76 · Team Gauntlet client
The client-side half of a gametype whose server logic isn’t preserved in this workspace — documented for what it confirms about client/server mod distribution, not as a complete account of “Team Gauntlet.”
| Ships as | TeamGauntletClient.vl2, 4.9 MB, 53 files |
| Contents | scripts/autoexec/TGClient.cs, TGObjHud.cs; interior prefabs; loading-screen textures |
| What’s missing | Any server-side TeamGauntletGame.cs gametype logic |
scripts/autoexec/TGClient.cs labels itself directly in its own comments as the client-side lobby and
menu code for a gametype named Team Gauntlet [mod-script]. TGObjHud.cs implements that gametype’s
objective HUD, explicitly referencing a TeamGauntletGame class it expects the server to provide.
Alongside the scripts, the archive carries several interior prefabs — ruin, bridge, and base structures,
including one named btf_base1.dif — and a set of Load_*.png loading-screen textures, but no readme.
No server-side gametype file is present. This is exactly the shape Client/server split predicts: a client cannot function without a server willing to run the matching gametype, and this archive is only the half a player would need to download — the operative half for someone joining a Team Gauntlet server, and the wrong half for anyone trying to reconstruct how the gametype actually scores.
Related
- Client/server split — why a gametype’s client and server halves ship separately
- 22 · Capture the Flag — a gametype documented from complete source, for contrast
- 75 · renclient4 — another server-branded client autoexec bundle