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Messages - QwazyWabbit

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76
Quake / Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« on: February 27, 2017, 08:16:23 AM »
Try this, untested code:

Code: [Select]
...
// set angles
MoveToAngles(other, ent->s.angles);

VectorClear (other->s.angles);
VectorClear (other->client->ps.viewangles);
VectorClear (other->client->v_angle);

VectorCopy(ent->client->ps.viewangles, other->client->ps.viewangles);

// kill anything at the destination
KillBox (other);
...

77
Quake / Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« on: February 27, 2017, 08:04:23 AM »
Looking at it, some very unfortunate variable names in the Teleport function. Quite confusing about who we are teleporting and to where. I think I would have chosen to teleport ent to dest and adjusted the function call accordingly.

At any rate, the screwup is in handling other->* and I will try to give you some code to try in another reply. I am able to build the mod without any trouble in VS2010 but I am not sure I can set up and debug it at the moment. It might take me a while since I'm not familiar with the mod. I don't have VS6 or a system that supports it anymore so I do everything in VS2010/VS2015 and Linux or OSX.

At this time the lines:
   other->s.angles[PITCH] = other->client->ps.viewangles[PITCH] = 0;
   other->s.angles[ROLL] = other->client->ps.viewangles[ROLL] = 0;
make no sense to me because you have already moved the client to the new destination and fussing with the pitch and roll angles and not the yaw angle appears to be a mistake.

My intuition tells me you want to clear other->s.angles and then copy ent->client->s.angles to it since ent is where your destination is.

I'll post a revision soon...

78
Quake / Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« on: February 25, 2017, 07:56:02 PM »
Post the relevant code or a link to your repository, I might be able to help. I fixed this long ago for all of LOX teleport code, including the darKMajick teleport grenades but I don't remember what the changes were and the fixes predate my use of any RCS.

79
Quake / Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« on: February 25, 2017, 12:09:20 PM »
This is a coop mod so the timelimit hack won't be relevant to me but that is a pretty good idea for DM.

The reason I have it very conservative is that it once you start shooting and pulling out different guns, etc it will easily reach the max models limit in coop.

In my engine I have it so when the limit is reached it just replaces it with the last model instead of bombing the game out.

I stated timelimit but the actual code calls EndDMLevel directly, which works for SP, Coop or DM.

Here is how it's implemented in the LOX mod:

In g_main.c we define our function prototypes
Code: [Select]

// HACK
int HACK_modelindex (char *name);
int (*oldmodelindex) (char *name);
void HACK_SpawnEntities (char *mapname, char *entities, char *spawnpoint);


In g_main.c in our game API export list:

Code: [Select]
game_export_t *GetGameAPI (game_import_t *import)
{
gi = *import;

// HACK
oldmodelindex = gi.modelindex;
gi.modelindex = HACK_modelindex;

globals.apiversion = GAME_API_VERSION;
globals.Init = InitGame;
globals.Shutdown = ShutdownGame;
globals.SpawnEntities = HACK_SpawnEntities;
...


Then later in g_main.c:

Code: [Select]
// HACK
char modelSeen[256];

int HACK_modelindex (char *name)
{
int result;

// First, get the result of gi.modelindex().
result = oldmodelindex (name);

// Log some "*Index: overflow" bugcatching info to the console, if
// they're using the maplist feature on a dedicated DM server -

//QW//
// - and debugmodels is on.
// The purpose of this hack is to allow debugging of the overflow bug of the 256 model
// index limit in Q2. It starts the next level if we start to exceed the model limit.
// I hacked the hack to allow the server configuration to control whether we see the
// debug messages on the console or not.
// The map city3.bsp hits the model limit every time even with a single player on a server.
//QW//

if (deathmatch->value && dedicated->value && maplist->value)
{

if (result >= MAX_MODELS - 1)
{
gi.bprintf (PRINT_HIGH, "Forced Timelimit. Model index = %d\n", result);
EndDMLevel();
}

// If this model hasn't been seen before, report it & its number.
if (!modelSeen[result])
{
modelSeen[result] = QTRUE;
if (debugmodels->value)
gi.dprintf ("modelindex %d allocated to %s\n", result, name);
}
}

// Return the model index.
return result;
}

void
HACK_SpawnEntities (char *mapname, char *entities, char *spawnpoint)
{
// Clear modelSeen[]
memset (modelSeen, 0, sizeof (modelSeen));

// Proceed.
TeamplaySpawnEntities (mapname, entities, spawnpoint);
}

The original HACK_modelindex function spammed the clients with model info so I changed it to send only to console and only when the debugmodels cvar was set. Except for some limited testing on some maps where the server actually tripped the limit many years ago I have not had to revisit the issue. As I stated, I know city3.bsp trips it and I don't think it even matters what weapon you're holding or how many players you have in game.



80
Quake / Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« on: February 21, 2017, 11:31:35 PM »
Butane found a bug with the summon command having the ability to crash the server.  This is now fixed.

The spawn angles still get jacked sometimes when using the teleport command.  Working on finding a solution to this.

Some entities and weapon models were disappearing on large maps (specifically city3.bsp) because of the MAX_MODELs limit being reached.  This is also likely a problem in R1Q2 coop as it does not have "boom" support for more models (hard limit is 256).  For now, the mod checks if the model limit is > 220 at the final model spawned in g_spawn.c and if it's above this limit it will not load the #w_xxx.md2 models for players.  This means in large maps like this it will look like your friends are holding shotguns.  This sucks, but it's the only decent workaround I can think of without breaking compatibility and forcing everyone to use something like KMQ2 protocol.

220 is probably too conservative. You can go to MAX_MODELS - 1 (255) safely. LOX had a hack where it would spew warnings about models and I tamed it by only outputting the warning when the cvar debugmodels is set. When the limit is hit LOX forces a time limit timeout and changes level. A hack, most definitely, but it avoids a crash.

My notes say city3.bsp will hit the model limit even with one player in game.

I'm not able to post code at the moment but when I get back home I'll try to post the hack and you can see if it's suitable.

81
Trouble Shooting / Re: Help setting up Railwarz CTF Linux Server
« on: November 09, 2016, 02:31:26 PM »
This is TMG version 0.2.30 for Linux and Windows.
Source code is here:
https://bitbucket.org/jwaggoner/tmg
Latest commit was 00cdd81 when these were built.

Changes in this version:
Added cvar: doors_stay_open to allow doors to remain open after they've been tripped. Default: 0
Stats logging now posts hooks launched and hooks planted as part of end of map statistics output.
For developers, added debug_spawn, debug_botspawn, debug_ops cvars for showing state of process output in console for these spawn events, if your bots are spawning inside walls this might help find the cause.
Extensive fixes for CTF and DM scoreboard messages where there was duplicated output causing exceedingly large scoreboard messages to be sent causing client overflows.
Changed OP_RED, OP_BLUE, OP_SPEC to plain RED, BLUE, SPEC tags in CTF and DM modes. The OP_ designation was causing commands to WallFly to be ignored.
Added cvars "flag_bonus" and "flag_auto_return". This allows admin to configure bonus points for picking up flag and for configuration of lost flag auto-return time. Default values 0 points, return time: 30 seconds.
Removed last vestiges of isop, ismop and op variables. Now assignment of oplevel handles all op qualifications. Only one variable to maintain.
OPS who have OP_PLAYERCONTROL access of any kind can now turn the 3ZB bots on and off from Operator's menu.
Turning bots on or off causes restart of current level.
Added controls in Bot Control menu for controlling bot_chat, bot_insult.
Fixed bug where highscores weren't showing up in intermission.
Added "location" command. This enables display of player X, Y, Z position and azimuth angle in center of HUD. This is an aid for admins to create custom entity files or r1q2 .override files to allow fixing of maps without needing to recompile them.
Extended range of railgun tracing. Rails can now score hits across entire map.
Operator-level players can now command changeover from CTF to DM via Op Menu.
Default names for DM and CTF config files are: ffa.cfg and railwarz.cfg.
File names for changeover can be changed by admin by modifying cvars: ffa_cfgfile and ctf_cfgfile.
Faster HUD update rates. HUD now updates every 0.2 seconds instead of every 0.8 seconds.
Improved calculation of FPH and removed the calculations from within the HUD function.
Added UTC mode to server time display in HUD.
Deleted show_time cvar.
Server time control is now controlled by "server_time". Use 0 for no time display, 1 for server local time, 2 for UTC time.
Cvar "tmgclock" still controls 12/24 hour time modes for local time but UTC is always 24 hour time.
Fixed configstrings overlap that caused bad output from "skins" server command.
Game doesn't display "Caps" in HUD for DM mode.

QW

82
Error/Glitch Demos / Re: Quake2 Unlagged Netcode (by Razor's Server)!
« on: October 31, 2016, 02:32:46 PM »
I see a demo only.
Where's the source code?

I wouldn't put anything on my computer from such a source as this without thoroughly reviewing and compiling the code myself.

83
Politics / Re: Current Politics & History Only Thread
« on: October 31, 2016, 02:27:04 PM »
More of the Grandmaster,out of the confines of Comedy...


https://www.youtube.com/watch?v=cMI6ZmMCwWg

I was going to vote for Bernie Sanders...now I'm not going to bother. Not even for local stuff or Congress. No point. Whoever gets in has no reason to honor whatever pledges they made,and my flimsey contribution to the process will be forgotten,subverted or capitalized into meaninglessness the moment its cast.

Hillary is so crooked she should be declared an honourary Republican. And Trump is a walking meme. Two sad punchlines to this joke of an election.

How did we come to this?

This is how you subvert a representative republic. Destroy confidence that voter choice matters so they simply don't vote rather than believe their choice will be unrecognized. Once you have a significant population of non-voters, it's easier to control the ones that remain. This is how the GOP subverted the process that gave us Trump as the "Leader" and how the Sanders campaign was subverted by the DNC and the convention delegate process. Both parties have deliberately structured their processes to favor the incumbents or to favor the choice of the machine vs the choice of the electorate.

Rather than sit home in disgust, I'll be voting for a third-party candidate and I would urge anyone else who's disgusted by the manipulations by both major parties that together those votes against the major parties will send the message that the voters see the corruption of the system by the parties and by the elites in Washington and perhaps give hope to a stronger third party.

84
Jokes / Re: Funny videos
« on: October 15, 2016, 06:00:36 PM »
The kid's name is Alfred E. Neuman.

85
Science / Re: The Ye Science Thread
« on: September 29, 2016, 05:55:07 PM »
<s>The four laws will save us!</s>

If humanity can go berserk over the fear of an advancement of an AI by one industrial power over another then ultimately nothing can save us. No AI non-proliferation treaty could prevent the secret development of an AI, how would you even monitor for it?

See also: "Colossus, the Forbin Project", a TV movie about the development of an nuclear offense/defense systemic AI by the US that upon activation, announced that it has discovered another system in the USSR and when they were connected became sentient and decided to enslave humanity under the threat of nuclear annihilation. For our own good, of course.

Does the Frankenstein monster exist? Only in the mind of man.

Gene Roddenberry imagined humanity progressing to the point of not needing money or acquisition of wealth nor the existence of poverty but a world where "everyone is free to develop himself to his or her fullest potential". Perhaps an AI would be tasked with obtaining this goal. Perhaps that same AI might decide that the safety of the universe required the extinction of the polluting, dirty, filthy primate called man.

Then again, if Life is the Universe's way to understand itself then it is right that humanity would develop the AI that completes that task.

Forty-two.

86
Trouble Shooting / Re: Help setting up Railwarz CTF Linux Server
« on: September 24, 2016, 11:20:01 PM »
This is 0.2.24 version of TMG.
This fixes the bot wall-spawn and crush fragging the bots would get into when cycling through more than one or two maps.
This also fixes the lerping of the bots across the map at respawn.

87
Quake / Re: Any pre made server packages out there?
« on: September 17, 2016, 07:42:51 PM »
Well, if you have the original game (3.20 or 3.21) and not a demo copy installed you pretty much have a "server" installed. Putting r1q2 into it as r1q2.exe or dedicated.exe (on Windows) is fairly painless. The r1q2 "client" can be run in dedicated mode by using +set dedicated 1 in the command line and that's easily done from a shortcut for launching from the GUI.

The problem with a packaged server is that there are so many different mods you pretty much have to have a preference for a mod and then ask the enthusiasts of that mod for a package. (beaver is working on one as you see)

Different mods also have differing setups and configurations and some of them can be a bit tricky for a novice server admin. I can remember those days... it takes a lot of time and energy to be a server admin.

If you want to choose your mod, Tastyspleen is the starting point with the most extensive archive of the mods and supporting files to be found on the net and many of them have installers or packaged zips that can get you started as a client and as a server of the mod.

http://tastyspleen.net/quake/downloads/


88
Trouble Shooting / Re: Help setting up Railwarz CTF Linux Server
« on: September 17, 2016, 07:20:18 PM »
Here is updated Windows DLL for TMG 2.22 based on the current repository.
The .dll is Windows and the .so is Linux built on 2.6.32.15 kernel.

The .real. in the name makes the game DLL compatible with q2admin. Rename the files appropriately for your configuration.

89
Trouble Shooting / Re: Help setting up Railwarz CTF Linux Server
« on: August 29, 2016, 08:04:41 PM »
To disable logging, including the chat log:

set logfile 0
set log_chat 0

90
Trouble Shooting / Re: Help setting up Railwarz CTF Linux Server
« on: August 28, 2016, 07:08:36 PM »
Added automatic log renaming to TMG, this makes it version 0.2.20.
The server log will be renamed on the schedule specified by new cvar logfile_rename, 1 = daily, 2 = weekly, 3 = monthly. The default value is 2.

Logging has been re-enabled and renaming is daily but server log is pretty useless and the continuous recycling of maps by the tournament timer keeps filling the log with countdowns even when no players are on the server. This is probably something that needs fixing.


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