Author Topic: Trenchwar Territories  (Read 14084 times)

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Offline DorkeyDear

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Trenchwar Territories
« on: November 05, 2007, 09:00:11 pm »
Script Name: Trenchwar Territories
Script Description: Alpha and Bravo teams capture territories while heading along towards the enemy. All previous territories must be captured in order to capture a territory. Every second, each team gains a point for each territory they control. Once either team captures all territories or receives enough points, then they are victorious.
Original Author: Curt
Server Version: 2.6.3
Core Version: 2.2
Download: http://curt.soldatrs.com/scripts/Territories.zip
Commands:
Public:
/scores: gives Alpha, and Bravo scores, along with total needed points.
Admin:
/enable: Enables the territories script.
/disable: Disables the territories script.
/enablemap: Enables the script for the current map. (Sometimes helpful with finding bugs in map data)
/disablemap: Disables the script for the current map. (Note that once the map changes, the script may re-enable itself for that map)
/loadsettings <file>: file.ini file located within the Territories folder. When blank, loads settings.ini.
/loadmapdata <name>: loads the current map's data with the name of name. (explained under how to create map data) When blank, loads default.
Note: If RSN=true in settings.ini, then you must type the script's folder name first (default "Territories"); Example: (RSN=true) /territories disablemap
settings.ini:
Quote
[General]
Enabled=true¬  ¬  ¬  ¬  ¬  ¬  first state of the /enable /disable commands
ControlTime=8¬  ¬  ¬  ¬  ¬  time needed (in seconds) in order to claim a territory
ModSpawns=true¬  ¬  ¬  when true, spawn points are recreated in the most recent territory
PointsLimit=1800¬  ¬  ¬  ¬ amount of points needed to be victorious (0 for no limit)

[Colors]
Color=$FF52DD52¬  ¬  ¬  ¬  ¬  ¬  ¬ default messages color
ErrorColor=$FFEF8282¬  ¬  ¬  ¬ color of an error message
AlphaColor=$FFDF5253¬  ¬  ¬  color of alpha-team related messages
BravoColor=$FF5353DF¬  ¬  ¬  color of bravo-team related messages

[Commands]
RSN=true¬  ¬  ¬  ¬  ¬  ¬  ¬  ¬  ¬ when enabled, you must type the script's name prior admin commands
Map Data:
Quote
[<name>] (name is for /loadmapdata <name>; "default" is the name that is loaded automatically)
Enabled=true/false (default state of /enablemap /disablemap)

Bases=# (number of bases the script expects to find within the file)

B#_Groups=# (number of groups of "or" groups of checks)
B#G#_Checks=# (number of "and" checks)
B#G#C#_Type=_ (style of check; available types: right, left, above, below, distance, !distance)
B#G#C#_Location=# (location of the check (used with right, left, above, below types))
B#G#C#_X=# (X location of check type distance or !distance)
B#G#C#_Y=# (Y location of check type distance or !distance)
B#G#C#_Distance=# (distance from X,Y to player required to be true for check type distance or !distance)
B#_Spawns=# (number of spawn points for this base)
B#S#_X=# (X location of this spawn point)
B#S#_Y=# (Y location of this spawn point)
B#F_X=# (X location for the flag)
B#F_Y=# (Y location for the flag)
Word description: There are _ amount of bases per map... Each base needs "groups", and each group needs "checks" ... all checks need to be true in order for the check to be true; and if any of the groups are true, then there is a player in a base. I used the exact same style as my Soccer script, which I should be releasing soon.

Example map data have been included with the script. You may modify the map data of these data as you wish.

The purpose of RSN is in case you have other scripts that have commands that collide. For future scripts, I will try to implement this (but not for small scripts).

Example Maps:
tw_Anoxi
tw_Nomans
tw_Gloryhill
tw_doppleganger
ctf_tw_marsh
tw_Stalingrad
tw_windmill
ctf_tw_Fangen 0.95
ctf_tw_ColdMorning
ctf_tw_Crescent
ctf_tw_Rage
ctf_tw_Rime
ctf_tw_Village
tw_caen
tw_moats
tw_Junkyard
tw_Battlefield
tw_Rage
tw_Paperwar
tw_Moats
tw_Rime
tw_Limbo
tw_Cresent
tw_Village
(A list of maps that I am planning to get map data for... crossed-out ones are ones that data has already been made for)

I uploaded every TW map I have into one file, in case you have a different version of the map than I do.. Different maps will mess up the game sense the map data probably won't align correctly. Link
« Last Edit: July 29, 2008, 05:59:36 pm by DorkeyDear »

Offline Leo

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Re: Trenchwars Territories
« Reply #1 on: November 06, 2007, 12:02:24 am »
Will this work with all tw maps ? And how we make the map data ?  :o
p.s Ok, I see how it works. Too much work though, how about making a package of, let's say, 10 tw maps ?  :)
« Last Edit: November 06, 2007, 12:26:46 am by Leo »

Offline Master Chief43

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Re: Trenchwars Territories
« Reply #2 on: November 06, 2007, 05:05:28 am »
This script is AWESOME! But... yea... why don't ya make more for us eh? LoL!
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Offline DorkeyDear

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Re: Trenchwars Territories
« Reply #3 on: November 06, 2007, 08:47:11 am »
Don't worry, I will be making more map data..
Any suggestions on what maps I can do it for?

Offline Leo

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Re: Trenchwars Territories
« Reply #4 on: November 06, 2007, 08:59:48 am »
DorkeyDear, here is a small package: http://www.realsol.org/tw_maps/ Just make me the .ini files and I'll fire up a server :)

Offline BombSki

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Re: Trenchwars Territories
« Reply #5 on: November 06, 2007, 09:03:11 am »
boo new maps. maps like rime and rage arent nearly as good as the old maps like moats, chemical and gloryhill.
I like the point-based idea of this script. there have been some suggestions to add something like this to TTW too, but then with a decreasing number of points

Offline Leo

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Re: Trenchwars Territories
« Reply #6 on: November 06, 2007, 09:07:36 am »
Ok, I added moats. Gloryhill has already an .ini file, don't like chemical that much.

Offline echo_trail

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Re: Trenchwars Territories
« Reply #7 on: November 06, 2007, 09:14:26 am »
Woah, this is just a great idea. Full support. How about adding all the maps from Avarax' servers? they're unbelievably awesome.. If he agrees ofcourse.
I fucking miss all you cunts!

Offline BombSki

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Re: Trenchwars Territories
« Reply #8 on: November 06, 2007, 09:28:18 am »
Which maps do you mean? I dont think avarax is still hosting a TW server.. but i could be wrong.
and i agree there should be more classic maps. some names:
doppleganger
nomans
marsh (awesome map where enemy flag is at your own base, which IMO all tw maps should have)
windmill
stalingrad

Offline DorkeyDear

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Re: Trenchwars Territories
« Reply #9 on: November 06, 2007, 09:42:51 am »
I just added tw_doppleganger map data..
I'll be working on the other maps.
EDIT:
My to do list:
ctf_tw_marsh
tw_windmill
tw_Stalingrad
ctf_tw_Fangen 0.95
ctf_tw_ColdMorning
ctf_tw_Crescent
ctf_tw_Rage
ctf_tw_Rime
ctf_tw_Village
tw_caen
tw_moats
(EDIT: look up top at first post for a more up-to-date list)

I'll be going in order from top to bottom, so if anybody wants to help me.. you may.
« Last Edit: November 06, 2007, 05:24:56 pm by DorkeyDear »

Offline Leo

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Re: Trenchwars Territories
« Reply #10 on: November 06, 2007, 10:19:03 am »
I have started a server with current 4 maps: 89.149.202.139:23076 Keep them coming DorkeyDear :)

Offline DorkeyDear

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Re: Trenchwars Territories
« Reply #11 on: November 06, 2007, 10:28:14 am »
ctf_tw_marsh finished
fixed a small bug :)
« Last Edit: November 06, 2007, 10:37:33 am by DorkeyDear »

Offline Leo

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Re: Trenchwars Territories
« Reply #12 on: November 06, 2007, 10:48:27 am »
Hmm.. got a problem:

(17:46:28) Next map: tw_doppleganger
(17:46:33) Doppleganger - Wraithlike
(17:46:34) 
  • default -> Error loading map data (tw_doppleganger): Invalid type

Offline DorkeyDear

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Re: Trenchwars Territories
« Reply #13 on: November 06, 2007, 11:16:51 am »
Hmm.. got a problem:

(17:46:28) Next map: tw_doppleganger
(17:46:33) Doppleganger - Wraithlike
(17:46:34) 
  • default -> Error loading map data (tw_doppleganger): Invalid type
I had a typo.. I had "B#S#_x" instead of "B#S#_X", 1 sec.. ill also include tw_windmill's map data with the fix..

kk uploaded it

added tw_Stalingrad
« Last Edit: November 06, 2007, 11:37:06 am by DorkeyDear »

Offline Leo

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Re: Trenchwars Territories
« Reply #14 on: November 06, 2007, 11:41:36 am »
Hmm.. also many errors when someone joins spectator:
(18:13:13) 
  • [Error] default -> (AppOnIdle): Out Of Range

(18:13:13) 
  • [Error] default -> (AppOnIdle): Out Of Range

(18:13:14) 
  • [Error] default -> (AppOnIdle): Out Of Range


Offline sai`ke

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Re: Trenchwars Territories
« Reply #15 on: November 06, 2007, 12:18:28 pm »
hehe, don't set spawnpoint owners to the spectator team, we've had the same with the progressive spawning in the tactical trenchwars script at first.
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Offline Leo

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Re: Trenchwars Territories
« Reply #16 on: November 06, 2007, 12:23:22 pm »
I have problems with the server shutting down, DorkeyDear come to irc if you can.

Offline Master Chief43

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Re: Trenchwars Territories
« Reply #17 on: November 06, 2007, 12:55:01 pm »
eh... wanna see my maplist?
 -tw_Junkyard
 -tw_Battlefield
 -tw_Rage
 -tw_Paperwar
 -tw_Moats (anyone know whr the newest version of this map is? the one with no invisible polys?
 -tw_Rime
 -tw_Limbo
 -tw_Cresent
 -tw_Village
Thank j00!
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Favorite Map: ctf_Ash
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Offline DorkeyDear

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Re: Trenchwars Territories
« Reply #18 on: November 06, 2007, 01:29:10 pm »
Kk, I fixed the spectator issue

Offline BombSki

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Re: Trenchwars Territories
« Reply #19 on: November 06, 2007, 01:52:11 pm »
awesome. if you add these old maps to your server leo, i will most likely play on it. old/classic tw maps ftw.

Offline Iq Unlimited

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Re: Trenchwars Territories
« Reply #20 on: November 07, 2007, 10:19:38 am »
huzzah! *adds to my private server*

lots of work for this script, not usually like you.
« Last Edit: November 07, 2007, 10:42:27 am by Iq Unlimited »

Offline xmRipper

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Re: Trenchwars Territories
« Reply #21 on: November 07, 2007, 02:04:53 pm »
I uploaded every TW map I have into one file, in case you have a different version of the map than I do.. Different maps will mess up the game sense the map data probably won't align correctly. Link

Broken link
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Offline DorkeyDear

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Re: Trenchwars Territories
« Reply #22 on: November 07, 2007, 03:53:18 pm »
I uploaded every TW map I have into one file, in case you have a different version of the map than I do.. Different maps will mess up the game sense the map data probably won't align correctly. Link

I cant do a direct link to the dl so.. deal with going to a site and clicking "download" :P
Broken link
link fixed
...
added a map (or 2, i forget if i uploaded the 1 b4 this 1)
« Last Edit: November 07, 2007, 06:07:46 pm by DorkeyDear »

Offline chutem

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Re: Trenchwars Territories
« Reply #23 on: November 08, 2007, 10:08:15 pm »
I would download this script, but there is too many maps for me to download (31 kbps :()

Maybe if someone could put a download for 5 or so maps
1NK3FbdNtH6jNH4dc1fzuvd4ruVdMQABvs

Offline DorkeyDear

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Re: Trenchwars Territories
« Reply #24 on: November 09, 2007, 08:22:34 pm »
The majority of the maps should be under the maps section, or you can just go to a bunch of random TW servers and DL the maps.. but then theres not a 100% chance the maps will be the same.
If I find time, I'll package packages of the maps instead of just one big large package. ATM, I'm finishing up on SF and then going to bed soon after. :)

Offline Master Chief43

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Re: Trenchwars Territories
« Reply #25 on: November 10, 2007, 10:22:54 pm »
Hm... Why should you even bother making territories for the crappy maps? (no offense) Uh... nice script and keep up the work buddy. =)
----------------------------------------------------------------------------------------------------------
Oh My Gosh... Most of those maps are crap! (sorry but someone had to say it...) I'm mean... I'm making a TW map myself and its crappy now but dang... I never thought maps can be that crappy...
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Offline Iq Unlimited

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Re: Trenchwars Territories
« Reply #26 on: November 11, 2007, 12:03:34 am »
Pretty harsh on some good maps man.

Offline DorkeyDear

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Re: Trenchwars Territories
« Reply #27 on: November 11, 2007, 09:10:13 am »
Hm... Why should you even bother making territories for the crappy maps? (no offense) Uh... nice script and keep up the work buddy. =)
----------------------------------------------------------------------------------------------------------
Oh My Gosh... Most of those maps are crap! (sorry but someone had to say it...) I'm mean... I'm making a TW map myself and its crappy now but dang... I never thought maps can be that crappy...
Gimme a list of some good maps then.. Would be useful.

Offline BombSki

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Re: Trenchwars Territories
« Reply #28 on: November 11, 2007, 09:12:23 am »
or a list of maps that you consider bad. apart from limbo most maps are fine.

Offline DorkeyDear

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Re: Trenchwars Territories
« Reply #29 on: November 11, 2007, 09:14:25 am »
or a list of maps that you consider bad. apart from limbo most maps are fine.
you don't like limbo?!

Offline sai`ke

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Re: Trenchwars Territories
« Reply #30 on: November 11, 2007, 09:31:13 am »
yea, what's wrong with limbo? o_O
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Offline BombSki

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Re: Trenchwars Territories
« Reply #31 on: November 11, 2007, 09:44:53 am »
nobody likes limbo :P it gets voted off all the time....

the bunkers are stupid, not easily accessable
pit in the middle sucks..
theres a stone scenery that hurts (??)
people are nadejumping to build stat guns on top of the spawn

Offline sai`ke

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Re: Trenchwars Territories
« Reply #32 on: November 11, 2007, 10:26:38 am »
it's a gorgeous map though :o
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Offline Iq Unlimited

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Re: Trenchwars Territories
« Reply #33 on: November 11, 2007, 12:00:05 pm »
Looks don't override gameplay.

Offline DorkeyDear

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Re: Trenchwars Territories
« Reply #34 on: November 11, 2007, 02:03:26 pm »
I'll post a small announcement when I'm finished creating the data for all the maps in the list.
(I fixed a small bug in the script.)

Offline PKS|Shooter

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Re: Trenchwars Territories
« Reply #35 on: November 15, 2007, 02:20:43 pm »
Damn Nice !

Offline zop

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Re: Trenchwars Territories
« Reply #36 on: July 12, 2008, 11:34:05 am »
This script seems crash so easily.
Any new update please?

Date Posted: July 12, 2008, 10:09:06 am
I can't really understand how to setup a map data.
Could anyone teach me more detail plz?

http://122.116.167.31:23238:23238/galavela/?inc=player&name=%5BTomato+Bird%5D+Cibo[/size=1]

Offline TheV

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Re: Trenchwars Territories
« Reply #37 on: July 12, 2008, 05:47:54 pm »
Limbo is a fine map, ttw just ruins all tw maps because of the ridiculous ammount of commands to build statguns, call airstrikes, go pred..., oh and most of all SPAWN KILLING is the majority of all of the kills. And then you move spawns so your fighting on a fourth of a map with about 12 people, which is ridiculous.

Limbo is a fine tw map.

Whoops... anywho did you you get this idea from Pie's post?

Offline BombSki

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Re: Trenchwars Territories
« Reply #38 on: July 12, 2008, 07:04:29 pm »
most of all SPAWN KILLING is the majority of all of the kills. And then you move spawns so your fighting on a fourth of a map with about 12 people, which is ridiculous.
if you suck you get spawnkilled :)
and theres no ttw server with 12 slots :)

other than that, i changed my mind, limbo is indeed quite a nice map, at least the mid bunker :)

Offline DorkeyDear

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Re: Trenchwars Territories
« Reply #39 on: July 12, 2008, 07:04:44 pm »
I can't really understand how to setup a map data.
Could anyone teach me more detail plz?
Message me on MSN and I can explain more clearly than on the forums.

Offline sai`ke

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Re: Trenchwars Territories
« Reply #40 on: July 12, 2008, 07:09:29 pm »
Limbo is a fine map, ttw just ruins all tw maps because of the ridiculous ammount of commands to build statguns, call airstrikes, go pred..., oh and most of all SPAWN KILLING is the majority of all of the kills. And then you move spawns so your fighting on a fourth of a map with about 12 people, which is ridiculous.

Limbo is a fine tw map.

Whoops... anywho did you you get this idea from Pie's post?
1. This thread is about TrenchWar Territories (TWT) not Tactical TrenchWar (TTW).
2. If you don't like it, don't play it. Nobody is forcing you. Nobody is interested in your non constructive whine.
3. TTW is not about the number of kills you make.
4. Limbo is also a fine ttw/twt map.
5. Sounds like someone is a bit bitter.
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Offline zop

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Re: Trenchwars Territories
« Reply #41 on: July 13, 2008, 08:34:51 am »
Thank you Curt. I just sent a invitation to you with msn.

There are 4 problems with this mod in my server.

1) Corpse can capture territory too? That's a big problem!
When players always stay in a territory and be killed in it.
Another team still can't take that territory. Just because corpse still there.

2) Sometimes server message shows¬ 
  • [Error] Territories -> (AppOnIdle): Out Of Range

Then server crashed. No one can connect in. I don't know what happen with it.

3) Maybe a map data wrong setting. People can capture a forward territory even the last one wasn't capture yet.

4) Of course, how to setup other map data.

BTW, how many player limited with this mod?

Thanks for this mod. We love it very much. :)
« Last Edit: July 13, 2008, 10:29:20 am by zop »

http://122.116.167.31:23238:23238/galavela/?inc=player&name=%5BTomato+Bird%5D+Cibo[/size=1]

Offline DorkeyDear

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Re: Trenchwars Territories
« Reply #42 on: July 13, 2008, 12:50:57 pm »
Update:
  • Fixed dead players still counting
  • Fixed Out of Range error when enemy destroying a base

Offline zop

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Re: Trenchwars Territories
« Reply #43 on: July 14, 2008, 08:05:34 am »
  • [Error] Territories -> (AppOnIdle): Out Of Range

again

It happens faster than old script.

After that bug starting, players were always falling down in map.

And I test some.

When I go in a territory that enemy take it already.
I need 7 seconds to clean it and another 7 seconds to capture it.
Server just crash at the 8 second when I starting to capture.

« Last Edit: July 14, 2008, 11:33:01 am by zop »

http://122.116.167.31:23238:23238/galavela/?inc=player&name=%5BTomato+Bird%5D+Cibo[/size=1]

Offline DorkeyDear

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Re: Trenchwars Territories
« Reply #44 on: July 24, 2008, 07:50:57 pm »
Update:
  • Remade AppOnIdle event (its smaller and more efficient too!)

Offline zop

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Re: Trenchwars Territories
« Reply #45 on: July 26, 2008, 05:49:44 am »
Thank you so much Curt !
Although I saw some msg popup "[Error] Territories -> (AppOnIdle): Out Of Range"  XDDD
But server still work well !

http://122.116.167.31:23238:23238/galavela/?inc=player&name=%5BTomato+Bird%5D+Cibo[/size=1]

Offline DorkeyDear

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Re: Trenchwar Territories
« Reply #46 on: August 04, 2008, 08:15:38 pm »
Update:
  • Flags are now moved to the location of the furthest owned base (Note that this required a map data change; included maps have been updated)

    Map data change:
    B#F_X=# (added)
    B#F_Y=# (added)

    Date Posted: July 27, 2008, 11:10:46 pm
    Update:
  • Fixed map data for ctf_tw_Crescent
  • Fixed recompile loading first map in mapslist
  • Fixed recompile not loading first base spawn points


I uploaded some user created old map data. It does not support most recent version. If you wish to convert some, feel free to and upload them here.

Date Posted: July 29, 2008, 07:01:12 pm
Update:
  • Fixed ControlTime in settings file is now used
  • Modified points to set team score (1 point per owned base)
  • Removed PointLimit in settings file


Is there anybody else other than zop using this script having problems at all?

I suggest having a high limit set in soldat.ini.

Offline rumpel

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Re: Trenchwar Territories
« Reply #47 on: August 04, 2008, 08:16:38 pm »
oy nice updates.. i surely use i for my server when i get out of my lazyness and put it up D:
banned.

Offline DorkeyDear

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Re: Trenchwar Territories
« Reply #48 on: August 05, 2008, 10:07:30 am »
oy nice updates.. i surely use i for my server when i get out of my lazyness and put it up D:
Feel free to post server info here when you do.
is it going to be USA or Eur or where at?

Date Posted: August 04, 2008, 09:25:00 pm
Update:
  • Fixed bug relating to the last team spawn point not being created
  • Fixed map data for ctf_tw_Rime being backwards


Offline DorkeyDear

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Re: Trenchwar Territories
« Reply #49 on: October 23, 2008, 03:52:57 pm »
Update:
  • Replaced all FileExists with ReadFile to include support by more OSs

Offline rumpel

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Re: Trenchwar Territories
« Reply #50 on: October 23, 2008, 04:21:49 pm »
theres a server running with it now:

92.51.132.138:23456
banned.

Offline AntyMan

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Re: Trenchwar Territories
« Reply #51 on: August 03, 2014, 01:27:58 pm »
« Last Edit: August 03, 2014, 01:30:04 pm by AntyMan »

Offline DorkeyDear

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Re: Trenchwar Territories
« Reply #52 on: August 04, 2014, 09:25:09 am »
This is actually Trenchwar Territories (TWT), not what you were thinking of / linked (Tactical Trenchwars, TTW). The basic concept is very similar; there are territories players can push forward to control territories and then start spawning in the furthest owned territory, though this does not include the other functionality that TTW includes. I'm not sure if TTW is publicly available.

In case you or anybody else is still interested in this script, I can take a look around in my archives for a backup and upload it when I get an opportunity. I'm not sure if it is still functional in its current state; the last time it was touched would be back in what I would guess to be 2008.

Offline AntyMan

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Re: Trenchwar Territories
« Reply #53 on: August 04, 2014, 10:35:27 am »
I plan to create a server as in the video, awfully I like the bombings.

Offline DorkeyDear

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Re: Trenchwar Territories
« Reply #54 on: August 08, 2014, 06:40:19 am »
In that case, this script can't help you; it does not have bombings or the other features. If you want to ask for the TTW script, you might want to join #soldat.eat-this! on QuakeNet on IRC and ask there, though I don't think it is likely that the script will be freely given away.