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Messages - QwazyWabbit

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991 / Re: Can we change Co-op a bit?
« on: March 24, 2009, 07:30:45 PM »
yes, removing q2admin gets rid of whatever bugs are in that module but it does nothing for the bugs that exist inside the game dll itself. It just lets you get further into the game where you can work on those uncovered bugs.

992 / Re: Can we change Co-op a bit?
« on: March 24, 2009, 06:30:36 PM »
The problem with q2admin seems to be a buffer overflow. Why it doesn't appear in DM is unknown. It might be related to the "computer" menu hitting the user command buffer but it will take some deep debugging to trace it back to root cause. (I say this because it seems to trash "chat" (banning everything) after a series of 3 maps when you have pulled the computer menu up a few times.

X7, I would like to hear about your bug report for city3. (It crashes in DM when it exceeds 256 model indexes but probably won't fail if you are only player in server.)

993 / Re: Can we change Co-op a bit?
« on: March 22, 2009, 06:15:44 PM »
changing the line to read:
Code: [Select]
if (OnSameTeam (targ, attacker) || ((int)coop->value && !((int)dmflags->value & (DF_MODELTEAMS | DF_SKINTEAMS))))
should do it unless I missed a precedence rule.

Rewriting that whole block might be in order.

Actually, not testing this at the moment, would it matter in this case if DF_MODELTEAMS | DF_SKINTEAMS was set or not? Any time coop is set, we'd only need to test for it alone and assume all players are on same team if DF_NO_FRIENDLY_FIRE is set?

Code: [Select]
if (OnSameTeam (targ, attacker) || (int)coop->value)

994 / Re: Can we change Co-op a bit?
« on: March 22, 2009, 02:45:21 PM »
I thought the DMFLAGS took care of FF. DF_NO_FRIENDLY_FIRE, value 256. You houldn't have needed a new Cvar for it unless it's not the original 3.21 code.

Quake / Re: Compiling Quake 2 Source/ Making a DLL
« on: March 19, 2009, 08:25:32 PM »
Debugaxp compiles without any issues from VS2005 Express out of the box. If you rename the debugaxp.dll that it generates to gamex86.dll and place it inside your mod directory, then it will functionally act the same as the release version. However the real solution is to get the release to build.

Huh? What?
AXP targets the DEC Alpha processor, you can't just rename it and get it to work on an x86 unless the new VCE simply writes x86 code instead of the Alpha. It wouldn't surprise me if MS simply dropped the Alpha code and output x86 instead.

Quake / Re: Compiling Quake 2 Source/ Making a DLL
« on: March 18, 2009, 08:33:41 PM »
Can't remember the VS Express interface but I think it's on the main project page before you open any source files. (I use VC6, the best one they ever produced and haven't matched since)

Anyway, the project settings is what you want  and you want to disable the AXP build and enable the x86 (debug and release) builds. I would start with Quake2 sources and learn the IDE and how to build it, not sure where you got them but the original idSoftware 3.21 sources never had a .vcproj file, they were done with VC6 and they only had .dsp and .dsw files for the project and workspace.

You should download R1ch's sources for his r1q2 project, he's already using VC Exp and the project should almost be a no-brainer to set up in your environment by now. The complication with R1ch's sources is the 3rd party DLL's like zlib that he uses are not part of his projects and you will need to be able to download, install and configure those in addition to his project and that's a complication you are probably not ready for yet.

All the Q2 code is native on the compiled platform so there is no need for .NET or manifests yet so you can probably ignore that for now.

The game DLL source for vanilla DM and SP Q2 is in the 3.21 sources and it is this project that will become the basis of your mod.

Tech Junkie Lounge / Re: A little VB code that I wrote yesterday
« on: March 17, 2009, 08:59:35 PM »
The only hiccup I've noticed is that linux servers use an endline character that vb6 is unable to handle correctly, so I have to open the logs in wordpad and save them prior to scanning. Hopefully I'll figure out a way to fix that for future builds.

Linux uses LF characters (0x0a) as end of line, Windows uses CR-LF (0x0d, 0x0a) end of lines. If you FTP the logs from the server to the Windows machine as "ascii" files (type ascii in the ftp mode) it will translate the EOL's for you. (Linux did this (IIRC) to conserve disk space, translating it to cr-lf to the terminal device.

Or using VB6, you can translate your Linux text files by using VB's constants: vbLf and vbCrLf as it reads the lines in. The trick is to detect when you are seeing them and choosing the correct translation mode. Maybe grabbing the first line and setting a boolean if you see a vbLf at the end of it might work. Then pass the log thru the translator first.

You may also have to beware Unicode output from VB.

Tech Junkie Lounge / Re: Funny Pictures (geek flavored)
« on: March 15, 2009, 12:05:11 PM »
To be a true nerd, you have to know the punch line (01101) was in decimal. :)

art, music, etc. / Re: Can't Identify this Song
« on: March 14, 2009, 09:21:21 PM »
Yes, I managed to pick out "i don't need nobody but my honey" but the chorus sounded like "rebuild me, rebuild me". Googling the phrase got the lyrics hit and it all seemed to fit. Hitting Google for the group and title got the video hits. This is one for those mis-heard lyrics videos. :)

art, music, etc. / Re: Can't Identify this Song
« on: March 14, 2009, 07:44:55 PM »
Got it:

Sugababes "Round Round"

Typical post-Specter wall of sound crap all female vocal groups feel obligated to copy.

art, music, etc. / Re: Can't Identify this Song
« on: March 14, 2009, 07:13:02 PM »
Sounds like Britney Spears or Madonna. Can't tell for sure, their songs all sound the same to me.

Quake / Re: Interview with Maric!
« on: March 12, 2009, 08:20:20 PM »
Always good to hear from one of the legends. I have always enjoyed Maric's trademark maps.

1003 / Re: Can we change Co-op a bit?
« on: March 11, 2009, 06:17:42 PM »
New maps or old maps, the bug exists and is clearly reproducible. I have removed q2admin from my test server and have played a complete coop scenario from base1 to the end without a crash.

The crash fault occurs inside q2admin, function freeBanLists(), in line 701 of the q2admin 1.17.44 sources with a bad call to gi.TagFree().

I hope someone can use this information. I am afraid my work schedule right now won't allow me the time to dig into this. (Busy saving the world's economy and "glad I still have a job, sharing the hardship for the good of the company" at the moment.)

1004 / Re: Can we change Co-op a bit?
« on: March 10, 2009, 08:08:09 PM »
I believe the reason coop crashes is because the SP maps break for a cinematic at the 3rd level. This leads to a memory corruption in q2admin and eventually the server gets worse until it segfaults and crashes. I have seen player commands get corrupted or not work after the 3rd level leading up to the server crash. It does affect all mods that support coop mode. I am not sure it's directly related to q2admin. Never took the time to debug that deep into it. It does crash Windows and Linux servers alike. Anything involving a different map list would probably help.

vanilla / Re: A Q about City One
« on: March 07, 2009, 01:06:34 PM »
The location in that map at the grenade launcher is approximately, -779, -2579, 1080.

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