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
