SVN? lol wut?
SVN, or subversion control, is a way for developers to collaborate on code by checking it out from a central location and checking it back in when they have completed their changes. There are many systems that do this, SVN is just one of them. Alientrap just happens to use this (relatively popular) method. The only reason you need to know this, is to have an idea of how fresh the code is. Hot off Wednesday's presses, divVerent has posted a SVN build of Nexuiz. You can go directly to the download page here. You'll want nexuiz-NEWEST.zip for the complete package, nexuizpatch-NEWEST.zip to patch your Nexuiz.
This is like a (pre)beta version of Nexuiz! I has many new features you may have seen on different servers and some even newer ones you may have not.
- Team Radar
- Sexy Scoreboard
- Fun Sounds
- Sweet new hook
and many many more changes, fixes and awesomeness.
bestweapon and cycleweapon are no longer cmds, they have been replaced
You can read how to fix them here
Just filter the server list by ninja and join any of the 10-08-08 SVN servers
Some Details on Scoring
The SVN CTF Nexuiz Ninjaz servers are running with a new type of scoring that promotes teamwork and playing the field (defense, midfield, offense). I'm running a few test servers right now, there are a few things I'm working on tweaking but the basic jist is the following:
base_flag_pickup -5
This acts as a deposit because the flag carrier assumes a risk. This is to discourage players from repeatedly grabbing the flag and dying.
world_flag_pickup +1 for every 3 seconds the flag is down
This is to protect against a camper situation, if a sniper were to kill a flag carrier and his teammate picked it up, if this was a set number like 5, it would negate the sniper's earnings.
carrier_kill 5
Because this deserves a reward
flag_drop -5
Because this deserves a punishment
flag_return 3
This deserves a reward, but not as much as the kill. The most a player can get for a fc kill/return would then be 8.
flag_cap 30
To compensate for the deposit, fc gets 25 points.
Match time 12 minutes
I believe 20 minutes is too long. 10 minutes feels just a little too short. The 2 minutes after the 10 minute mark I believe gives players that added incentive of an obvious 2 minute window to player hard and fast.
score to win 7 caps
This may need altering but I think this feels about right for most maps.
Some points to address
I'll call this the 'camper clause', it's to fend against the argument, that if a camper were to snipe the flag carrier and his teammate were to pick it up, it would nullify the sniper's shot. (-5 fc kill, +5 world pickup).
Assuming you'll almost never get it on the 15 second mark, the highest players will usually get for picking up the flag after their teammate was killed, is 4 points (10-12 seconds), which I hope is an over estimate of the average time it takes your teammate to retreive a dropped flag.
This scoring system emphasizes the importance of defense.
I'm not sure I understand how this is true. You are most certainly punished for failed captures, a dropped flag is -5 points, a fc kill is +5 to the enemy and +3 for a return (not auto).
Original post from AT