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  1. niilzon

    ReflexRaceNet : technically possible ?

    * updated * Hello, is there a (RESTful) API available for Reflex, or any other way to extract data without running an actual client ? I'm looking for the following info : - list of all race maps - list of the time of all players for a given map The goal is to possibly rebuild something alike Racenet from Warsow. Somebody suggested to parse logs server-side which would probably work, but then we could only gather times from modded servers - is there an easier way to get such data (a REST API being the easiest) ? Thanks for any info !
  2. niilzon

    Is a carving tool in the roadmap ?

    Yeah what I mean with the carving tool is referred to as the CSG Substract operation in GTKRadiant. Other tools could be nice-to-have as well (merge, hollow etc) but the substraction on another hand is pretty much a Must
  3. Hello, is a carving tool being prepared for the map editor ? This not being available really hurts the editor alot (and is why I probably won't eyecandy any of my possible maps, which is a shame). Would be glad to hear if this is planned or already on the way !
  4. Race mode is great but lacks an awesome feature that was notably available in Racesow (the race mode for Warsow) : the ability to see the replay of the top run for each race map (per server). Is there any plan to implement this feature ? Is it feasible ? Functionally, in Racesow you could simply type a command while sitting in a race server and you would instantly see the replay of the best time of the current race map. I don't know how it was technically implemented, but I don't think that it was via demo's ; I guess the position and camera angle of the players was saved at many intervals (like 10x/second) and replayed by moving a spectator camera to those positions with the saved angle. Only the top run was saved on the servers. Does not look *that* hard to implement I suppose ?? IIRC things like jump sounds, rocket sprites etc were not part of the replay so I guess it was simply implemented as described here above by moving your spectator camera the right way through the map Has anyone any info about this ? Thanks !