "/bind x drop weapon" yazabilirsiniz. Daha detaylı bilgi ve variablelar için en son versiyonun readme dosyasına bakınız.


Düşmeyen poweruplar nedir?
Eğer istenirse oyun esnasında herhangi bir powerupın (quad, haste) ölen bir oyuncudan düşmemesi sağlanabilir.
Daha detaylı bilgi ve variablelar için en son versiyonun readme dosyasına bakınız.


Daha başka özellik yok mu?
Var var, bir sürüsü geliyor daha. Her releaseden sonra ekleyeceğiz elbet.


Güzel o zaman. Müteşekkirim.
Asıl ben müteşekkirim. Hadi gel oynayak.

*

Henüz aibsmod'la ilgili sözler söyleyen başka bir yer yok. Ama emin olun, gelecekte her yer aibsmod olacak, herkes aibsmod'u konuşacak. Hell yeah hallelujah!

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Tamamını Oku →

Aibsmod v0.70 (Test 7) 0 not



q3.sourberry.org:26667 VQ3 (Vanilla Quake 3) server'ına bağlanabilmek için bunu kurmuş olmanız gerekiyor.

  • Download: aibsmod_test7

  • aib'in geliştirdiği bu mod kısaca/öncelikle hız göstergesi (ups -- units per second), Quake trick'leri çalışmak için "training mode" (böylece xcm_tricks2 gibi map'lerde sürekli telefrag'ten ölüp durmuyoruz, tam bir hayat kurtarıcı), oyun içinde oylanabilir "fast switch" seçeneği gibi sourgaming kitlesinin ihtiyaçlarına yönelik kimi kolaylıklar sağlıyor.

    Modun readme'sini post'un devamında görüntüleyebilirsiniz.

    *** aibsmod_test7 Documentation ***

    Notes for #sourgaming:

    Cikan buglari ve onerilerinizi bana iletiyorsunuz, degil mi?

    Moda yeni bir oyun turu koymayi dusunuyorum. Ramboyu da cok kisiyle test etmedik daha, pek oturmadi.
    Bu release'i herkese dagitabilirsek bol bol oynama sansimiz olur.

    skos birkac yeni map cikardi, onlari da almayi unutmayin.

    Modun bi versiyonunda kurtuldugumdan emin olamadigim bir bug var gibi, harita degisiminde oyunu crash edebiliyo. Oyle bir sey oldugu takdirde pak1.pk3 seklinde bir update cikarabilirim, yeni ekleyecek bir seyim yoksa. Serverda test etmeden once 3-4 kisi soyle bikac oyun atmak istiyorum, sonucta server bu moda gectigi andan itibaren modsuz Q3'le girilemeyecek. (Gerci 26667'ye pek giren yok artik)


    test6 notlari:

    Su anda aibsmod'un test6 versiyonunu denemektesiniz. Simdiye kadar tum onerileriniz, geri donusleriniz ve desteginiz icin tesekkur ederim. Yakinda modun test olmayan, duz versiyonlari cikacaktir ve duzgun bir web sitesinden indirilebilir hale gelecektir. Mod, bu versiyondan itibaren VQ3 (modsuz, duz Quake 3 clientlari) ile uyumsuzdur ve oynamak icin hem serverin hem de butun oyuncularin moda sahip olmasini gerektirir. disq'in, VQ3 sunucusunu bu moda gecirip gecirmeyecegini bilmiyorum, daha konusmadik, fakat bunu yapmasi, ben bu modu release edip web siteme koyana kadar mantiksiz olacaktir; zira sunucumuza disardan gelen insanlar mevcut.

    Bana her zamanki gibi kanaldan ulasabilirsiniz, ve hatta ulasiniz. Moda ekletmek istediginiz fikirler varsa hemen iletiniz, cunku mod test surecinden cikmak uzeredir, bundan sonra buyuk degisiklikler yapmak cok daha uzun zaman alacaktir.

    Installing:

    Extract the archive file (probably the one you found this file in) to your Quake 3 directory. The archive contains a directory itself, so you should have:

    * X:\Quake3\aibsmod_test7\readme.txt
    * X:\Quake3\aibsmod_test7\pak0.pk3

    Where X:\Quake3 is your Quake 3 directory.


    Variables:
    Server Variables/Settings:

    * am_fastWeaponSwitch <0/1>
    This server setting controls whether weapon switching occurs instantly (1; CPMA/3wave style) or with a delay (0; VQ3). Players can "callvote fastswitch 0/1" to change this setting.

    * am_trainingMode <0/1/2>
    This server setting determines whether "training mode" is active or not. If active (1 or 2), players can walk through eachother and will not telefrag one another. Weapons will cause knockback but no damage. In addition, if this setting is 1, players will be given all weapons and infinite ammo. Players can "callvote training 0/1/2" to change this setting.

    * am_selfDamage <0/1>
    This server setting controls whether players can damage themselves. If set to 0, players cannot damage themselves (neither health nor armorwise) but knockback still applies. Players can "callvote selfdamage 0/1" to change this setting.

    * am_piercingRail <0/1>
    This server setting controls whether railgun shots go through walls. Players can "callvote piercing 0/1" to change this setting.

    * am_hyperGauntlet <0/1>
    This server setting controls whether the gauntlet does 1000 (instant-kill) or 50 (normal) damage. Players can "callvote hypergauntlet 0/1" to change this setting.

    * am_nonRamboKill <0/1/2>
    This server setting controls whether non-rambo players can be damaged by other non-rambo players. If it is "0", non-rambo players cannot be damaged by other non-rambo players. A value of "1" will allow such damage, but will not reward (or punish) such kills in [non-team] Rambomatch mode. A value of "2" will punish non-rambo killers by subtracting a point from their score in [non-team] Rambomatch mode. In Team Rambomatch mode, settings 1 and 2 do not differ and always reward opposing team non-rambo kills with +1 and punish team kills with -1. Players can "callvote nonrambokill 0/1/2" to change this setting.

    Client Variables/Settings:

    * am_showKillNotice <0/1/2>
    This client setting controls where the [occasionally annoying] "You fragged x/1st place with n kills" message appears. "1" is the default setting and doesn't change anything. Setting it to "0" will completely disable the message (you can still read your own kills from the "chat log" in the upper left corner) and setting it to "2" will make the message appear in the top center side of your screen, as opposed to the dead middle. Give it a try.

    * am_drawSpeed <0/1/2>
    This client setting draws the infamous "player speed meter" (if not "0".) "1" draws it in the upper right corner, just below the FPS meter; "2" draws it in the middle of the screen, a bit below the crosshair.

    * am_drawSpeedMethod <0/1/2>
    * am_drawSpeedFrames <1-255>
    See the section entitled "The Enhanced Speed Meter" below.

    * am_drawButtons <0/1>
    This client setting controls whether an overlay indicating the buttons pressed by the current player (or spectator target) will be drawn.


    The Enhanced Scoreboard:

    aibsmod has an enhanced scoreboard: To the left of players' names, their Excellent, Impressive and Gauntlet (Humiliation) counts are listed in their respective colors (Excellent=yellow, Impressive=cyan, Gauntlet=red). Furthermore, if a Rambomatch or Team Rambomatch type game is being played, the rambo has their background highlighted in green.


    The Enhanced Speed Meter:

    aibsmod has an "enhanced" speed meter built-in. It has different methods of calculating the player's horizontal (x/y) speed, over varying amounts of time. The mod records the client speed over am_drawSpeedFrames frames, adjustable from 1 to 255. What it does with this information is up to am_drawSpeedMethod:

    Method 0 (or any number other than 1 and 2) is a simple average. Speeds recorded on the previous N frames are added up and then the result is divided by N, giving the average speed.

    Method 1 is the maximum speed attained over N frames. It simply gives the highest speed among the previous N frames.

    Method 2 is the speed attained at the highest client position among the previous N frames. In this method, the mod records the player's z-coordinate (up/down axis) value in addition to the speed over the last N frames, and gives the speed at the highest point among these N frames. Note that this value will be lower than the maximum speed attained as the player gains horizontal speed while falling down; this is precisely the information discarded by this method.

    "N" in the descriptions above stands for the current value of am_drawSpeedFrames, clipped to 1 or 255 if outside that range.

    Thus, am_drawSpeedMethod 0 and am_drawSpeedFrames 1 will give you your current speed; am_drawSpeedMethod 1 and am_drawSpeedFrames 10 will give you your maximum speed in the last 10 frames; am_drawSpeedMethod 2 and am_drawSpeedMethod 100 will give you your speed at the time you were at your highest vertical position in the last 100 frames.


    Gametypes:

    * Rambomatch (g_gametype 3):
    This is the main gametype. One person is deemed the "rambo". Only killing the rambo and kills made by the rambo count as a point. If the rambo is killed or otherwise dies, the last person to attack them becomes rambo. If there is no such person, the next person to spawn becomes rambo. Suicides give you -1 point.

    * Team Rambomatch (g_gametype 5):
    Same as above, team scores are the sum of the indiviuals' scores. Attacking a teammate rambo doesn't count, so if the rambo dies, rambo status goes to the last enemy to attack the rambo, or to the next person to spawn. Normal kills count as 1 point, rambo kills as 2 points, and a team that steals rambo from the other team gets 10 points, awarded to the person to become the new rambo.


    Notes:

    This mod is no longer compatible with vanilla Q3 clients (meaning clients lacking this mod.) This was a design decision taken around test6, where fast weapon switching, training mode and the button display was implemented. Whereas VQ3 clients couldn't simply benefit from the former two, the method used for sending button presses to spectator aibsmod clients dropped their respective spectatees from the game due to the lack of a particular feature in the Q3A code.


    Credits:

    Orhan "aib" Kavrakoglu - http://aib.ftuff.com/ and aibok42 gmail.
    Thanks to the guys at irc.freenode.net #sourgaming for helping me test the mod.
    Thanks to gelaek/skos (same place) for making dy3ram, the first map designed for Rambomatch play!
    Thanks to fuayfsilfm/vesc (same place) for keeping my TODO list :S and keeping me motivated.

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