SmartCTF

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van
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SmartCTF

Post by van »

SmartCTF_4G - Smart Capture The Flag
Shot00000.png
Shot00001.png
Release Version: 4G (Updated from 4E, Left out 4F due to interference with Clanmade Customs)
Release Date: 20.02.2025

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Changelog:
Bug Fixes: Counting Total Flags in SmartCTF Server Info is now working
Bug Fixes: Ensured that SmartCTFGameReplication is loading properly and reading EndStats correctly
Bug Fixes: Removed accessed none warnings
CountryFlags Updated -> is Designed to work with CountryFlags32e!
Added some Debug Options for GameReplication
Code Cleanup and some Minor Fixes
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For more Information -> check the ReadMe

Greetings
vanitysan aka [s§s]HanNibaL
SmartCTF_4G.zip
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Last edited by van on Fri Feb 21, 2025 10:50 am, edited 4 times in total.
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esnesi
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Re: SmartCTF_4G

Post by esnesi »

Such topics deserve a screenshot of the product and changes :(
*edit, thanks!!
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EvilGrins
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Re: SmartCTF_4G

Post by EvilGrins »

Ran a check on it via CTF4, as I think it's an ideal thing to test any CTF type mutator.

Not surprisingly, that didn't go so great.
Image Image
Most CTF mutators don't handle things well when there's more than 2 teams.

So I opted for a different map edit, for standard 2 team play.
Image
Not released yet, but already pathed by Nelsona.

I like the logo for the mutator in the upper right corner, especially as it's only there briefly and fades away fast.

Now despite the 2-teams only this game was still running under CTF4, which brings us to my next observation.
Image
As you can see there, scoreboard shows both teams have 1 point each.

But they actually didn't:
Image
CTF4 has each team lose a point when the other team scores a capture, so 1 team had a point and the other had a negative point.

Not a big deal, mutator runs fine for standard CTF play. This was merely interesting.

Only other things:
· My skins' talk textures aren't a uniform size, I tend to use 100x100 periodically over the standard 96x96 or 64x64 which shows much larger on the scoreboard. Can only imagine how one of my Sktroopers would look on there, as their talk textures are 256x256.

· UTDM-monsters on the map didn't show up on the scoreboard, which wasn't terribly surprising but notable as they show up on the normal scoreboard.
van
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Re: SmartCTF_4G

Post by van »

Well, i didnt touched the scoreboard really, my only intend was to fix the GRI Replication that never really worked properly since it came out.
BUT, since you mentioned this, i will come up with a fix for that with the next release :) Will take a while tho, think i got to strip out quit few from the original code and have to re-do it.

Thanks for the response :)

Greetings
van
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EvilGrins
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Re: SmartCTF_4G

Post by EvilGrins »

Just to be thorough, here's one with an SKtrooper on the Blue Team.

"NELSONA" has a talk texture which is 256x256... and clearly it takes up a lot of space.
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van
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Re: SmartCTF_4G

Post by van »

EvilGrins wrote: Fri Feb 21, 2025 2:39 am Just to be thorough, here's one with an SKtrooper on the Blue Team.

"NELSONA" has a talk texture which is 256x256... and clearly it takes up a lot of space.
I'm working on Release "H" right now
Process so far:

- Talk Textures are fixed within the Scoreboard (forced 32x32)
- Endstats in ServerInfo are extended by "Most Sacrifice - Deaths/h... Kinda Hall of Shame :P)
- Trying to Implement Compability for CTF 4 (will see how this goes :shock: :? )
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EvilGrins
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Re: SmartCTF

Post by EvilGrins »

On a whim, I tested it on standard Deathmatch... but it didn't work. It's only for CTF.

Did notice this odd thing, I think:
Image Image
When a game ends the scoreboard is the same as it in in-game, but about 2 seconds later some of the categories change in the 2nd column of each player's entry.

Is it supposed to do that?
van
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Re: SmartCTF

Post by van »

Yes thats supposed to be, Categorys in the second Column change always after 2 seconds, not only at endgame.