#Alpine Faction
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i intentionally never add any that I know is a risk :p
fuck XD
it rarely happens because I usually catch them
steener's station is the big one that comes to mind for me
you can break that map with like 6 remote charges
OH
i know what i was thinking of but it doesn't apply
Batemans RFU5
it only breaks if you're using more than the base game geo settings
and IAC fixed Drug house
OH OH
THE ZELDA MAP
the uhhh
hyrule castle i think
https://www.factionfiles.com/ff.php?action=file&id=3754 ok well the SS doesn't help lol
but yeah this map
another use case is configuring different gungame weapon levels for different maps
would we want that?
yes
?
didn't you pick maps that worked with it
like we avoided maps that the rockets fucked with or w/e
sure but with this that would be unnecessary
so more maps become viable
fusion is a perfectly fine gungame tier in some levels, it's awful in others
but also just on this - this isn't a question I'm asking. It's about providing flexibility, and the flexibility is absolutely something that would be desired
what configs server hosts want to set is up to them
i dont really care what anyone sets on their own stuff :p
if someone wants to have gungame on dm02 which is tracking weapons only, but gungame on killbox is all explosives, have at it
fair enough
i dont see an issue here @green cobalt
HE'S USING MY CHIPS AND BURGER
Man, spawn weapons are annoying lol
Well - ensuring compatibility with legacy clients is annoying
doing loadouts with all alpine players is easy, but allowing the classic way of just changing the spawn weapon and allowing legacy clients in the server... is annoying
alright i think I've got a good approach
spawn weapon can be set on the server regardless. default loadout config is just to give players whatever the spawn weapon is. If loadouts are changed beyond that, then the server needs to be set to alpine only (since non-alpine clients wont be able to use the loadout config)
default maintains stock behaviour - baton with 1 extra clip and pistol with 3 extra clips
and if I set
[base.rules.spawn_weapon]
weapon_name = "Assault Rifle"
clips = 2```
then, loadout is updated accordingly
is there an exquivlent to this that will run on xp for the retro community of people that wana play on retro hardware and os like win xp?
So hang on, let's back up - what are you looking to achieve exactly? Why do you want to run Alpine?
its not me its someone els
whose built a retro system to play games
and i relizd theres a gap in growing scene of tetro gaming possibly
dats all
doesnt hurt to ask incase
worst u get is no
ok, well why do they want to run Alpine? ๐
To directly answer your question, no, there is no currently available build of Alpine which will run on Windows XP. As I mentioned, if you or someone else wants to work on on that, I'm definitely willing to chat about it and advise, etc. but it's not something I'm planning to take on myself
But, if for example you just wanted to play the stock single player campaign on retro hardware, you really don't need Alpine for that
I mean, ultimately if you're using retro hardware, the issues and limitations that were associated with software at the time are to be expected ๐
Most of what Alpine does is remove those issues and limitations, and add new functionality. But for a retro system looking to recreate the period, I'm not quite sure why you'd need Alpine
i mean online
- I would never under any circumstances recommend anyone use RF online without Alpine (or Dash at the very least)
- I would never under any circumstances recommend anyone connect a Windows XP system to the internet in 2025, and I'm not interested in enabling that ๐
๐
tl;dr: your friend should absolutely not be connecting an XP system to the internet, and definitely shouldn't be trying to play RF online on it
k
So many god damn security risks
at the very least if u wanna run XP you might get lucky with a Pure Faction client
I mean, if someone wants to build a retro system that's totally cool, but connecting it to the internet is a really bad idea
And yeah, most (all?) PF versions will work on XP for sure. But again, it comes down to the problem you're trying to solve. I guess if all you want is widescreen resolution support in SP and you don't care about the HUD messages being misaligned, using PF is a good option ๐ but for what you're doing on an XP retro system, v1.2 or v1.21 is probably plenty
i will go against the grain here and say that if your retro system is being used specifically, and only for gaming, and contains no sensitive information on it (accounts, login sessions, etc.) then as long as your XP machine is behind NAT and you are not browsing crazy shit it is totally fine to connect it to the internet for the sole purpose of playing those retro games
there are build flags in alpine and dash that may strip some of the stuff which makes it not work on XP out
i've definitely not tested them, dunno if anyone really has
RF is not one such game, but there are probably less scrupulous retro games which you should not really be running on any system at all
the issue with saying "don't connect your XP retro machine to the internet" is that pretty much everyone with one of these does and will regardless. anyone with this specific hobby needs to learn to actually assess and manage risk without being told to just abstain entirely, because they aren't going to do that but they might take the advice of not doing anything private on that machine - which is much more important.
Actually yeah, that is a very good point
the main 2 big things for RF on XP that I'd confirm though is that you have system-wide DEP enabled (it's default on modern windows, but not on XP) and for some further paranoia you could use some firewall (host based or otherwise) to limit traffic to your RF client's port to specifically the IPs of the server list (or the servers you trust... hopefully at least ours)
If you're running anything prior to Alpine/Dash, you should definitely whitelist specific servers rather than the server list
I don't actually know how much better the mitigations are in modern windows (more stuff is sandboxed if you're on Win11 by default, but not that much more on 10) for things like RF specifically
that CVE 10.0 bof is on loading the server list (well, displaying the response from a server you pinged from the server list anyway)
afaik that one was patched in PF at least
and well the number of people that know any other exploits in RF specifically is almost assuredly a known quantity
for sure, that one I'd be more cautious of than normal though because it's publicly documented with a poc
saber did claim that 1.21 was patched as well
i think 1.21 has native DEP enabled etc
lol saber
hm - my memory of what he said wasn't that 1.21 had it patched, but rather he had released a patch for 1.21 that patched it. That was an off hand comment like 6 years ago so possible im misremembering tho
in other news, if you've ever wanted to get 133 kills to be rewarded with a pistol, i got u
i put sausages in the air frier and didn't turn it on
now, 10 minutes later, i still have cold sausages
sounds like you're having a rough day as-is, I'll lower it to 30 frags for the pistol
lol im porting gungame over to the new dedi config method
also making the config process far less painful
[base.rules.gungame]
enabled = true
dynamic_progression = true
rampage_rewards = true
[base.rules.gungame.final]
kills = 20
weapon = "rail_gun"
[[base.rules.gungame.levels]]
tier = 1
weapon = "scope_assault_rifle"
[[base.rules.gungame.levels]]
tier = 2
weapon = "Shotgun"```
rather than needing to specify weapon indices (which was a really bad way to do it in retrospect, when an alternative is available - it made sense to me because that was how 09 gungame worked ๐ )
and gungame tiers can also be configured per-level
[[levels]]
filename = "dm02.rfl"
[levels.rules]
time_limit = 600.0
geo_limit = 32
weapons_stay = true
individual_kill_limit = 400
weapon_pickups_give_full_ammo = true
[[levels.rules.gungame.levels]]
tier = 1
weapon = "Sniper Rifle"
[[levels.rules.gungame.levels]]
tier = 3
weapon = "12mm handgun"
[[levels.rules.gungame.levels]]
tier = 4
weapon = "Riot Shield"```
pushed the ADS dedicated servers to AF master
also fixed a few bugs:
- Fix
NAME has been kickednot being printed to server console when players kicked due to inactivity - Fix
Advertise AFsometimes sending the wrong advert to players running old Alpine versions - Fix inactivity incorrectly being tracked when endgame scoreboard is displayed
- Fix very niche case where server could crash if gungame is on and a weapon type is invalid
I wish i had seen this in time... now this joke wont hit as hard...
. Some of us are tech DareDevils, we surf the interwebs with are retro win 95 machines. The most daring of us dont enable are vps nor any antivirus while we do this.
https://github.com/GooberRF/alpinefaction/issues/154
fixed another bug
Woohoo got loadouts working ๐ฅณ
this is the bare minimum configuration required to launch a server with the new method
@zinc dew looking into how to allow modders to specify a default position for the third person camera, how do you expect to be able to configure it?
In af_game.tbl would make the most sense, but there's a position and rotation component here. It's easy to allow specifying the position, but rotation is more difficult. Typically OTS TP cameras still point where the player's bullets will go, but I don't see how that's actually possible with this. No matter what, if the camera is moved OTS I think the reticle position will be off where the bullets go :\
Stock behaviour is:
Position: FP camera position + (0,0,-4)
Rotation: Default matrix (rvec 1,0,0; uvec 0,1,0; fvec 0,0,1)
https://github.com/GooberRF/alpinefaction/commit/8a20d91efe1c52a314adafa0fffcd382f69bfcd2
Adding safety to make sure rfl files that use alpine level properties are properly loaded by all future alpine clients
@brave crown Nice work man! I was just skimming this section so correct me if I'm wrong, but with these new developments, would it be possible to do the following in CTF Match Server? 1. Allow normal rail weapon stay in ctfwlproretrob1 while keeping 60 second rail respawn in tesseract etc. 2. Allow all weapons besides rail and baton to be disabled in rail arena, rail fight, wl rail and pirates rail?
Yep! ๐
Being able to run rail maps (with rail-only gameplay) on the same server rotation as non-rail maps (with normal gameplay) was a big reason I wanted to get per-level rules implemented tbh
https://github.com/GooberRF/alpinefaction/issues/148
@split sleet fixed this issue you reported, thanks for the report
did some work last night to enhance the server's visibility into rcon activity
very WIP, but this webpage will help server admins build and customize dedicated server configs
https://dedi.alpinefaction.com/
Look at it go ๐ฅณ
Still WIP so some things may not work perfectly, but most of it is there. If you want to give it a try feel free ๐
any chances there could be zip of alpine faction files next release like how it was previously with DF?
would be nice for linux, especially with steam and for dedicated servers
i know if i were to install manually in such a method i would be missing URL associations and that's ok for me at least
Yeah I plan to do that as an "advanced install option" or something like that. Using the installer will still be recommended of course but itll be available as an option
The reason I haven't historically is because the protocol handlers and such wouldn't work, but I plan to just distribute a .reg file with it that can be used to add those if you like
Tbh, having a zip distribution might also help allay some concerns that might develop from the false positive detections of the installer
think i found a minor bug with cutscene skipping in MP maps
can click keep waiting and it doesn't do anything
but i don't think the msg should pop up?
yeah, that is a known thing - has been present ever since Dash originally introduced cutscene skipping (natalie submitted a bug report for this issue in 2021)
Would be nice to have a solution for sure, and I plan to look at it at some point. So minor though that it's not a huge priority
Tbh part of me thinks cutscene skipping shouldn't be available in MP at all, but that'd be another conversation
this is a bug that only happens occasionally - I don't know specifically why it sometimes does and doesn't other times. I'm guessing something to do with the timer fast forwarding, but not really sure
It 100% has been present in Dash (and now Alpine) since that feature was introduced, though
well idk what you changed but i never had it on dash ๐
you can check my speedrun for Gru
I have changed exactly nothing to do with that - this bug is as present on Dash as it is on Alpine. I can't say why you haven't personally seen it, but yeah it's there ๐
then i don't get it ๐ญ
It happens occasionally with a cause I don't think anyone fully knows currently
The client presents that message when it hasn't received updates from the server for a given period of time, so my guess would be that the timer fast forward (which is how the cutscene skip works) makes the client think it hasn't gotten anything from the server
i just don't get it
i swear to you
ida said something about it if i got it on dash
๐ญ
๐คท could work differently on different maps too idk, but Alpine has changed nothing (yet) that would impact this issue one way or the other
very few
DR2, Gru, a handful of old maps from TrotSkie and some other mappers
probably roughly 10 MP maps have cutscenes
well every single RM i ever did with a CS
nada
so forgive for thinking its new ๐
I agree, but I think it should be a server setting or something. I can see the skipping breaking any maps that intentionally use cutscenes in MP for whatever reason, if any happen to do so later on and rely on the cutscene. There's no good way to prevent them from being used since Pandora's Box has long since been opened.
But on the other hand, it is nice to not have to watch them if they aren't critical and don't impact anything.
I do think not skipping them in MP should be default behavior though.
๐
๐
๐
what is koth? oh level creation date goob, dont forget
did you submit that level creation date thing to github as a feature req? if not, could you? ๐
KOTH = King of the Hill 
please fix
What's the problem?
Oh do you mean lighting being to the right of save/pack?
yes
Yeah that would make more sense lol
Super easy to do, enter an issue on the repo for that though plz (and the other change you wanted - the level save date popup)
https://github.com/GooberRF/alpinefaction/issues
You can enter them here by clicking new issue
+3 personal score to each player who was standing on the point in order to capture it seems fair?
for comparison, in CTF returning a dropped flag is +1 and capping a flag is +5
and I need to confirm this, but from looking at the code I think all other players on the team when a flag is capped also get +1? If that is the case, I've never realized it before lol
very, very beta. Currently using CTF icons and sounds, but here's the core mechanics of KOTH ๐ฅณ
I can see the value in something like that, however it would be somewhat at odds with the goal of most improvements in Alpine - that is, the intent is to implement features that compliment and "fit" with what is already available
An ideal circumstance would be if there was no way for someone who has never used the game/editor before to be able to tell what is new in Alpine and what is stock... because it fits so well that it feels like it belongs ๐
For existing players/mappers, consulting the changelog would be the best way to tell what's new. I'd also be happy to just tell you if asked ๐
also for the record @obsidian anvil if you have any suggestions on features/fixes for Alpine, or suggestions for how to go about implementing things, please do feel free to share ๐
WIP icons, these will not be the final icons, but the capture fill method to show progress is what I've been testing here
Also need to revamp the bottom left corner team scores pane to be more informative in KOTH, but that's purely a HUD thing so it comes after the core mechanics are working
it's also tough because some of the "new" things are probably things PF had 15 years ago
^that too
i dunno if labeling every post 1.2 thing is worthwhile work
i guess it would be useful if you were making maps for the highest possible client compatibility
but... like, i dunno
finally got this working properly
It draws a ring with the colour of the team holding the point (or white if neutral), and the ring automatically scales to the radius of the point as set by the mapper
getting there ๐
oh theres definitely some CTF maps that naturally fit KOTH fr
100%
this is not one lol
it's too small
for game night maybe
for anything
besides testing
u cant fight on this point at all
so it will just go to whoever wins mid with fights on the sides
and then they can push adn dont need to defend the point at all
it's not a cp map
that said, while I agree this map is almost definitely not a good koth map in general, given koth has never been played in rf before, we can't totally know yet what style of gameplay will turn out to be the most fun
My gut says that koth maps will need cover around the point to be even somewhat fun and maps with very open points (like this one would be) would end up very very stalematey. But I've been surprised with maps before so ๐คท looking forward to seeing what sticks when people start throwing shit at the wall lol
I think what makes a good koth map is going to turn out similar to what makes a good koth map in Overwatch, but probably a bit smaller because you don't move as quickly
capture points will need cover and multiple pathways into them
i agree that we can't totally know but i can look at geometry and tell you if it's bad in like 15s lol
out of curiosity @gaunt lotus what current CTF map, with 0 changes other than adding a cp in the middle (and loadouts probably) do you think would play good in koth?
My gut feel is that very few would play well in koth with 0 other changes, but there are a number of them that would play quite well with a more complicated mid area (with cover)
maybe BC or one of the smaller variants/offshoots of it
ironically en masse might actually lol
the exact issue that makes that map bad in ctf might be a boon for it in koth lol
(it's still way too damn big for most player counts, but yeah)
well yeah but en masse isnt just bad because all the routes run to one place, it's bad because all of those routes terminate there via totally open doors from long hallways (one of which is a long ass ramp, so gg if you get peeked on it)
u cant really fix it
yeah true
I think something like Lijang Tower: Control Center in OW is roughly a template for a good RF koth map
(this is control center, for anyone reading this who - like me - can never remember the names of the individual stages in OW koth maps)
beats me i kno wnothing about OW
control center would probably work pretty much drop in yeah
If I were to recreate that map to drop in, I'd probably put the team spawns in the open courtyard area in front of the spawn ship rather than in the ship, but other than that yeah
the challenge will be that you need to make the bases somehow easier to get out of / safer
in ow its much more niche but if you can reach the enemy base after taking the point, it will become a test of how long you can spawn kill the enemy team in their base
OW has movement, shields, etc. which let you get out
that is true, but idk in practice how different that will turn out to be for holding a point in koth vs running flag(s) in ctf
depends on how much sustain you can have while in the enemy base
if they spawn with guns that does change things a bit
does koth usually pause the opposite team's timer/points as it's being captured? I've only played tf2 koth but it doesn't pause the timer on that
I'm still unsure on what's best for that (but it's changing 1 bool to change the behaviour, so easy to try both)
The big outstanding mechanical aspect is how to handle winconditions. Currently it just ticks up score, but in most games with koth that I've seen anyway, the score number isn't displayed, it's either a gauge or a timer that counts down, which has an overtime thing at the end if it's contested
the easy solution is just to keep the tick up behaviour, pause the scoring timer when contested, and then award the winner when they reach X points. It'd work, fully functional, just idk if it's the best method yet
(just to note, current behaviour is to pause the score timer when an enemy player is on the point only. If the enemy has some capture progress but then dies, the score timer immediately unpauses, even though there is still some residual capture progress which is draining away)
it's been a while since I played tf2 koth but I think it works the same as overwatch, where there's a timer for each team that counts down as long as the point is held
Another open question is whether for example, if red holds the point and blue captures it, if that should go to neutral and then begin the process of capturing for the blue team, or just immediately swap to blue
My thought was that just swapping would probably be better, but not opposed to changing that behaviour either. From memory I'm pretty sure that's how overwatch works too(?)
yeah 3 minute clock iirc
i think you're right
and then overtime if it's been contested within a short timeframe from reaching the end of the 3 min counter, maintained as long as they keep touching the point, etc.
never figured out the conditions for overtime myself but that's probably it
also just another thought about rf koth mapping - I wonder if the average size of maps should end up being ~1.5 - 2.0x a CTF for the same player count, because you typically don't need to go past the mid point in the map unless you're going on the attack to hold a point
to reach the objective, you only go to mid
for now, I'm going to go with the following scoring method:
- On capture, +3 personal score to anyone standing on the point at the time
- Team score +1 every 1 second point is held and uncontested
- When team score limit = koth score limit, that team wins (default limit is 100 currently)
contested = if neutral, this means at least 1 player from each team is on the point. If a team owns the point, this means at least 1 player from the opposing team is on the point
Scoring method can always be adjusted after playtesting, but this gives us something to actually work with. I just tested, it works great 
for GN would you have that go infinite
like CTF doesn't have a limit in GN
mind u CTF doesn't have a limit
i think thats an old thing people did but not really a thing in servers atm
idk, have to see what makes the most sense. probably?
We're a ways out from a KOTH GN anyway, there are exactly 0 KOTH maps currently and we'd need at least 14 or so ๐
By the time a KOTH GN is viable, we'll probably all have a better idea of what scoring should look like
๐
Tbh it would be possible to load Ctf maps and automatically make them into koth maps if they have an amp or something in the middle. Idk how useful that would actually be though since most such maps would have very wide open mid sections and likely won't play the best
But dynamically making a Ctf map into a koth map is technically possible
mmmmm
so many of them would become basewars but "try to capture mid when you can"
so they aren't really KOTH at that point unfortunately
some kinda weird amalgamation
yeah 100% agreed, thats why im not sold on the idea
that said, there might be a handful that it would be good for, and it'd be relatively simple to configure it with per-level rules. Idk, will worry about that later i suppose
I realized that strictly spherical and box triggers were a bit limiting... and control points in most games are cylinders. RF doesn't have cylindrical triggers, so I had to programmatically make the trigger a cylinder when loading it ๐ but it works well, and now you can properly size cylindrical control point regions
no actual gameplay footage yet since currently no one other than me has played it ๐ it should be ready very soon though to get a stress test with actual players ๐
wow looks cool
went for a horizontal progress bar rather than radial - easier to tell capture percentage at a glance
also added the name of the hill to the icon. Not super relevant for KOTH admittedly (though mappers could name their point), but part of the modular framework I'm developing to support other control point-based gamemodes in the future
can you animate the circle on the floor and increase the height to by 2x
that could be done yeah - the height I want to have available as a configurable parameter (just isn't yet) and the outline is just a texture so that could be whatever. It's literally this currently (coloured by the game)
yeh figured it was just alpha set up at the moment
there should probably be an option for square points as well
yep, already is - you can have 3 types of points:
- Sphere (sphere trigger)
- Box (box trigger)
- Cylinder (which is created from the bounds of either a sphere or box trigger)
(ignore how off center the icon is lol)
added the initial owner field - again not really relevant for koth, but for other control point gamemodes
player has a lot more control over the look of the outline now
2 settings:
- cl_outlineheightscale
- cl_outlinesegments
heightscale applies to rings and squares, segments just applies to rings
woah that so cool
Yeah, I can definitely see some players wanting different height values to balance visibility of the outline with visibility of players during combat
segments setting is mostly for performance - 256 segments obviously would be a steeper performance hit than 16, etc.
and tbh visually the difference between 64 and 256 is very minor. At least with control points this size
almost forgot to add this option lol
yeah that might help
So Cryseen noted he can't move his mouse past a certain point
on the correct resolution
ive no idea why ๐คฃ
Huh? ๐ฎ
i have no clue
but his mouse just stops dead
right before you hit "misc" in options
he can't go past it
only in the menu
XD
Uhh o.o make sure direct input is on? I've literally never seen that in RF lol
Also make sure it's in full screen mode
Window/no border cause issues like that sometimes
@keen tulip ^
First very basic play test of koth went well ๐ฅณ a handful of minor issues to sort out but the core functionality is getting really close
changelog for the past few days worth of Alpine work:
Major features
- Add `King of the Hill` (KOTH) multiplayer game type
Minor features, changes, and enhancements
- Add support for control points as game type objectives
- Report custom gamemodes to legacy clients as TDM for compatibility
- Add `Control_Point_Handler` event
- Add `cl_outlineheightscale` command to scale height of control point outlines
- Add `CPOutlineHeightScale` setting to `alpine_settings.ini`
- Add `cl_outlinesegments` command to set segment count for control point outline rings
- Add `CPOutlineSegments` setting to `alpine_settings.ini`
- Add `King of the Hill` game type selection for `Gametype_Gate` event
- Print vote initiation alerts to dedicated server console
Bug fixes
- Fix DX11 renderer crashing when generating realtime bitmaps
- Fix DX11 renderer not rendering dynamic lighting on skeletal meshes
- Fix static meshes appearing much darker than expected on DX11 renderer
- Fix `r_fullbright` not working properly on DX11 renderer
- Fix `Winner` and `Game Over` sounds played at the end of a match usually being wrong
Is it just me or does the new active distance setting in particle emitters not work in listen servers? Seems to work fin in SP and Dedicated server but the emitter never turns off when I do a listen server. ๐ค
Hmm, it would surprise me a little if that were to be calculated differently on listen server, but I typically only test things like that in dedicated servers so it's possible I just didn't realize
Have you seen that behaviour across multiple maps?
I've never looked for it in other maps, have just been setting it up in sp mode and assuming it would be the same in all modes. ๐ Was just a fluke I noticed this time around.
WIP colourblind modes
@split sleet
r_lighmap colourblind modes ?
no, just r_picmip

@brave crown are these modular aswell? can someone set their own custom "colourblind" variation?
no
Well, in code yes of course, but not in a table file or anything
"blue"?
I'm trying to build these in the same way (useful) colourblind settings are built in other games
well i know i made blue colourblind scopes for ghost and romek (I think)
Noticed something weird today, apparently on a dedi, remove_object turns into slay_object... On my catan forest map in SP or listen server, when it turns from night to day, all the night meshes just disappear like they are supposed to but on the dedi they all turn into debris before disappearing, which causes a loud sound and big temporary fps drop. ๐ Wonder if that would be fixable?
I want to applaud you for this. My Dad is colorblind.
So it always makes me happy to see colorblind modes.
Is there any command to have Alpine check for missing models used in switch_model events? There doesn't seem to be any console errors given for missing switch_model v3m's. ๐ค
Also follow up to this, it doesn't appear to do it on the wheat biome, so I'm not sure what the cause is now. It's the exact same same setup on wheat biome, the only difference is forest has like 10x the amount of trees.. ๐ค
Hm, no there is not. Tbh implementing a command that runs through any Switch_Model events in the map and checks if that file is present would be very easy to do though
That said there probably should be a message similar to "Failed to load bitmap header for texture X.tga" for models that are called but not loaded
@crude oyster this should work (I know it's not your map, just the first one I thought of which is missing meshes so I could test the feature)
Yeah that would be handy. Got so many models in these catan maps and no way to know currently if I've missed adding any to the vpp, other then just running around and hope I notice if something is missing. ๐
yeah thats not exactly convienient ๐
Major features
- Add colorblind mode rendering filter (Direct3D 11 renderer only)
Minor feature, changes, and enhancements
- Print vote initiation alerts to dedicated server console
- Add `reject_incompatible_clients` ADS setting
- Add `r_colorblind` command for configuring colorblind mode rendering filter
- Add `ColorblindMode` setting to `alpine_settings.ini`
- Add `r_picmip` command to set texture mip level offset
- Add `Picmip` setting to `alpine_settings.ini`
- Identify known server browser clients in server console on join and when `info` command is run
- Log a warning to console when trying to load a mesh file that doesn't exist
- Add `-min` command line argument to launch ADS servers with minimal console logging
- Add `-log` command line argument to log full console output from ADS servers
Bug fixes
- Fix Direct3D 11 renderer crashing when generating realtime bitmaps
- Fix Direct3D 11 renderer not rendering dynamic lighting on skeletal meshes
- Fix static meshes appearing much darker than expected on Direct3D 11 renderer
- Fix `r_fullbright`, `r_lightmaps`, and `r_nearest` not working properly on Direct3D 11 renderer
- Fix `Winner` and `Game Over` sounds played at the end of a match usually being wrong
- Fix `Try Avoid Players` behaviour for spawn point selection not working properly```
Recent changes and updates
some other render mode settings I'm working on. I don't expect these to have wide appeal at all for the record ๐ Though @split sleet I could definitely see you wanting to run PSX style graphics with picmip and nearest filtering lol
pyrovision
1 ๐
Follow up to the follow up, it is happening after all, not sure why it didn't appear to do it in my initial test.
@brave crown Anyway to try to fix the issue I used When_Dead--->Set_Debris (left everything blank so should be no sound and no debris) ---> linked to all the Square Plastic Crates I don't want exploding. This fixed the issue, however the set_debris is applying itself to every Square Plastic Crate, even ones it's not linked to... So just to make sure I'm not going insane, made a new blank map with nothing but an air brush and inside is 2x Square Plastic Crates, 1 with a when_dead--->set_debris (with no values set) linked to it, and the other not linked to anything, and sure enough both crates now had no debris.
Am I using this event wrong? Or is this a bug? Or is the event supposed to apply to all instances of a specific clutter in a map and not just the ones it's directly linked to? ๐ค
O.o that certainly sounds like a bug. Not in front of my PC right now to test but I will
that stock RL crosshair is hideous ughh
very vibey
The stock crosshair is hideous* fify
that little disgustingly easy to lose on a screen green thing is the shittest thing ever ๐คฃ
I'm a big fan of the stock crosshairs tbh. The rocket one is kinda shit though
though @desert crown your experience is different than mine anyway because you (somehow) play with bighud off
The crosshair would be hard to see with bighud off ๐ (but so is everything else on the HUD)
even with that on i wouldn't like how feint that green is
the PS one is far easier to see IMO
@green cobalt suggested this and exile might be decent KOTH converts, and honestly I'm inclined to agree
For both, the item and spawn point layout probably could use some tweaking, though
Ah kk
So, unfortunately I have bad news on this ๐ I didn't realize it when I was designing that event (my bad), but all clutter of the same class in the same map share some common properties in the game's memory - including the debris that is to be spawned, etc. I guess when I was testing I only ever had 1 clutter of each class type :\
I know of a way to get around this and let the event set properties for only 1 specific clutter object instance, but it would definitely require a client update to Alpine. I'll put it on the list to do, but I know that doesn't help you out right now of course.
I don't change the behaviour of existing events in new Alpine versions (because that runs the serious risk of breaking existing maps, which I never want to do), but I could add a checkbox on the properties for Set_Debris that says "Only affect single clutter object" or something, and then have it apply only to that one
Ah that sux, guess I'll need to choose then whether to have some breakable objects but everything explode half way through the game or no breakable objects but no explosion/lag spike. ๐
I doubt any map has used that event yet, so could probably change it without issue. However I like the idea where it has the option to apply to all or apply only to linked. Gives a quick fix if someone wants to make all identical clutter do the same thing.
However I like the idea where it has the option to apply to all or apply only to linked. Gives a quick fix if someone wants to make all identical clutter do the same thing.
Yeah for sure. I would have wanted to allow for both options even if I had known this from the start (I probably would have had the default be to apply to a single object in that case rather than the reverse now, but yeah)
guess I'll need to choose then whether to have some breakable objects but everything explode half way through the game or no breakable objects but no explosion/lag spike.
Unfortunately yeah there are some limitations as of now with it ๐ Though, using the Make_Invulnerable event on specific objects that shouldn't break would be a way to work around it, depending on the use case in the map. If an object is invulnerable it doesn't matter whether its debris is weird, it'll never show up ๐
Everything is already linked to a make_invulnerable and can't be killed by guns, yet it still explodes with debris when the remove_object is triggered on a dedi. ๐
OH ok I see
I wasn't following the use case ๐ In that situation it might be better to, when you trigger Remove_Object, just keyframe it to a room outside the map and then Remove_Object on a slight delay
then it'll still explode with debris but it'll be out of the map so to anyone inside the map it'll look like it just got deleted
I feel like it would still cause the lag spike cuz the game is still creating and calculating all the debris, plus the moving hundreds of clutter on a keyframe all at once probably takes up a lot of performance in itself.
Hmm... I'm curious. I never tried this, but I think in theory it might work?
Have you tried doing this:
Trigger->Scope_Gate (set to client only)->Remove_Object?
The reason Remove_Object behaves like Slay_Object for clients, I would strongly suspect is because it's being removed on the server (correctly), then the server is telling the client that object is dead (but not how it died) and the client is playing the explosion anim with debris. If you could trigger the Remove_Object on the client independently, I'm thinking that may get around the issue where Remove_Object behaves like Slay_Object
Hmm interesting, that sounds like it could work. I'll give it a shot later.
I'd be curious too ๐ One of those things that I think should work in theory but I have never tried
you may end up needing to trigger it separately for the server too, on a slight delay perhaps so the clutter would be dead on the client before the server tells the client to kill it
Kk, I'll report back with my findings when I have some.
Good news everyone! Your theory appears to be correct and solution seems to have done the trick! ๐
๐ฅณ thats awesome!
Got some homework for you @brave crown when you get home from vaca, something about DM-Catan-Field.rfl causes the GN server version of Alpine to crash as soon as a few people spawn into the map. We tried twice, same result each time. I can't duplicate the crash on Alpine 1.1, so have no idea what the issue might be.
fwiw i found out the limit was 5 @crude oyster
crashed after the 5th person joined
might be a bit higher cuz i was able to play for a few sec b4 the server crashed. unless this is when it came back up in rotation?
Yeah I need to look into this for sure - that said, I did test the map on a dedi with 1 player on this server version before I left and it was totally fine. I'm wondering if the issue is simply tied to player count rather than anything to do with the new server version. Still needs to be analyzed and figured out of course but yeah. Could you possibly do a quick test on alpine 1.1 with 5+ players spawned? (Even if you join the server multiple times)
this was the second go around 
after GN was over when it returned
ah kk!
Im hoping the crash log will tell me some useful info too, but I can't look at it until I'm back
I did already. got up to 12, no issues so gave up lol
Ahh gotcha
Ok yeah, thanks for testing ๐ I will absolutely be looking into this when I'm back
@desert crown do you (or anyone else) happen to remember what was happening in the map when it crashed?
I'm wondering if maybe a scripted event was a trigger
player joined - map crashed
Oh
couldn't tell you for the first one, despite having installed the the pack I was still having to install the map on the first one when it crashed so
i have it recorded
Kk
once i start chopping the footage ill post it here
nah all the first batch of scripted events happen in the first 0.1 seconds. after that the next batch isnt until 2:16. we got past the first script b4 the crash.
also can confirm - on my SS that was after maybe a solid minute of playing
@crude oyster @brave crown @gaunt lotus
@crude oyster I'm seeing this in the server log when DM-Catan-Field.rfl is loaded
[5114.80] WARN: Failed to load mesh 'ShapesparkGrass-01.v3m'
[5114.80] WARN: Failed to load mesh 'ShapesparkGrass-01.v3m'
[5114.80] WARN: Failed to load mesh 'ShapesparkGrass-01.v3m'
[5114.80] WARN: Failed to load mesh 'ShapesparkTree01-1-Leaves.v3m'
[5114.80] WARN: Failed to load mesh 'ShapesparkTree01-1-Trunk.v3m'
[5114.80] WARN: Failed to load mesh 'ShapesparkTree01-3-Leaves.v3m'
[5114.80] WARN: Failed to load mesh 'ShapesparkTree01-3-Trunk.v3m'
[5114.80] WARN: Failed to load mesh 'ShapesparkTree02-1-Trunk.v3m'
[5114.80] WARN: Failed to load mesh 'ShapesparkTree02-1-Leaves.v3m'
[5114.80] WARN: Failed to load mesh 'ShapesparkTree02-4-Leaves.v3m'
[5114.80] WARN: Failed to load mesh 'ShapesparkTree02-4-Trunk.v3m'
[5114.81] WARN: Failed to load mesh 'ShapesparkGrass-01.v3m'
[5114.81] WARN: Failed to load mesh 'ShapesparkGrass-01.v3m'
[5114.81] WARN: Failed to load mesh 'ShapesparkGrass-01.v3m'
[5114.81] WARN: Failed to load mesh 'ShapesparkTree01-1-Leaves.v3m'
[5114.81] WARN: Failed to load mesh 'ShapesparkTree01-1-Trunk.v3m'
[5114.81] WARN: Failed to load mesh 'ShapesparkTree01-3-Leaves.v3m'
[5114.81] WARN: Failed to load mesh 'ShapesparkTree01-3-Trunk.v3m'
[5114.81] WARN: Failed to load mesh 'ShapesparkTree02-1-Trunk.v3m'
[5114.81] WARN: Failed to load mesh 'ShapesparkTree02-1-Leaves.v3m'
[5114.81] WARN: Failed to load mesh 'ShapesparkTree02-4-Leaves.v3m'
[5114.81] WARN: Failed to load mesh 'ShapesparkTree02-4-Trunk.v3m'```
is this expected?
oh I wonder if this crash is the known crash when you shoot at meshes that are replaced with meshes that aren't loaded ๐ฎ
Hm, I mean I really should fix that crash either way, just wondering if that is the same issue
wait you're home already? ๐ฎ @brave crown
yeah got back today
well god dam
i was wrong

how does 10:45 sound

(likely earlier as u know with SRs)
Wow how did I not notice trees missing between play tests when I had the map alone in the client_mods folder with user maps renamed and when it was in user_maps and able to pull assets from the original map with all the biomes. Even looking now at my screen shots on the file upload, which were taken at different play throughs, some have the extra trees and some don't. ๐คฆโโ๏ธ
I was able to duplicate the crash now by HMGing around where the trees should be on a dedi, so that's probably what the issue was. I didn't know that was a thing.
What would be the chances of getting an alpine build to test with, that has the missing vm3 detector, before I re upload and continue uploading the rest, so we don't run in to this issue again? ๐
Sure I can send you a dev build to test with, will DM
can confirm r_picmip works with dds but oh god it's so ugly lol. Also how come you can't enable AA with dx11? That might be a deal killer for me ever using 11, I like my edges smooooooth. ๐
Also @brave crown the teleport bug seems to be with alpine 1.2. Everything is as expected in RED. However in 1.1 the goal value is 1 which it should be, but in 1.2 the goal value is 16777216 for some reason, which breaks the goal_gate event which checks for a value of 1 at night. during the day its just a regular goal_check event looking for anything over 1, so that would explain why the teleport didn't work at night but worked during the day.
๐ฎ thanks for the research, I will look into it after supper. By that value, it sounds like perhaps a conflict between unsigned/signed int values but i need to confirm. Thx!
NP! The goal in those 2 maps you want to debug is "IsNight" if you want to experiment. Should be a value of 1 during the night and a value of 2 during the day.
ok so @crude oyster that issue is fixed now. Really convoluted issue but essentially I had a fixed a minor issue with something totally different which I wouldn't have expected anyone to even notice (was just fixing some ugly code I first wrote back when I first started working on Alpine), but an area of the goal reading code had been written in a way that compensated for that minor issue, so when that minor issue was fixed, the goal reading code ended up reporting wrong values because it expected that issue to still be present ๐
Either way, fixed now ๐ Thanks for the info - I'm really glad we got this one sorted out before v1.2 release, that could have caused some really difficult to diagnose issues down the road.
also on an unrelated note, while I was testing this fix, I found a portal issue with Pasture and wanted to mention it to you. I'm 99.9999% sure this is because the door keyframes are set to "Is Door" and are not enclosed in their own dedicated door room
Nice! Yeah that would have broken pretty much every map that uses goals. ๐
Interesting, I never noticed that. Yeah does appear to be the door setting. Oh well, not worth a re upload just for that. ๐
Nah, probably not ๐ Just thought I'd mention it to keep in mind for the future either way
on my hands and knees begging for crouch camera support 
good call, I lost track of that one. It is something I need to put some time into

every kill this guy took he was crouching
at this point im forgiving the RF jank and ima try and slot him in somehow
you know, you could remake this map with a less ctf system and more KOTH design
@gaunt lotus we talked before about KOTH rules, I'm starting to tidy that stuff up now. Here's what I was thinking as a set of rules at least tentatively:
- Loadout: SMG with 3 mags, 3 grenades, baton
- Spawn delay: 5s
considering whether spawn delays should be dynamic like OW and other games (like, if your point is contested you spawn in 3 sec instead of 5, etc.), but not sure yet. Would be simple to implement though
thoughts?
(just to mention, these would be defaults - server operator can always change them in the config, or add loadouts/spawn delay to non KOTH modes)
i am averse to nades being a default here, dont feel strongly about spawns yet
c4 would make more sense i think, if any KOTH will have geomod
on the loadout - I can definitely see a negative to giving nades by default, but if KOTH is to have loadouts it feels like a mistake to me to not include some additional utility weapon. Otherwise it would just feel like a modded server from 2005 lol
Ahh yeah mines would probably be better
Updated it to 3 C4 instead of nades
on this, tbh geomod in koth brings an interesting gameplay dynamic I had never considered. Apart from powerups, it could be a second reason to not just always run/shoot at the point
thinking more on the SMG choice, that can probably start as the default but i have a feeling we'll be just switching it to the AR at some point
I had 2 thoughts on that:
- If AR is in the starting loadout, SMG pickups in the map become basically useless (not necessarily a dealbreaker, but I don't know that it's positive)
- If SMG is in the starting loadout, it provides 2 tiers of tracking weapon upgrades to be found around the map (also not necessarily a requirement, but feels positive)
Well, SMG pickups become basically useless except as AR ammo sources I guess lol
i think on the latter point, it's not necessarily a positive for KOTH
it is for the default modes, but i think it's probably not for KOTH
like - if capturing the point gives you ARs, and the starting loadout is SMGs, then from the losing team's perspective they need to aggress onto defensive positions with guns that are worse than the other team's
if the team that holds the point further gets access to HMG/PR/Sniper etc then it's gg
SMG is a decent weapon, but the AR is kind of the "floor" for RF. it's the gun where you can be effective against all other guns, even if it isn't the best gun for a specific scenario
That is a really good point, and tbh it isn't very common for KOTH games to have weapon pickups at all (I can't think of one that does)
I'm not in favour of going that route with this, but it's an interesting dynamic most games don't have to handle
I guess also - yeah your comment about the floor was what I was going to say
You don't need an HMG/Sniper/etc. You can battle those with the AR. It's tough to battle those with SMG
as an aside, I'm realizing that the fusion is probably way more powerful in koth than the other modes... that probably needs to be considered inlevel design
it would be amusing if the map could have weapon spawners lol
like there's just some tube that spits out a random gun every N seconds
"random"
yep, that's the best idea
gun tubes
ship it
no weapon pickups, only gun tubes
i'm picturing mario tubes but they like, shoot an AR up
LOL
if dropped items had physics that would look incredible
just powerups flying across the map like cannonballs
i mean they could be off-point
and u can make a RED group
so that it's somewhat standard on KOTH maps
but it doesnt need to be atube or whatever really
just some randomized weapon/item pickup event
it would need to be able othave some set defined though like
random [hmg, pr, sniper, rail]
and this could be how you can have just a few "upgrade" areas for players in KOTH, without having fixed items
honestly, as cool and useful as random items would be as a concept and in some maps, standardizing on KOTH as a gamemode having something that is such a foreign concept to RF like that (and not the most intuitive to teach) feels like it would be raising the complexity of KOTH and risk affecting the approachability of the mode. The fundamentals of the objective I think are already going to be enough for people to learn, without needing to also teach them that items work differently here sometimes too
Spawn delay doesn't concern me because it's literally written on the HUD (you can spawn in X seconds) and loadouts don't either because players are used to servers setting their starting weapon already (plus, if they totally ignore the C4 that's totally fine)
Just thinking out loud here but I'm curious if @gaunt lotus you (or anyone else) has thoughts on this
Powerups and objectives are generally what you fight over in RF. In DM/TDM it's obvious. In CTF, the flags are fought over, but the flagstand is only the focus of the fighting when the flag is there.
In DM/TDM, the powerups are it (well, and positioning but yeah). In CTF, there tend to be less of those points because the focus remains on the flags (on the stand or the player carrying it). Most good DM maps have 3 or more powerups, most good CTF maps have 1 or 2 (and if it's 2, they're usually right on top of eachother on different height levels).
What should KOTH look like? I think this is complicated further by the fact that in KOTH, unless you're either defending against a push from the opposing team, or using it as a connector between different routes, you don't need to care about your base.
Off the top of my head, I think a potentially sensible base design for KOTH could be:
- Small base which is shielded from the hill, connects the multiple different attack routes that go to mid
- Base should typically not be a single atrium like most CTF maps, but multiple smaller atria with spawn points spread across
- Base has a higher concentration of health/armor than elsewhere in the map, far lower concentration of weapon pickups compared to CTF, and no powerups at all
- Two primary focus areas - powerups or good weapons - slightly away from the point, but between each base and the point.
- Low concentration of health/armour next to the point
My thinking on that is that if the primary focus areas are between each base and the point, the team with the point would have to battle over that area rather than just sit on the point. Conversely, the team without the point would control that area, presumably their opponent would control the opposite area, and the point becomes the battleground between them
Maybe I'm overthinking things, but I'm just trying to conceptualize what a "standard" KOTH layout might look like
Perhaps it'd also be worth considering having primary focus area(s) centrally located on either or both sides of the point, but that feels potentially more "snowball-y" where the team that controls the point also controls those
gotta think about your questions, we should probably chat at some point about this
too tired atm
ye no worries lol it was just a braindump :p
and yeah we should
https://users.soe.ucsc.edu/~ejw/dissertations/Ken-Hullett-dissertation.pdf
Pasting here to reference later. I haven't read the full thing yet but at a glance it has some potentially valuable analysis of koth gameplay patterns
@desert crown btw that crash you had at GN - it was because the game was trying to look up the location of your spectate camera to play footstep sounds and for some reason the camera wasn't valid... I'm really confused as to how your camera became invalid ๐ฎ
What happened when the crash occurred? Were you alt tabbed?
so its still the footsteps thing?
no i wasn't alt tab
it always happens when im clicking through
every week it happens atleast once ๐
I'm thinking it might be a race condition - ie. when you're clicking through players, your active camera is changing each time. Footsteps are calculated every frame, so if the camera is about to change when the footstep function runs, that might do it? I'm going to add some handling so it won't crash in a case where the camera is invalid... but I'd rather know exactly why it happens at all too ๐
yeah that part makes sense anyway - the active camera is constantly changing when you're clicking through POVs
right
my assumption was the camera would be "invalid" because the person im clicking to and the person im clicking on are greater distance than perhaps would be so its dictating the footstep sound as... not there
I'm thinking the only way the crash could happen would be if the footstep function ran when the camera was in the process of changing

I have no clue
best guess though tbf but ye its kinda irritating it crashes every week
only once though
which is insane
am i just lucky every other click
theres a couple of times its happened 2-3 times max but
either way, I added handling for a case where the camera is invalid, should prevent the crash. Will send you a new dev build to use for next GN and hopefully you won't crash again
once i get to the spot i crashed ill clip it and send it here
you can see the moment it crashes that way
shouldn't be to far away 
@brave crown
just to be clear - spam clicking isn't necassarily it, its happened when ive been clicking slower before
oh it did do it twice
you probably dont have the crash log for that one do you? It's probably the same as the other one, which should be resolved now
that is the crash log one
its the previous one i won't have
since this happened after
I'll get you a dev build before next GN so let me know then if it still happens (and if so, get me a log)
09hioyugh897 ,.
... I dropped my phone on my keyboard ๐
speaking of run maps
@brave crown im not sure if you did anything by accident or anything
but ive noticed a distinct lack of issues on other skins that i used to have
like in the past you needed parker to run
but now i can do it np in nurse
theres some maps ill still go to parker (Dark run 2 for example) but thats more for consistency than anything
cant wait to play this game mode, gonna be.. what that word the kids use these days? lit?
actual lit fam frfr ong no cap
it would be nice to be able to mix up the TDM CTF with this once theirs enough maps to suit it for GN
Shouldn't be any changes with that no
Yeah honestly I'm pumped. I think the gameplay loop is going to work real well in rf
working on a simple blocked out layout for KOTH gameplay testing. Layout obviously very heavily inspired by Lijang Tower - Control Center from Overwatch :p
but the question mark is a RF pick axe and then weapons randomizing would be so TOUF
and because it was really annoying me to not have a way to mirror geometry, REDUX can now take a group file and mirror the geometry in that group across a specified axis
doesn't support mirroring object positions yet, but shouldn't be hard to handle that as well after
Top 5 future releases
Next elder scrolls
Next gta
Alpine faction KOTH
power of 2 map
Rfl filename?
I don't know what's going on with this map lol
the texture looks severely misaligned both with the fix on and off
oh @desert crown my bad, it's that the DX11 renderer doesn't support the P2T fix
disco run (which does have the fix enabled in Alpine already) renders properly on DX9, but the fix is never applied in DX11
which is honestly pretty frustrating :\ the "fix" technically is just reimplementing what is effectively a bug in the stock game lol
with the DX9 renderer it's just flipping a switch, but that really strange behaviour of the stock game isn't something the DX11 renderer supports currently, so I'd have to go through and specifically implement it for those levels lol
I see, sorry ๐
๐ฅณ Alpine servers now support swapping gametype without restarting the server
For players running Alpine v1.2 or newer, the process is seamless. For players running older clients, it's not possible to communicate the change to them, so they will be kicked and can rejoin after the map changes
Alpine also now supports running maps on a server rotation with different gamemodes. So you can for example run CTF on Warlords, followed by DM on High Rise, etc.
if heat was still here i would have a joke for him that would make him smile
but alas he is not
heat will return at some point im sure lol
he's extremely late to the vip meeting
/vote gametype MODE MAP now lets players vote for other gametypes
and sv_gametype TYPE lets server directly set a gametype override for a map
gamemodes can also be configured per-level in the dedicated server config
goober when he makes it an option
oh yeah and when gametypes have default settings (currently only KOTH), those settings automatically apply for maps that have that gametype configured in the dedicated server config
(server operator could configure different settings if they wanted to)
should be the last piece of this (for now anyway), added gametype to the info command output, since it can now be changed
an experiment ๐
So, Damage Control is currently functional, but uses TDM logic for respawn point selection (ie. team checkboxes in spawn point properties, but otherwise normal DM-style RNG)
I do plan to change the DC spawn point logic such that it works more similar to RF:G - prioritize respawn points close to control points your team controls, if your team controls any. I have some work i need to do on respawn points anyway soon (I want to make a functional Modify_Respawn_Point event which can be used to turn them on/off and change teams using event systems), so just going to tackle the Damage Control proximity stuff then
A map I played this morning made me think of this...
Should alpine have a cvar to not play cutscenes in multiplayer maps?
Rationale: I think it's fair to say that most players don't want to see cutscenes in multiplayer, and whenever one comes on, it's an annoyance
Drawback: technically it would provide an advantage I guess to Alpine clients vs other clients, since they wouldnt have the ability to not play the cutscenes. That said, all alpine and dash users would be able to skip the cutscene on demand anyway, so I don't know if that actually matters. The cvar I'm talking about would be in effect a way to automatically do what they can already do by pressing a button
Thoughts?
how many DM maps use cutscenes outside of run maps
dm I know of 1. There are a few CTFs though
https://www.factionfiles.com/ff.php?action=file&id=8150
https://www.factionfiles.com/ff.php?action=file&id=4779
These are the two that come immediately to mind, though nat would be able to get a full list through the rfl.ninja db
since skipping is already a thing i guess there's not much downside
there's an argument that skipping shouldnt have been a thing in mp
hm
I believe some people (trotskie, mainly) used them to kind of give players a tour of the map before they play. That's my understanding anyway, I don't recall ever having asked him
sorry not sorry i don't want to sit and watch a scene in MP
mmm
I would agree with that argument tbh, but that ship has sailed
sure, then don't play a map with a cutscene
is the rebuttal to "i dont want to"
not "i can skip this"
just exclude them from rotations
is the rebuttal to "dont play a map with a cutscene"
yes, if you feel that strongly about it
why would we intentionally force people to have to watch a cutscne in RF mp its 2025
typically they are ๐ I can't recall the last time one was in a rotation to be honest (other than the run maps)
i am not saying we should undo skipping
i am saying that this cvar in question is fine because we have already implemented skipping, even though this should have never happened
disagree cutscenes just ruin getting into the map
a new player logs on to COD Nuketown they still don't know how it plays
no cutscene to hold their hand
the argument would be that it was what the mapper intended, and cutscene skipping does cause issues on occasion where players get disconnected from the server when they skip
For the record I think MP cutscenes are dumb as hell and I'd never have put one in a map, but they were clearly intentional decisions by the mappers
i am saying that this cvar in question is fine because we have already implemented skipping, even though this should have never happened
But either way, yeah I think this is the main point here
i dont really care to argue this because the ship has sailed, but it was never a good idea to basically write off an entire engine function for MP without considering how it might be used tastefully or an interesting way (puzzle/run maps, weird RED-driven gamemodes)
^that's where I am as well
run maps are fine but i just dunno why u ever did it for a DM map xD
it's just that the content doesnt exist so it's a random casualty
Not to belabour the point, but the one DM I know of (Tenth Chaos Zone) does it to give a sort of spooky intro to the map. A swarm of bats flies through the frame during the camera panning, honestly it is pretty neat from an artistic point of view, it's well done. I don't like the mechanic, but it's about as well done and effective as it could have been
It's definitely an instance where I feel that ever having allowed the cutscene to be skipped does take something away from the author's intent with the map. But again, ship has sailed, that decision was made in Dash many years ago
ok goober, i agree, we need an unskippable cutscene event and a quicktime event
press X or die
On another topic @gaunt lotus any chance you'd be up for doing some KOTH testing? ๐
YES
actually no, a real media format event
i mean
u need mp4 support for textures
we need maps with 50mb encodes of full length movies
yeah that's on the list tbh
not for this reason, but I'm sure it will happen
100%
booty buttcheeks
sry yeah thats what I meant
why are you sorry
and I'm 100% sure there's a solid library I could pull in for that (haven't looked yet tho)
fuck u m8
give me your timbits
now i want timbits

im going to the store ltr
can u go to the koth now
commas are important
and i can do whatever for a bit
kk lol
can i test koth
sure
no, we're tired of english kings
LOL
even if they are only kngs of the hill
exactly
though idk, gonna have to ask mel gibson to weigh in here to be sure
there is no server yet, you do not have the build, and you do not have the map ๐
hang on
how close are we to new alpine version
I refuse to give specific dates (because I'm going to miss them), but we're pretty close.
There's not much else I want to get done for Alpine v1.2. I do plan to do a beta release soon though to get some players on the new KOTH and DC gametypes for testing before the full release of v1.2, though

๐ฅณ
Was thinking, when DX11 is ready for mainstream, could you up the vertices limit per room or is that like a hard engine limit? I think currently if you have more then 8000 in a room you get the "not rendering room with X# of vertices" console error message and everything appears invisible in the room. Also can be caused by geoing lots in 1 room. Can sometimes be fixed with giant portal splitting the room in 2. Other times that portal just causes a bunch of holes no matter where you put it. ๐
I'm not sure off the top of my head, but I can certainly look into it further
Also can be caused by geoing lots in 1 room
turns the map into a find your own adventure 

truly an unexpectation
good news: I can now read uids from mp respawn points, which means togglable respawn points is doable
well thats not the only reason I wanted this lol but yes it will assist with that
:p
interestingly, rfl files up to version 67 contained a second string in the middle of the data structure, and I have no idea why
the earliest RFL files we have I think are 160 or so. version 67 would have been really early in development
//hi string here
you should re add the orignal rf launcher sounds when you drag mouse over buttons
bring back launcher sounds
i intentionally made the visuals look similar but left out the sounds because the sounds are very annoying :p
due to being very annoying
there was once game i remember having music playing throughout the cd install
launcher sounds went the way of autoplaying Linkin Park tracks on everyone's MySpace page
and I'm very glad
im also glad no other SM since Bebo/Myspace have done that
i hate being earbanged unknowingly
156 i believe is the earliest rfl version we have
Very nice addition, thank you for that! That will be a lot of fun ๐
I might be asking too much or it might be too complex, but I am wondering if it can take different server settings into account?
For instance:
Map 1: DM, start weapon: sniper (other weapons would be available to use as well)
Map 2: CTF, start weapon: rail (and have only rail, so no weapons/baton)
Map 3: CTF, start weapon: rail (with baton as option)
Map 4: TDM, start weapon: pistol (one shot one kill)
Map 5: DM, start weapon: pistol (all settings to normal)
Map 6: DM, start weapon: pistol ($Player Damage Modifier: 1.2)
Map 7: CTF, start weapon: fusion ($Player Damage Modifier: 1.0)
Map 8: DM, RUN start weapon: pistol ($Player Damage Modifier: 0.0)
Map 9: KOTH
etc etc
Yes, that's possible - it's actually already working exactly that way for maps on the server rotation. The piece that is missing as of yet is the ability to apply custom rules when voting or manually switching to a map
You will be able to run a rotation with multiple different gametypes, settings, etc. per-level
thats great!! ๐ thanks for your work!
mappers now have the ability to associate specific MP respawn points with a control point. If they do, the respawn point is only available for the team that owns that control point. If the control point is neutral, the respawn point is disabled
(the respawn point should probably never be on top of the control point, but it was a test ๐ )
New events:
Respawn_Point_State- Works same as all otherStateevents, ie. an "on message" to it turns the respawn point to enabled, and an "off message" (like from an Invert event) turns the respawn point to disabledModify_Respawn_Point- Change the teams that can spawn at the point
Total Domination mode on the horizon? ๐
I'm not sure how total domination works, but I went with Damage Control for the multi-cp mode because that's the name rfg uses :p
You know, just like in Unreal Tournament. Capturing enemy bases then turn em into ally basses for spawning.
the team with most captured bases wins
this isn't quite that i think but it could be made into it
this is just DDOM, 3DOM, 4DOM, etc
is 4DOM the gametype where like, each base has 2 control points between the base and mid, and you have to own all 4 points for 10s to win
like control points like this
as opposed to them being linear like 3CP or 5CP
i dont think 3dom/4dom was an actual mode
but in UT you had domination (which is basically 1cp/koth) and ddom, which was 2cp but no linear requirement
3dom,4dom would be the same thing, just more points to control/hold for some period of time
ahh ok
the win condition could be anything - hold both for 10s, hold them for the longest time / match duration etc
the requirement to capture them sequentially is much more like BF's breakthrough mode
i dont think UT had anything similar
onslaught was just a bad version of Tribes
right yeah
I do think that mode is a winner for RF's gameplay, I'm just a little concerned with how intuitive it would be for players
But to your point before, the lift to actually create it is now very, very minimal
I think it's the only attack/defend style gamemode tbh that would work well in RF
the last thing i thought about for your control point modes is that we probably need some kind of HUD element to show the status of each point
yeah absolutely, that's the only big item missing for KOTH/DC mvp I think
u have the in-game sprites which are good enough maybe but ideally it would be playable with those disabled and just some HUD element
replacing the flag thing
yeah
I was considering either putting them down in the bottom left corner like the flag widget, or else on the far right of the screen. I'd probably have just put them on the far right if not for RF's existing standard for TDM/CTF of the bottom left corner
i would stick to the convention with the idea that at some point unfucking the hud should be a goal
on the bottom, similar to TF2 is also an idea
yeah agreed. But there needs to be a "legacy mode" either way, so whatever we do right now would then just be the legacy mode version of the CP GUI
ya
this is a mockup but I can do something like this (but that looks better) for the quarters like you mentioned
oh yep
WIP but maybe something like this
idk about the score blocks having a coloured background, it's a lot of colour and it might get confusing at a glance
adjusted some of the heights. I think tentatively I'm happy with this. Anyone have thoughts?
non bighud version
Yeah same
And in the breakthrough mode I'll put a padlock icon on the cps that aren't yet available to cap
is there a way to drop the CTF hud entirely and go with something more akin to KOTH scoring? we aren't capping flags so idk symbols feel off
maybe im just being fussy, i get that team banners are a thing in other games
I could see what it looks like to replace the flag icons with team symbol icons
But I think the universal look has value too
fair
no map should have this many control points lol
sir i think theres a map on your control points
just stress testing the visual aspects lol
what an eye sore ๐คฃ
please try and capture the one floating off the ground
manually
๐
the "one" floating off the ground
@gaunt lotus is this what you had in mind for the sprite
yea
yeah thats what i was after aswell
% just adds to the overall knowledge
% - the line in the sand so to speak
i was talking about the notches on the sprite ๐ but yeah the percentage display on the HUD is super valuable as well
especially because you dont need to look at the sprite
ahh
% as in 25/50/75
ye
i didnt' see the % down the bottom lmao
btw - i think they stand out because they look so low res in that spot compared to the rest of what we are displaying now
perhaps if we could HDify the flag png
yeah im gonna experiment with some different icons at some point, concerned more with functionality currently, changing the icons after is easy :p
nono i know
its just something im noting yaknow
do you know what those specific images are
i could try hdifying with a blender model
id probably just remake them tbh, but they're in alpinefaction.vpp

@gaunt lotus the mode you were talking about - is "Breakthrough" (BTR) the best name?
Alternatives I was considering:
Overrun (OVR)
Siege (SG)
Assault (AS)
Breach (BCH)
Revolt (REV)
Revolt in particular could be cool perhaps - maps could be RF vs. Ultor scenarios
Siege for consideration because the most similar RF:G mode is called Siege
hmmm
breakthrough is a geomod pun though as well..
i dunno
i dont like overrun, breach, or assault
that is true
assault conflicts with legacy maps
I think Siege might not be the best idea either - yeah RF:G's most similar mode is called Siege, but they are fundamentally different. Capturing points vs. destroying stuff
Breakthrough does have a geo pun that I hadn't considered
Revolt is quality too though, I think. And it would help give mappers some direction. The mode would basically be a scenario mode
i'm fine with either/or
rare time that my opinion is not strong
those with strong opinions, opine here
:p
automation for jira just hit me with 75 notifications
nice monday
oh
another possiblity
Riot
lol
My thoughts:
-
Breakthrough (BRT): Association with other games (ie. BF) could be useful to a limited subset of players, though the mode also differs from that so double-edged sword. Geomod pun is A+. Probably would be some confusion between whether it should be BRT or BTH as the acronym
-
Revolt (REV): No association with other games (that I'm aware of), on-theme for RF. Gives mappers direction, helps players associate what they're doing with the gameplay. No acronym confusion whatsoever.
good idea, I don't hate it (but I still think Revolt is probably better)
so we can call the mode BURT
lol
nobody wants to play BITH
REV isnt as good as BURT
so that settles it
u can say BRT as burt but saying REV is like sticking your tongue into a sponge
@crude oyster @desert crown @nimble sierra @boreal ether @thorny pumice @slow yarrow @split sleet
(and anyone else who wants to weigh in, of course)
Any opinions on "Breakthrough" (BRT) vs. "Revolt" (REV) as the name for the attack/defend control point/area control game type?
@green cobalt @silk tinsel sry missed you
this is my inherent capriciousness. i was on the fence, and promptly chose a side
in UT it was called Domination ?
and Assault was diff mode too
to be frank i dont like both of those names
they sound posh/fancy
Wasn't domination symmetrical?
they dont have any oomph in them
ok liq then how about "berserk miners"
Rape and pillage
nah i dunno
I'll be honest, I tried to find a punny name that would use the acronym ORE, but couldn't come up with anything lol
but choosing from those 2
breaktrhough is much better
๐
but that acronym tho
just BT
ohh 3 letter abbreviations
u lose the brrt brrt fun tho
for maps ?
acronym can be 2/3 (or even 4 I guess)
CP as for Chokepoint
all the team modes are 3 letter acronyms
KOTH is 4, I'm not trying to make that KTH because everyone knows it as KOTH
xd
well i guess not anymore
yeah but its not the same as dom this one
I'm not doing CP simply because CP is a generic name for "control points" in basically every game ever, and:
- All games do it differently
- RF will have 3 control point gamemodes, labeling any one of them as "CP" would be very confusing
ohh
we will have koth, "damage control" (which is from rf:g but also basically conquest in battlefield) and some kind of breakthrough thing
breakthrough is linear point by point with no backcapping i think
koth is 1 cp, damage control is multi cp
^correct
@split sleet because you know Sauerbraten, Damage Control is very very similar to SB's capture mode
Honestly, I think Revolt (REV) is a better pick on the whole. Less baggage, more clear in the context of RF (both what to do in the gamemode and how to design for it)
definitely would like other thoughts though if anyone has any ๐
REV ok i can go with that
Territory Control I thought was a decent pick too, but ruled it out because I don't want ambiguity wrt what "TC" means (Total Conversion being the other)
Is this different to King of the hill then? I've been away for a fair bit so not kept up to date with development.
ReVolt childhood intensifies
I'll have a recap of the chat once I'm at my desk after lunch
3 capture point-based modes:
- KOTH: One point in the center of a map (closest comparison: KOTH in Overwatch)
- Damage Control (DC): Multiple points all over the map (closest comparison: DC in RF:G, Capture in Sauerbraten, etc.)
- <The one we're talking about>: Multiple points aligned linearly. Attack/Defend mode. Spawn points move forward/back as points get captured. No "uncapping" a point after its been captured. Capture points locked once captured and until the gameplay reaches that point (because all previous points have been captured) (closest comparison: Attack mode in Overwatch, Breakthrough in Battlefield, kind of Assault in UT)
So:
King of the Hill.
Damage Control aka Hard Point.
Un-named - Assault. (ASS)
Why would we not use Assault and a more common name for DC?
I'm not sure what hard point is, and I am absolutely not naming a gametype with the acronym ASS ๐ but yeah
DC is DC because another game in the same series uses it (same reason as why Bagman when it exists will use the name Bagman, not another name used by similar modes in another game)
Assault I agree with nick is a bad idea to use for this new mode because historically RF has a bunch of maps labeled as "assault" maps that all work differently than this would, so it's causing needless confusion
If those maps didn't exist, I could see Assault (AS) being a good pick though. Tbh I think I still would see Breakthrough and Revolt as more thematically fitting though, idk
off topic but just thinking about it - I'm honestly surprised Volition didn't call RF:G's Siege mode "Revolt" lol
it would have fit very well
Ah so that makes sense for DC ๐
What about Seige? ๐
Storm, Bombard, Seige?
I don't hate it to be honest, it just feels very... generic? And I think the two options we're debating are both just... better lol
I'm not sold on Revolt as it doesn't describe the mode in an apt way. Breakthrough does, to some degree.
Of the 2 options, Breakthrough fits the game mode, but still not sold.
IMO it probably comes down to whether we want a "generic" name for a mode that works mechanically the way it works, or whether want a name that carries thematic weight
Blitzkreig? As you slowly progress forward?
I put value on the thematic element of Revolt, I think personally
MB Martian Blitzkreig ๐
Not bad tbh, but I don't think it's... descriptive enough? idk. There are way more people I think who wouldn't know how the mode works with that name vs. the two others
TBH, If I think about it objectively, taking any prejudices/emotions etc... out of it.
In normal circumstances the correct answer is "accessibility". You make it accessible by clearly labelling what it is, so the name either has to follow a standard "Deathmatch/Capture the Flag for example", or you use a name that is still descriptive of the game play.
"Last Titan Standing" and "Pilot hunter" are perfect examples that describe the game mode. I'd argue you need a name that clearly reflects the mode.
My honest opinion is neither tick the box for Me, despite the reservations around maps using "Assault" in the name, I'd still say Assault is best, followed by Onslaught, Raid, Attack.
"Frontline control" could work maybe?
Hang on... Invasion ?
Invasion is not bad, but isn't Breakthrough fairly descriptive in that the attacking team has to break through multiple defensive points?
i guess we could be really unique and call it penetration
Thinking about it objectively is key of course, and the only considerations I'm really interested in making are accessibility and precedent ๐ Precedent being why DC is DC
Accessibility though includes both ease of understanding and reducing confusion
Invasion I am concerned would be confusing because a well-known gametype already exists in a very popular series, which is 100% different from this mode
Onslaught, same issue (and same series :p )
"Attack" I think communicates far too little, likewise with "Capture Point" - they're generic terms used to describe a bunch of fundamentally different gamemodes
The historical baggage of "Assault" concerns me because it causes confusion that could very easily be avoided
My affinity for "Revolt" is because of the thematic link to the series. I think it'd both communicate to the player what they should be doing, and communicate to designers how they should be designing
I do like Breakthrough though, and if we're going straight for the name that best describes the mode mechanically as opposed to thematically, Breakthrough is fantastic IMO. Raid is decent as well to be honest, but I'm also concerned with the amount that term is used in other contexts in gaming in general to mean entirely different things (most notably in MMOs)
Thrust and Grind. ๐

What game has "Invasion"?
Oh, UT
UT
it seems like a great idea if we want endless puns like this lol :p
All understandable view points.
Anyway, I've put my 2p in, so will allow others ๐
Which team penetrates, red or blue? ๐
red for sure
we should keep going, this makes Goober uncomfortable
and that's always funs
if you need inspiration titanfall names its 3 capture point-based mode as Hardpoint Domination
Penetration
PNT
based
lets do this lads and gals
In'n'out control objective kinda mode
When you penetrate it, you know well it'll turn red ๐
I like Revolt, sounds the most red factiony to me.
Been playing a lot of Titanfall 1 again lately. โค๏ธ
hmmmm IAC is right, Revolt sounds very RF to me, but Nick is also right, Breathrough Geomod pun ๐ญ
i think at this point you poll
your name suggestions
we can all vote on it
see which one kicks up to the top
if theres a tie, drop previous names and only those 2
I'm only really considering the 2 options at this point, and waiting to hear more thoughts from people - a poll won't really accomplish what I want to get out of this
poll might give you one people prefer ๐
I don't need a poll to gather what makes the most sense to use based on feedback :p
based on readin feedback was unclear sorry ๐ญ
lock icons

When I hear breakthrough I don't think geomod, I think https://www.youtube.com/watch?v=NFeUko-lQHg lol
Provided to YouTube by Rhino/Elektra
Break on Through (To the Other Side) ยท The Doors
The Doors
โ 1967 Elektra Entertainment Group Inc. for the United States and WEA International Inc. for the world outside of the United States
Audio Recording Engineer: Bruce Botnick
Mastering Engineer: Doug Sax
Lead Vocals: Jim Morrison
Drums: John Densm...
@brave crown sent a report your way
can you send me the dump on discord
its easier
what was happening when this crash happened
walking forward and dying and respawning and walking forward and dying
like
i was playing the game XD
hm
map was near to over anyway
working a bit on the visuals - faded outlines for locked points. When they become active and available for capture they glow white like normal
Sick
minor update
removed the score counter in the bottom since this mode has no "score" for teams, and added "Attack"/"Defend" to the icon for them as a directive
last piece of this I think - only draw the icon through level geometry for the currently active point. Not the locked ones
does the game in question involve geo in order to win? if not, i don't see the value of the pun with breakthrough. nevermind the pun, its still good at describing the objective. I am a fan of Revolt.
my stab at suggestions: Momentum, Miners Momentum, Chain Assault, Push, Push & PENETRATE
it would depend on the maps made for it tbf
The game type does not inherently involve geomod, no. Though, I wouldn't be surprised if a "standard" map for it would. Mechanically all the game type requires is a linear progress of X capture points. Can be as few as 1 (not recommended), or as many as 32 (also not recommended lol). Expecting a "standard" map for it would probably have somewhere in the realm of 4-6
From the general feedback and consensus, at least for now I'm going to go with "Revolt" - can be changed after (before Alpine 1.2) if there is a need, but I do think that's a name that has a lot going for it
And all the mechanics are done now ๐ฅณ capture flow, unlocking, moving spawns, and game end conditions
this is how a mapper configures it. the Stage parameter specifies this CP's placement in the progression through the map (0 - 31)
Spawn points that are linked to from the capture point handler are associated with that point, which means:
- in KOTH/DC: When the point changes teams, the spawn points are updated so they only spawn players of the owner's team. The spawn point is disabled when the point is not captured
- in REV: Spawn point team never changes, but spawn points are disabled while that point is not active. When the progression moves forward, spawns associated with past points are disabled, and the spawns associated with the currently active point are enabled
@shut vector ^ for reference
I am absolutely loving this!

FWIW I can absolutely see a topside normal gavity version Europa for this
1 on either side of the bridge and 1 in front of each bases door
maybe some modifications to fit the gameplay but the europa layout fits naturally to this i think
maybe even have one central
also maybe an edited score with a more streamlined design ?
I could see Score working if you deleted half of the map and designed something new. The Score base would be decent to defend/attack, I think, as the end stage(s) of the map. But you'd need to create something new for the earlier stages (maybe something more open, since the existing Score base is pretty cramped and dense)
Also i know i mentioned AoW when we were discussing it the other day and i still think all things considered, a modified streamlined version of that aswell
just trying to throw ideas out there to help get some maps into the thought process so we have something soonโข ๐
Honestly if acer was open to it maybe Mafia Town could work aswell
bases are in the buildings you could have points littered around the street
i wonder if that would be more DC than Revolt though
as dumb it sounds i can also see this working 
I think (as nick said yesterday) there are a fair amount of TDM maps out there that would convert very well to DC. Probably some of the CTFs that have less defined base/mid sections (like Mafia Town) too
i havn't played TDM since 2016 so idk the maps that were designed specifically for that instead of regular dm ๐
Well there aren't that many maps designed specifically for TDM... by TDM maps I mean the larger DM maps that aren't just big open rooms ๐
ah ok gotcha XD
Red Institute, Grey Matter, a handful of Kerpal's newer maps, Europa, Devonian World, etc.
(just the first ones that come to mind)
Hm
I think REV will be by far the hardest mode to convert existing levels to work in. Just because most maps in RF are either heavily interconnected arenas (most DMs/TDMs) or are symmetrical with bases (almost all CTFs)
There are some Assault maps that might be workable to REV ironically ๐
and just so my previous recommendations/ideas don't sound utterly stupid
Revolt is the one where one team has to fight and get all points to win
All the RFU7 maps for example, Air Assault, there are a few others
Revolt = linear forward progression. Capture X points in order. Only 1 active point at a time - blue defends, red attacks. When captured by red, can't be uncaptured, gameplay moves to the next point in the progression
https://www.factionfiles.com/ff.php?action=file&id=1991
This is the one I was looking for lol
@shut vector 's Overlord too tbh could be converted to REV with minimal work
probably
TBH
and this might be an absolutely rediculous stretch
could some SP maps be converted to suit
like
if you took the loading zones out of med labs for example
and converted it to a DM style
from like - where u'd come out the vent all the way to the elevator
i mean its a stretch but just an example ๐
I look forward to seeing what other mappers do with these modes ๐
Personally my plan at first is to construct something for each which is basically a showcase of what was intended with the mechanics, etc.
After effectively a template exists, getting creative with alterations and remixes on existing maps becomes way easier ๐
sure sure
I could see some SP layouts working (with edits) in REV for certain
yeah with edits is what i mean ye
docking bay for example, I could see it
๐
https://www.factionfiles.com/ff.php?action=file&id=5019
Overlord could be due an upgrading ๐
Geothermal could be a DC map with edits
What will be the maps prefix for these kind of maps? Wont be CTF anymore.
KOTH/REV/DC i imagine?
Something like geothermal would require more extensive edits IMO because all the chokepoints are very cramped doorways (and 1 doorway per room), but it could work
koth, dc, rev
Any of the 3?

