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Messages - Pan

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Quake / Re: R1Q2 - List of commands with descriptions?
« on: January 18, 2018, 11:40:22 AM »

Ok, I'm not quite sure what you're trying to do here but I'm certain you can have more items in a map, just not all at once in one area.
I've seen singleplayer maps that were huge and consisted of one bsp (spogsp1 comes to mind) which has over 200 monsters in it, but of course they don't all spawn at once in one room.

If one makes a multiplayer map, it's best (to be safe) not to use more than 100 items.
I have round doors  with 8 point mount, few lasers weapons, shards, switches and so one.
100 is a very small number, very limiting.
This totally depends on how you build a map. I've made maps that had many more items, no doubt about this. But you have to know about the PVS (what's visible and being drawn at any moment) and how to properly set up your structural brushes, the ones that actually block VIS and lines of sight.
For example if you want to make complex doors with many fancy moving parts and other stuff you have to make sure that you don't put 20 of those doors in one big open area, and then fill that area with 50 monsters and whatnot. You'd have to spilt the area up in smaller parts and connect those using hallways or corridors, so the q2 engine only buffers a relatively small amount of entities at once. Do whatever you can think of to block the player's line of sight with structural brushes or better make use of Areaportals, so that once you're in one area, the engine will completely ignore the entities in other areas of the map.

Perhaps you've seen them before but if you haven't here is a collection of old q2 tuts that might explain things better. (<- see "MAX_MAP_" values at the bottom)

Quake / Re: About Server Protection
« on: February 27, 2016, 02:25:33 AM »
... is there anything i can do about aimbots? At least can i prevent some of them? I'm not expecting %100 secure server, any suggestions, tips, will be appreciated.
Hi 5himmy, as you mentioned, sometimes it is easy to spot a cheat especially when it's being used by players that obviously don't have a lot of playing experience or map knowledge. For example they have clumsy movement but incredible accuracy. If there is no doubt someone is using a cheat then you could force them to use anticheat (server command: addacrequirement ip/mask) or add a ban so they can no longer connect (without using 'proxy' workarounds...)  The old forum with anticheat info -
However, some people are still scary good when it comes to this old game and unfortunately many unexperienced players won't hesitate to call them hax, even after just one suspicious looking rail shot. So most of the time it will probably be hard to know for sure if someone is actually using a cheat. What you could do is silently record demos of the players that you think are using some kind of cheat, or ask other people to record them if they suspect anything.
This forum has sub-boards for uploading suspicious demos of possible cheaters, so that more people can take a look at the demos and tell you what they think is going on before you decide to kick or ban the players in question.
Bot Drop -
L4m3r Demos -

Tech Junkie Lounge / Re: Silly me
« on: February 22, 2016, 04:37:13 PM »
DreamingDragon, as suggested reinstalling the OS will most likely solve any problem unless it's hardware related, but perhaps you'd like to try some other things first.

I tried using System Restore,but it tells me errors occured and nothing was changed even when i go back to the night before this happened.

What do you mean by this, that you got errors while trying to run System restore and you can't use restore at all? If so what are the errors?
Since Malwarebytes or any other scanning software didn't find anything I was thinking that running the System File Checker from Windows itself could be useful. It's a Windows tool that can be used to verify the integrity of every protected operating system file (for Win10, Win8, Win7 and Vista.)

  • Open Command Prompt as an administrator.
    (Click the Start button -> All Programs -> Accessories, then right-click Command Prompt, and then click Run as administrator and click Yes.)
  • Once Command Prompt is open, type the following command and then press Enter.
    sfc /scannow 
    (There's a space between sfc and /scannow. The scanning usually takes up to 10 minutes, just be patient and let it finish.)
  • The System File Checker will now verify the integrity of the operating system files.
  • Restart your computer if sfc /scannow did actually repair any files.

Another thing worth a try is resetting your network adapter in Vista.

"Network shell (Netsh) is a tool an administrator can use to configure and monitor network devices on Windows based computers at a command prompt. A common use of Netsh, is to reset the TCP/IP stack back to default settings. But not only will Netsh reset the TCP/IP stack, but it can also completely reset your network adapter(s). It will also reset the Windows Firewall in Windows Vista too."

Here is a list of the Netsh commands you can use to reset your network adapter. Open a Command Prompt as an administrator:

   netsh int ip reset c:\resetlog.txt
Resets TCP/IP and related components to a clean state. (Same as uninstalling and reinstalling TCP/IP, needs a reboot)

   netsh int reset all
Resets interface information

   netsh int ipv6 reset
Resets IPv6 configuration state.

   netsh firewall reset
Resets firewall configuration to default. Restoring the default settings will delete all Windows Firewall settings that you have changed(!). For example, if you have allowed certain programs through the firewall those programs will be blocked again.

   netsh winsock reset
Resets Winsock Catalog to a clean state. All Winsock Layered Service Providers which were previously installed must be reinstalled. This command does not affect Winsock Name Space Provider entries.

weapons / Re: TrenchBroom - Make Q2 Maps the Fast and Easy Way!
« on: August 23, 2014, 06:12:30 PM »
... without worrying or engaging in some meticulous planning process
I can't wait to see the results  ;)

So are you talking about clipping in Trenchbroom or some other editor?
I was talking about clipping in general but what I really meant was to be careful with the CSG subtraction tool that he obviously used to create those shapes. See the attached pic of the same hall, there are more variations of good splits here but this is one example of how those brushes should be made.

I get that you're enthusiastic and at first it'll all seem fine and dandy to clip and subtract your way through the map and to finish your creation in two days, but eventually (that is if you're somewhat serious about what you're making) you'll be spending more and more time on fixing and redoing stuff that could have been prevented if you had just spent time on neatly building your brushes by hand and snapped and joined them together at the vertices on the grid. Of course if you don't experience these kind of problems yet then all the better. But even though map editors may be different the .map files all have to go through the same compilers.

weapons / Re: TrenchBroom - Make Q2 Maps the Fast and Easy Way!
« on: August 23, 2014, 06:39:04 AM »
The biggest problem with clipping even the simplest of shapes and other geometry (not even mentioning terrain!) is that any further editing of those brushes is going to be almost impossible without creating gaps and misaligned vertices that are "off the grid."
Take that first screenshot of that thing kitsune did with the blue wall ornaments. If you want to make some changes later on to the height or width of those clipped brushes it's going to be a mess if you're not careful. Without a doubt sooner or later you'll create invalid/mangled brushes.
Invalid brushes and/or microbrushes may not even be visible to the eye thus hard to track down but could cause the compiler to find vis-related errors, which in turn could cause visual errors in the map like the Hall-of-mirror effect and oddly colored spots due to leaking light. Let alone the rendering performance of the completed map.

In other words keep it clean and tidy for as long as possible in this old game and you'll save yourself time and headaches... he spoke from experience. Clipping somewhat complex shapes is fine if: a) you set them as detail (don't do this with walls). and b) you know for sure that after the clipping you won't have to touch the brushes again. Second, texturing is so much easier when you've put your brushes and geometry tightly on a higher grid setting, eg. 8,16,32,64.

... it's kind of painful. It becomes more of a clip, duplicate, rotate-reverse-mirror, join back together at the seam, blah, blah...
Ugh! Tell me about it. But that's still the way to minimize the chance of glitches and errors and to get the best results in Q2 in terms of performance, compile times and visuals.

Community Events / Re: TS500
« on: July 06, 2014, 02:46:48 PM »
Just a quick note to anyone who's thinking about participating in this ts500 thing: - If you use R1Q2+Anticheat then you really should get rid of the anticheat.dll during this event. You don't want your Q2 to crash on you mid-game because of it...  - Also, from the last couple of ts500's it was obvious that it can get laggy pretty fast, so enabling cl_async would be a good idea in this case, especially if your ping is somewhat high.

Quake / Re: Quake 2 Map question
« on: June 21, 2014, 02:46:55 PM »
Hey arn't you the guy that made the orange and grey pak for quake 2?
Yes, the same although that was a long time ago. I just saw your PM. I also made this BluePak (image1, image2) for weapons and Hud.

Quake / Re: Quake 2 Map question
« on: June 20, 2014, 11:15:27 AM »
I wouldn't use Quark for anything else than mapmaking to be honest. For any kind of editing of things like playermodels and skins I use MilkShape for the building and for the Export to MD2 I use Q2Modeler (which is quite a decent tool if you know how to use it). I looked around in my old backup archives knowing I had saved some old links to a very basic Q2modeler tutorial, which still seem to work; Q2MTutorial1, Q2MTutorial2, Q2MTutorial3

/dev/random / Re: sexism with hurricanes
« on: June 04, 2014, 07:34:20 AM »
Mirrrrrrrrrrrrrrrrrrranda Veracruz de la Hoya Cardinal

Trouble Shooting / Re: Plugin .wal ?
« on: May 28, 2014, 05:51:31 AM »
Textures have always seem brighter in Wally to me but they will look darker ingame, depending on your gamma settings.
If you're familiar with the free graphics editor 'The Gimp', try following this old tutorial, it explains how to create and use your own Q2 palette for it.

Or... maybe you should take the anticheat.dll out of your Quake2 dir and try it without. I saw you timeout a few times, usually right before it happens it prints in console: [anticheat] Spl1nt3r lost connection to anticheat server, client is no longer valid.

Hi, I found this info on setting up http-download server space and filelist usage.

/dev/random / Re: Whatcha listening to?
« on: October 20, 2013, 04:50:48 AM »
<span data-s9e-mediaembed="youtube" style="display:inline-block;width:100%;max-width:640px"><span style="display:block;overflow:hidden;position:relative;padding-bottom:56.25%"><iframe allowfullscreen="" scrolling="no" style="background:url( 50% 50% / cover;border:0;height:100%;left:0;position:absolute;width:100%" src=""></iframe></span></span><br /><a href="" target="_blank" class="new_win"></a>

15 shows that WallFly[BZZZ] has been on for 241 hours (10+ days) so I take it that is when the server was rebooted last.
Another thing you could try is make use of r1q2's cl_async 1, which I usually do when a server gets fuller. Disabling dynamic lighting and other visual fx won't reduce connection lag but it can help local performance on certain video cards/chips.

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