Poll: Would you like to try a TLSS mode?
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No
25.00%
5 25.00%
Yes
75.00%
15 75.00%
Total 20 vote(s) 100%
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Team LSS
#1
There is a diff patch on Sourceforge for Team Last Swiss Standing.
I was wondering if it is possible for me to test that patch, and if so, whether or not it will need to be both client and server side.

Here is the contents of the patch as well:
Index: ac/config/docs.cfg
===================================================================
--- ac/config/docs.cfg    (revision 4491)
+++ ac/config/docs.cfg    (working copy)
@@ -3072,6 +3072,14 @@



+docident [tlss] [Starts a map with the mode "Team Last Swiss Standing"];
+
+docargument [M] [The name of the map you wish to play] [] [1];
+
+docexample [tlss ac_complex] [];
+
+
+
docident [mode] [Sets the gameplay mode to N for the next map loaded.];

docargument [N] [The mode number] [] [0];
@@ -3108,6 +3116,8 @@

docargument [] [] [15 - Keep the Flag] [0];

+docargument [] [] [16 - Team Last Swiss Standing] [0];
+
docremark [You will need to define mode before loading the map or it will stay as the last mode played.];


Index: ac/config/menus_multiplayer.cfg
===================================================================
--- ac/config/menus_multiplayer.cfg    (revision 4491)
+++ ac/config/menus_multiplayer.cfg    (working copy)
@@ -104,6 +104,7 @@
menuitem "Team Keep the Flag"        "mode 14; showmenu maps_flags"
menuitem "Pistol Frenzy"        "mode 6; showmenu maps"
menuitem "Last Swiss Standing"        "mode 9; showmenu maps"
+menuitem "Team Last Swiss Standing"    "mode 16; showmenu maps"
menuitem "One Shot, One Kill"        "mode 10; showmenu maps"
menuitem "Team One Shot, One Kill"    "mode 11; showmenu maps"

Index: ac/config/scripts.cfg
===================================================================
--- ac/config/scripts.cfg    (revision 4491)
+++ ac/config/scripts.cfg    (working copy)
@@ -23,7 +23,7 @@

// Auto-completions
alias mapcomplete [complete $arg1 "packages/maps/official packages/maps" cgz]
-mapcommands = "map tdm coop dm lms ts ctf pf lss osok tosok htf vip tktf ktf sendmap"
+mapcommands = "map tdm coop dm lms ts ctf pf lss osok tosok htf vip tktf ktf tlss sendmap"
loop i (listlen $mapcommands) [
     mapcomplete (at $mapcommands $i)
]
@@ -52,6 +52,7 @@
gamemodedesc 13 [Hunt the Flag: Find the enemy flag, frag the flag bearer and collect the flag to score. Protect your own team flag. If the flag bearer collects the enemy flag, they gain a 1 point bonus.]
gamemodedesc 14 [Team Keep the Flag: There is only one flag. Get the flag and keep it. You score one point every 15 seconds. If your teammate has the flag, protect him. If the flag bearer collects the enemy flag, they gain a 1 point bonus.]
gamemodedesc 15 [Keep the Flag: Get the flag and keep it. You score one point every 15 seconds. Everybody else will want to destroy you!]
+gamemodedesc 16 [Team Last Swiss Standing: Knive and bomb the enemy team!]

// "resetbinds" command.
alias resetbinds [ exec config/resetbinds.cfg; echo " 3All binds have been reset to default values!" ]
@@ -79,6 +80,7 @@
alias vip   [ votemap 13 $arg1 ]
alias tktf  [ votemap 14 $arg1 ]
alias ktf   [ votemap 15 $arg1 ]
+alias tlss   [ votemap 16 $arg1 ]

// Weapon switching/action utilities.
alias primary [ weapon (currentprimary) ]
Index: ac/docs/reference.xml
===================================================================
--- ac/docs/reference.xml    (revision 4491)
+++ ac/docs/reference.xml    (working copy)
@@ -3664,6 +3664,18 @@
           </arguments>
         </command>

+        <command name="tlss">
+          <description>Starts a map with the mode "Team Last Swiss Standing"</description>
+          <examples>
+            <example>
+              <code><![CDATA[tlss ac_complex]]></code>
+            </example>
+          </examples>
+          <arguments>
+            <variableArgument token="M" description="The name of the map you wish to play"/>
+          </arguments>
+        </command>
+
         <command name="mode">
           <description>
             Sets the gameplay mode to N for the next map loaded.
Index: ac/source/src/protocol.cpp
===================================================================
--- ac/source/src/protocol.cpp    (revision 4491)
+++ ac/source/src/protocol.cpp    (working copy)
@@ -164,14 +164,14 @@
     "demo playback",
     "team deathmatch", "coopedit", "deathmatch", "survivor",
     "team survivor", "ctf", "pistol frenzy", "bot team deathmatch", "bot deathmatch", "last swiss standing",
-    "one shot, one kill", "team one shot, one kill", "bot one shot, one kill", "hunt the flag", "team keep the flag", "keep the flag"
+    "one shot, one kill", "team one shot, one kill", "bot one shot, one kill", "hunt the flag", "team keep the flag", "keep the flag", "team last swiss standing"
};

const char *modeacronymnames[] =
{
     "DEMO",
     "TDM", "coop", "DM", "SURV", "TSURV", "CTF", "PF", "BTDM", "BDM", "LSS",
-    "OSOK", "TOSOK", "BOSOK", "HTF", "TKTF", "KTF"
+    "OSOK", "TOSOK", "BOSOK", "HTF", "TKTF", "KTF", "TLSS"
};

const char *voteerrors[] = { "voting is currently disabled", "there is already a vote pending", "already voted", "can't vote that often", "this vote is not allowed in the current environment (singleplayer/multiplayer)", "no permission", "invalid vote" };
Index: ac/source/src/protocol.h
===================================================================
--- ac/source/src/protocol.h    (revision 4491)
+++ ac/source/src/protocol.h    (working copy)
@@ -117,16 +117,17 @@
     GMODE_HUNTTHEFLAG,         // 13
     GMODE_TEAMKEEPTHEFLAG,
     GMODE_KEEPTHEFLAG,
+    GMODE_TEAMLASTSWISSSTANDING,
     GMODE_NUM
};

-#define m_lms         (gamemode==3 || gamemode==4)
-#define m_ctf         (gamemode==5)
-#define m_pistol      (gamemode==6)
-#define m_lss         (gamemode==9)
-#define m_osok        (gamemode>=10 && gamemode<=12)
-#define m_htf         (gamemode==13)
-#define m_ktf         (gamemode==14 || gamemode==15)
+#define m_lms         (gamemode==GMODE_SURVIVOR || gamemode==GMODE_TEAMSURVIVOR)
+#define m_ctf         (gamemode==GMODE_CTF)
+#define m_pistol      (gamemode==GMODE_PISTOLFRENZY)
+#define m_lss         (gamemode==GMODE_LASTSWISSSTANDING || gamemode==GMODE_TEAMLASTSWISSSTANDING)
+#define m_osok        (gamemode>=GMODE_ONESHOTONEKILL && gamemode<=GMODE_BOTONESHOTONEKILL)
+#define m_htf         (gamemode==GMODE_HUNTTHEFLAG)
+#define m_ktf         (gamemode==GMODE_TEAMKEEPTHEFLAG || gamemode==GMODE_KEEPTHEFLAG)

#define m_noitems     (m_lms || m_osok)
#define m_noitemsnade (m_lss)
@@ -134,11 +135,11 @@
#define m_noprimary   (m_pistol || m_lss)
#define m_noguns      (m_nopistol && m_noprimary)
#define m_arena       (m_lms || m_lss || m_osok)
-#define m_teammode    (gamemode==0 || gamemode==4 || gamemode==5 || gamemode==7 || gamemode==11 || gamemode==13 || gamemode==14)
+#define m_teammode    (gamemode==GMODE_TEAMDEATHMATCH || gamemode==GMODE_TEAMSURVIVOR || gamemode==GMODE_CTF || gamemode==GMODE_BOTTEAMDEATHMATCH || gamemode==GMODE_TEAMONESHOTONEKILL || gamemode==GMODE_HUNTTHEFLAG || gamemode==GMODE_TEAMKEEPTHEFLAG || gamemode==GMODE_TEAMLASTSWISSSTANDING)
#define m_tarena      (m_arena && m_teammode)
-#define m_botmode     (gamemode==7 || gamemode == 8 || gamemode==12)
-#define m_valid(mode) (((mode)>=0 && (mode)<GMODE_NUM) || (mode) == -1)
-#define m_mp(mode)    (m_valid(mode) && (mode)>=0 && (mode)!=7 && (mode)!=8 && (mode)!=12)
-#define m_demo        (gamemode==-1)
+#define m_botmode     (gamemode==GMODE_BOTTEAMDEATHMATCH || gamemode == GMODE_BOTDEATHMATCH || gamemode==GMODE_BOTONESHOTONEKILL)
+#define m_valid(mode) (((mode)>=GMODE_TEAMDEATHMATCH && (mode)<GMODE_NUM) || (mode) == GMODE_DEMO)
+#define m_mp(mode)    (m_valid(mode) && (mode)>=GMODE_TEAMDEATHMATCH && (mode)!=GMODE_BOTTEAMDEATHMATCH && (mode)!=GMODE_BOTDEATHMATCH && (mode)!=GMODE_BOTONESHOTONEKILL)
+#define m_demo        (gamemode==GMODE_DEMO)
#define m_flags       (m_ctf || m_htf || m_ktf)

Also I'm curious as well what people think of that mode. Would you like to try it out?
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#2
hmmm, looks pretty cool! nice job trying soon :D
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#3
I should say now so no one get's the wrong idea. I didn't create this patch. I just saw it on Sourceforge and thought it looked neat.
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#4
Apply the patch to your SVN I believe. Look around in your client.
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#5
Add Team LSS to the game. Good idea! We've wanted Team LSS since .93. It will never happen.
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#6
Let the mass nade spam/team kill begin.
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#7
(19 Dec 10, 02:35AM)Jason Wrote: Let the mass nade spam/team kill begin.

Then it'll be just like every other mode, at least in pubs.
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#8
MorganKell Wrote:It will never happen.
You're just saying that so the devs can prove you wrong! :-P
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#9
No.
LSS is all about nadespamming. This would just end up by massive teamkills...
And yes Mael, indeed just the same as every other pub match these days, thats just a fact. :s
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#10
This seems like a good idea at first, but now that I think about it, LSS is all about being a fast-paced ffa, adding teams would certainly slow it down and tarnish that unique LSS feel
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#11
woah, actually very good points darkside and infinite! now im seriously reconsidering my vote... :S
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#12
As am I.
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#13
(19 Dec 10, 03:42PM)DES|V-Man Wrote:
MorganKell Wrote:It will never happen.
You're just saying that so the devs can prove you wrong! :-P

:)

(19 Dec 10, 04:10PM)Infinite Wrote: No.
LSS is all about nadespamming. This would just end up by massive teamkills...
And yes Mael, indeed just the same as every other pub match these days, thats just a fact. :s

You sir are wrong. Only the retarded spam nades in LSS. Which by your epic fail of a comment up there means you are know what I mean. LSS is about skill, timing, cook, BOOM. Many skilled shimmies would heartily disagree with that asinine assumption of yours. Ask Mr. Delta. We've gotten some insane games going in LSS with zero nade spam. Of course that is likely because we happen to ride with the select few who use grenades to their full potential. Hey, ask Mael. That little splice version boomfreak dynamo throws down like no other (until I dust off my finger-roll that is). Anyways what's so wrong with a Team LSS? Odds are CTF, TDM, and TOSOK will still be the heavy hitters. Just imagine crack squads of shimmies unleashing devastating barrages of incendiary hellaciousness in a precisely timed, well coordinated masterpiece of annihilation.

(19 Dec 10, 10:34PM)HyPE|Darkside Wrote: This seems like a good idea at first, but now that I think about it, LSS is all about being a fast-paced ffa, adding teams would certainly slow it down and tarnish that unique LSS feel

It's adding a mode, not taking one away. You can still play regular LSS. The only difference would be that you can also play Team LSS. It's comments like yours and Infinite Burny Man above that have been shutting down our hopes of Team LSS since the beginning. Tell me though, do you like sitting through those end battles where Dude 1 and Dude 2 are running around the map for 20 minutes trying to find each other? And when they finally do it takes them another 5 to frag someone. If anything Team LSS speeds up regular LSS. When there are 2 Dudes vrs 1 Dude, games move a lot quicker. Add the strategic element to it as well. Instead of free-wheeling around the map the whole game you can develop tactics and teamwork if you have mates on your side with the right mindset. Sure newbzilla will rear it's ugly head and you'll get TKs and Spam occasionally but that won't be as common as you might think. Team LSS is a natural extension of the already awesome LSS and will make an EXCELLENT contribution to the insanely intriguing sweetness known as AC.

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#14
iCTF, TLSS...
These should be implemented. More modes is better than fewer. More variability in the game is better than less.
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#15
(20 Dec 10, 07:01AM)Zarj Wrote: iCTF, TLSS...
These should be implemented. More modes is better than fewer. More variability in the game is better than less.

There are probably many who wants that to happen. But I doubt it considering the majority of players don't want to play the modes we already have.

How often do you see survivor, pistol frency and TDM in a full 7vs7 server?
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#16
(20 Dec 10, 08:38AM)pwnage{TyD} Wrote: How often do you see survivor, pistol frency and TDM in a full 7vs7 server?
Moot. Nobody's going to play FFA modes on a full 7on7 server.
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#17
(20 Dec 10, 10:31AM)JMM Wrote: Moot. Nobody's going to play FFA modes on a full 7on7 server.

Sure they will :) OSOK on Douze with 20 has happened plenty!
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#18
Also moot, since that is lame. ;-)

My gloves are thrown in: I want TLSS.
1) As Zarj said (with impeccable grammar, TYVM!), having more modes is much better than having fewer. Then at least the noobs who can't handle TLSS can have the freedom of choosing to not play it, rather than the way it is now -- they have no choice but to not play TLSS. :-P
2) Accidental TKs are not a big deal, since they're accidental. It'll help people learn how to better avoid them.
MorganKell Wrote:Sure newbzilla will rear it's ugly head and you'll get TKs and Spam occasionally but that won't be as common as you might think.
3) Having teams support each other with nades will encourage people to increase their nade skill levels for other game modes.
4) I don't care if nobody else plays TLSS, PF, or LMS -- I will! :-P
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#19
(20 Dec 10, 08:38AM)pwnage{TyD} Wrote: How often do you see survivor, pistol frency and TDM in a full 7vs7 server?

I agree with you that some modes are sorely underplayed. Survivor and PS are great modes and totally underrated (although I do see TDM once in a while).

On that matter, there should be TPF as well. Any mode available in FFA should be available for teams too.
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#20
(20 Dec 10, 04:27PM)Zarj Wrote:
(20 Dec 10, 08:38AM)pwnage{TyD} Wrote: How often do you see survivor, pistol frency and TDM in a full 7vs7 server?

I agree with you that some modes are sorely underplayed. Survivor and PS are great modes and totally underrated (although I do see TDM once in a while).

On that matter, there should be TPF as well. Any mode available in FFA should be available for teams too.

Team coop is better than team LSS.
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#21
Your gibs are better than team coop. :-P

And +1 for Team pistol frenzy! :D
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#22
Quote:Just imagine crack squads of shimmies unleashing devastating barrages of incendiary hellaciousness in a precisely timed, well coordinated masterpiece of annihilation.

How much more awesomeness can you fit into one fraggin sentence? I salute you MorganKell.

Of course team LSS would change the feel of the game play but it would also add a whole new dimension. In close proximity to both enemies and team members, one would need to polish up on their nade to knife switch. It would be counter intuitive to nade spam on team mode so I wouldn't think that would be much of a problem.

I'm curious to find out what most LSS players feel what type of map layout is best for lss. I like maps with simple layouts such as douze and desert. Some of my favorite LSS maps were the brazil_minimap ones which of course wouldn't meet the standards of a "quality map" in the new version. If we could duplicate these layouts in a 1.1 friendly manner I think there would be a lot more interest in LSS and a possible Team LSS mode.

So I say encourage more LSS friendly maps to create more demand. I think this would create more support for the LSS team mode.

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#23
For team LSS, I could see just about any map being fun as all-get-out!
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#24
Feel free to try team LSS, however, there are some major bugs ;) http://forum.cubers.net/thread-1666-post...l#pid29047
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