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Messages - Jay Dolan

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16
Quake / Re: Why Q2Pro over R1Q2
« on: July 04, 2016, 05:34:44 AM »
There's something to be said for maintained software. Even if R1Q2 had features or functionality over Q2Pro, which would be a hard case to make, I personally would still opt for the one that is actively maintained. Disclaimer: I don't use either :)

17
Quake / Re: New Anticheat Release
« on: May 09, 2016, 05:35:16 AM »
R1CH! Great to see you're alive and well and still hacking on Q2 :)

no more excuses people. :forceac:

Hold on a second -- plenty of us are on Mac or Linux, you know ;)

18
Quake / Re: Quake 2... anyone?
« on: May 02, 2016, 04:45:17 AM »
I know guys in northern Germany who walk around in white power neo-nazi t-shirts despite the anti Hitler/holocaust glorification laws.

Somehow, this doesn't surprise me  :lolsign:

19
Quake / Re: APRQ2: Where To Download?
« on: April 04, 2016, 12:59:33 PM »
Hah, yea man. I was living at home senior year of high school in 97, so from Dec '97 - Sep '98, I was an HPB on 33.6kbps. Fall of '98, I went away to college, and had access to UMass' T1 and LAN. My roommate freshman and sophomore year was another Comp Sci major like me, and we played Q2 in our dorm room probably 30 hours a week. Ended up starting Clan RoGuE and Qmass.net.

*sigh* Those were the days.

20
Quake / Re: Disabling HTTP Downloads with aprq2
« on: April 02, 2016, 07:59:07 PM »
Code: [Select]
cl_http_downloads 0
When in doubt, `cmdlist` and `cvarlist` are your friend. There's also tab-completion at the console for commands and console variables.

21
Quake / Re: APRQ2: Where To Download?
« on: April 02, 2016, 07:57:18 PM »
Yes, but how was your Quake game?

22
Quake / Re: quetoo - Thank you Mr. Dolan :)
« on: April 01, 2016, 10:59:12 AM »
Awesome, thanks!

I can't take too much credit for the Quake2 build: I put probably 30 hours into bug fixes and packaging, but it's mostly Maniac's AprQ2 work.

Btw, Quetoo is actually a separate, standalone game (http://quetoo.org or https://www.facebook.com/Quetoo.org). My Quake2 builds are tagged as "Quetoo.org" just as a shameless plug for the standalone game ;)

Cheers!

23
Quake / Re: APRQ2: Where To Download?
« on: April 01, 2016, 10:56:17 AM »
Haha, awesome, lavaboy. And yea, my bins are from a Debian VM; I figured that's the biggest bang for my buck in terms of user base. Fedora, Gentoo and Slack people will likely have to compile from source.

Foc, you graduated in 97? I was class of 98.


24
Quake / Re: |iR|Focalor's Pak v10 is NOW AVAILABLE!
« on: March 28, 2016, 05:17:26 AM »
Gotcha. I'm in their IRC channel often. I'll reach out.

Thanks!  :frag:

25
Quake / Re: |iR|Focalor's Pak v10 is NOW AVAILABLE!
« on: March 27, 2016, 05:50:07 AM »
Ah, right on. Yes, I'm very familiar with that story, and I know Phoenix and Tabun (WireHead artist who made the "QForcer" player model, which is the default in Quetoo). Extremely talented team!

That's no problem at all. My installer has a prompt system to display license, copyright, readme, etc. I can fetch and display Phoenix's message, and yours, and prompt folks to accept / acknowledge both before installing. Does that sound copacetic?

26
Quake / Re: |iR|Focalor's Pak v10 is NOW AVAILABLE!
« on: March 26, 2016, 04:19:30 AM »
Looks dope. Would you mind if I made this Pak an optional download of my Mac and Linux Quake2 installer?

It would involve mirroring the pak in my rsync repository, and then adding a few lines of code to prompt people if they wish to install it. No effort on your part, of course :)

27
Quake / Re: APRQ2: Where To Download?
« on: March 22, 2016, 02:44:04 PM »
Jay can answer specifically but most engines and DLL's are built as i386 (32-bit) binaries. There is no reason to build 64-bit versions because there is no advantage to it and more than likely it can actually be detrimental to the engine's performance. This is due to the fact that pointers will be 64-bits and carrying them around in an application that doesn't need a huge chunk of memory confers a bandwidth hit where a cache miss and memory accesses are concerned. Quake 2 doesn't warrant a 64-bit address space and expanding it to use more objects or entities to take advantage of that increased memory space will make it not-quake2.

All true! However, since most folks are running 64 bit hardware and operating systems these days, I do only bother with 64 bit Linux for my Quake2 builds. This is because my version is dynamically linked, and 64 bit users are more likely to have the 64 bit versions of libsdl, libcurl, etc.. installed. I'd hate to make someone install a full 32 bit runtime just to play Quake2.

That said, Creamy, you could always compile my AprQ2 port yourself to have a 32 bit working version. It's very easy to do. Hit me up on IRC if you'd like to give it a shot.

28
Quake / Re: APRQ2: Where To Download?
« on: March 18, 2016, 08:36:28 AM »
You can download my precompiled version of Quake2 for Linux, which is based on AprQ2, here:

https://github.com/jdolan/quake2

 :frag:

29
Quake / Re: New Quake 2 Lithium server in Europe
« on: July 25, 2015, 05:18:05 AM »
i notice if you play around with the rate, say 100 (which is 100 bytes) game gets yellow bars in the netgraph and plays choppy. changing the FPS however does something similiar which allows players to go through some objects not normally able to. (q2ctf1)

Sure, if you set the rate to anything lower than what the game actually requires to communicate (4000 on a small average server, 8000 on a busy map), then the server will actually skip frames (updates) that it would otherwise send to you, to try to limit your downstream bandwidth to your requested rate. This is possible because the server keeps a buffer of exactly what state has been sent to each and every client. So if you miss one frame, the server can still prepare a delta update for you at the next iteration of its big loop. It's the same mechanism the protocol uses to recover from lost packets.

https://github.com/jdolan/quake2/blob/master/src/server/sv_send.c#L548

Those yellow bars on your netgraph are frames that were dropped due to requested rate limiting on your behalf. Similarly, pegging your framerate to an artificially low number will also limit opportunities for your client to process updates from the server. Rather than never receiving a given update due to rate limiting, multiple updates (packets) pile up, and end up effectively buffered by your operating system. Your client then reads and processes several server updates in a single client frame in order to catch up. It doesn't mind doing this, and reading server frames is hardly the expensive portion of the client's main loop (drawing the world is). But what you end up seeing, of course, is entities flying across your screen or snapping into or out of existence.

https://github.com/jdolan/quake2/blob/master/src/client/cl_main.c#L2464

30
Quake / Re: New Quake 2 Lithium server in Europe
« on: July 21, 2015, 05:41:26 AM »
Yea, that's pretty dickish. Just FYI, the rate setting is mostly harmless, dare I say pointless in 2015. Quake2's network protocol is limited to the maximum message size times the server tick rate; i.e. 1400 bytes times 10hz, or a max theoretical throughput of ~14000 bytes per second. So setting a rate to anything higher than 14000 has no net effect on how your connection will behave. Similarly, unless you're on dialup, there's absolutely no reason to set this value to anything less.

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