ET Fastcaps


(DarkangelUK) #1

For years now there’s been a quite friendly competition type in Q3 called fastcaps, basically you’ve to try and capture the flag in the quickest time possible. So i thought, well why can’t we do that in ET?! So here I introduce you to the 1st ET fastcaps thread!

At the moment i’m going to split it into 2 categories, 1 being the capture the docs style, 2nd being destroy the objective… so docs runs will be called fastcaps, and dyno runs will be called fastplants. Obviously there’s more gametypes but that’s all im focusing on just now. Very simple, start the round and complete the objective in the quickest time possible. There will be standard settings and rules that all must abide by which will be listed below. At the moment i’m going to keep it on ET Pro, then i’ll progress to other mods as a familiarise myself with them (e.g. how to work in double jumps in shrub etc)

Basic rules (not final but a basic list)

You can use any class you want

You can use any shortcut, trickjump, slope, hop, skip and jump you want to get the fastest time possible.

Must be 0 XP

Solo runs only, no help from other people

Versions of ET pro 3.1.0 and upwards acceptable

ET patch versions of 1.02 and up acceptable.

Gametype must be stopwatch

All default physics, timescale and spawn settings must be used.

NO jumps scripts, all must be freehand

Timer starts as soon as the round begins and ends when the objective is completed.

No god mode allowed, nofatigue is NOT allowed either.

You must start from default spawn point.

Settings to be used are listed below (for offline play)…

sv_pure 0 (i had to use this as when i try and load a map when set to 1, et crashes)
pmove_fixed 1
pmove_msec 8

Problems with it

ET times don’t go into the 100ths of seconds, until i can find a way to impliment this, it looks like times are to the nearest second (so some glory is going to be shared)

Recording demos offline defaults at 20fps, the way past this is to set sv_fps 120… but for some reason once the warmup timer has counted down and the round starts, the sv_fps defaults back to 20 giving jerky playback. I would idealy like to use a default rules setting of sv_fps 120 but dont know how to impliment this at the moment… so for the time being leave sv_fps 20 just now.

Submitting times

I’m just gonna carry over the defrag demo naming process as it seems to fit the best. So the demo naming layout is as follows…

mapname[typeofrun.modname.team]timehere(playername).dm_83

ill use the map ive started off with as an example… i did a fastcap of the docs on et_ice as axis and got a time of 1min 16secs, so my demo is named as follows

et_ice[fastcap.etpro.axis]01.16(Darkangel).dm_83

If for instance you did a dyno plant fast run on battery, your demo would be named as follows.

battery[fastplant.etpro.allies]02.47(Darkangel).dm_83

When you complete the run in stopwatch, it’ll display what the timer has been reset to at the end so you’ll know what your time is. If you happen to do it on the 2nd round, it only says that you beat the time… so just drop the console and it’ll display in the stats what time you succesfully completed it in. If this is the case, please leave the demo recording on the end of round intermission screen for atleast 10 seconds so we can check the console for the time.

So the 1st map i’ll start off with is et_ice. Very simple, start at axis base and scramble to the allied base and grab the docs and transmit as quick as possible. My time was 1min 16… i took a screenshot of the console as well but you dont have to, aslong as we can see clearly what the time is at the end then its ok. Demo below.

http://darkangel.diesa.co.uk/demos/et_ice[fastcap.etpro.axis]01.16(Darkangel).zip

If this starts to take off i may start some sort of rankings table per map with listed times etc


(Sauron|EFG) #2

Isn’t sv_fps forced to 20 in etpro? Anyway, ETPro 3.2.0 doesn’t work as a listen server, so the rule should be to do it on a dedicated server (which you can run on the same machine if you want to) unless you accept etmain demos.

p.s. Your link doesn’t work (you may want to change the naming convention to something the forum likes better).


(Loffy) #3

I did Base, Ice and Oasis:

Base: 1.34
Ice: 1.16
Oasis: 2.07
http://www.acc.umu.se/~loffy/demos_fastcaps_base_ice_oasis_loffy.zip
Zip is about 2 Mb and it contains version-2.56-demos and version-2.60-demos (i.e. both .83 and .84 demo-files). 6 demos all in all.

//Loffy


(DarkangelUK) #4

Very nice Loffy :slight_smile:

Yeah sauron ill accept etmain demos done in stopwatch… it displays the time at the end anyway (cant remember, been so long since i played vet :o). I’m still using et ver 2.56 and et pro 3.1.0… seems to be to be the last stable combination.

I think possibly the best thing to do is maybe make a bind that sets sv_fps 120 as soon as the round starts… cos really, watching jerky demos isnt nice. So just add something like bind x sv_fps “120”

I had a go at battery and got 1min 15secs, i buggered up the 1st jump so i think 1.10 is def possible.

http://darkangel.diesa.co.uk/demos/battery[fastplant.etpro.allies]01.15(Darkangel).dm_83


(SCDS_reyalP) #5

O_o

I think possibly the best thing to do is maybe make a bind that sets sv_fps 120 as soon as the round starts… cos really, watching jerky demos isnt nice. So just add something like bind x sv_fps “120”

Running on a listen server and tweaking the sv_fps are both quite likely to affect jumping physics (I know listen server does, not sure about sv_fps). The whole sv_fps 20 == jerky demos thing is :weird: since demo playback interpolates…

Anyway, now that I’m done :nag: ing, it’d be pretty cool if anyone doing this would include trickjumplines and ghosts :moo:


(Sick Boy) #6

I’ve done some serious testing and couldn’t find a difference between a listen server and a dedicated server regarding jumping (at least with pmove_fixed).

Listen servers do make the demos jerky.

Maybe this ‘compo’ would be cooler with nadejumping (FF off) to be able to make some time differences and shortcuts ? Just a thought.


(DarkangelUK) #7

Nah prefer to keep it as normal gameplay as possible. It’s basically how fast you can navigate the map and complete the objective in normal gameplay settings etc The listen server sets the client demo fps the same as sv_fps… that’s why settings sv_fps the same as your com_maxfps fixes this… i just dont know how to set sv_fps permanent on the listen server.