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Messages - QwazyWabbit

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1051
Quake / Re: Co-op appears to be fixed!
« on: August 17, 2008, 09:17:14 PM »
Old bug somewhere in all the co-op modes. The mods all share the same genetic defects from the old game code. I think it's related to the maps. LOX crashes in co-op mode after 3 or 4 maps IIRC, I can't remember exactly. It's been a while since I tried to track it down. I "fixed several different server crashing bugs in coop mode" back in 2005 but I didn't list the specific changes in my change notes. I will have to diff the source to find the specifics. Some of the cinematic events might be related to this bug.

1052
Quake / Re: couldn't exec cfg/<mapname>.cfg
« on: August 14, 2008, 12:46:40 PM »
I just tested it and it appears to be client side only, I don't see a way to execute anything similar in the server yet.

To use it client side:
Create the /cfg folder under /quake2/baseq2
Add your per-map configuration changes in files named mapname.cfg and place them in the /quake2/baseq2/cfg folder.

I see this as a good way to turn gl_dynamic on/off for maps with trance inducing strobe lighting. :)

1053
Quake / Re: couldn't exec cfg/<mapname>.cfg
« on: August 14, 2008, 07:27:28 AM »
You can have different binds for different maps or reconfigure the server options for each map.

1054
Discussion / Re: The flashlight
« on: August 14, 2008, 07:14:53 AM »
I believe the flashlight code is in the mod code of the server. I know the flashlight command and all the supporting code is in LOX and I have made changes to it from time to time.

The command should be documented in the mod documentation if the mod supports it.
If the server code doesn't support the command then nothing can make it work.

1055
Quake / Re: couldn't exec cfg/<mapname>.cfg
« on: August 14, 2008, 06:57:00 AM »
I believe this is a function of r1q2.

1056
/dev/random / Re: audio help
« on: August 12, 2008, 06:15:48 PM »
One problem you might have will be the delay between input and output if you get it to play back in realtime. The codecs in the PC generate considerable delay (more than 30ms) and you will probably have trouble playing with that kind of delay. It will give you a cool stadium effect though. :)


1057
Skins, Models and Maps / Re: Map makers/editors?
« on: August 10, 2008, 08:11:42 PM »
I am dealing with several maps that want to deposit textures in the /quake2/baseq2/textures folder and r1q2ded is refusing to download textures that are not in sub-folders with messages like:
Warning, texture 'dg_gr3upa' not in a sub-directory

Bummer.

While I can understand the discipline of getting mappers to keep their wals and environments isolated, to enforce it this late in the life of the game seems rather a pointless hassle. Especially since r1ch appears to offer no fixup in the server code to fix the locations automatically (I would have preferred a fixup path to a folder like /quake2/baseq2/textures/mapname/ for instance).

Any way to decompile and fixup just the environment and texture names/paths in the bsp?

1058
Trouble Shooting / Re: Crosshair Color
« on: August 10, 2008, 08:03:36 PM »
I don't even think you have to put it in the pak.
Put it as a stand alone file in the quake2/baseq2/pics folder and the ch1.pcx, ch2.pcx and ch3.pcx files will override the ones in the pak.


1059
/dev/random / Re: Crazy map
« on: August 06, 2008, 08:38:15 PM »
This map was preserved on the net by the great work of Deacon and Rosco of ClanWOS. www.clanwos.org
The full map with all textures is at http://www.deaconstomb.org/pub/q2/maps/blevel.zip
This map probably appeared on tastyspleen servers when the Loxophilia server map collection was merged with it.

1060
Discussion / Re: no "numberone" sound on server
« on: August 04, 2008, 10:24:26 PM »
It might be an artifact of Quake2.

There are a limited number of sound channels in the game (6 or so). It's possible to be picking up an item or playing a sound that overrides the numberone sound if it was programmed to play in the same channel. It depends on how the mod was coded. If you have the sound on your client but it doesn't always play, this may be what is happening.

1061
Quake / Re: FreeBSD server
« on: August 04, 2008, 09:57:46 AM »
Too bad. That spells the death of a mod. If a developer is going to stop supporting his code, at least he should put the source up somewhere so that others can carry on.

1062
Quake / Re: FreeBSD server
« on: August 03, 2008, 05:52:11 PM »
Is Lithium still maintained by anyone or is the source code available? Leaks and bugs can be fixed.

1063
/dev/random / Re: Large Hadron Collider
« on: August 03, 2008, 05:42:45 PM »
Antimatter is created and destroyed routinely in particle accelerators. High energy particle collisions yield a host of secondary particle anti-particle pairs that fly off in various directions and spiral around in the detectors depending on their mass and charge. Most of them last only micro or nanoseconds before they collide with another particle in the detector and are absorbed or annihilated. Mutual annihilation of matter/antimatter usually emits photons or other particles that are absorbed in tertiary reactions in the detector.

Unfortunately, it takes far more energy to create and contain antimatter than it yields in return.

The some of the materials exposed to high energy reactions in particle accelerators also become radioactive and eventually contribute to the volume of radioactive waste that must be contained and disposed of.

The best place for Safe Nuclear Power remains 94 million miles away in a nice gravitationally-confined sphere available for free.

1064
Trouble Shooting / Re: R1Q2 troubles
« on: August 03, 2008, 08:29:53 AM »
No.

Try this:

Put -nopathcheck on the command line you use to launch r1q2. This will require changing it in the program you use to launch it or in the desktop shortcut.

1065
Trouble Shooting / Re: R1Q2 troubles
« on: August 02, 2008, 10:38:42 PM »
Install Quake2 in \quake2 on any drive. Don't install it in a deep path like c:\program files\idsoftware\quake2

The message is caused by a safety check of the path to your Quake2 installation to prevent buffer overflows.



There are two problems:
1
Quake2 defines MAX_OSPATH as 128 characters.
R1ch subtracts MAX_QPATH (64 bytes) from it to obtain 64 characters that he will allow for a path to the current directory of the game. This is needed to establish the buffer size for Quake 2 to access the file system and I suppose the 50/50 split was deemed reasonable.

2
All old mods and many current ones use this same 128 character limit from "q_shared.h" so the buffer must be fixed at that size or it could potentially break (crash) most mods.

The fundamental error is that under Windows NT systems: NT, XP, Vista, the true MAX_PATH constant defined for the OS is 260 characters and that is the constant that Quake 2 code should have used in the first place.

I believe the MAX_PATH for Windows 95/98 was 256 as that was the standard in C90/99 at that time.

To top it all off, Linux can use values from 256 to 4096 depending on flavor and vintage and it's called PATH_MAX in <linux/limits.h> with the additional limit that NAME_MAX is 255 or thereabouts.



Anyway, move your Quake 2 installation and you will be fine.



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