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Messages - QwazyWabbit

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121
Jokes / Re: Funny Pictures
« on: October 31, 2017, 08:14:59 PM »
I’m old enough to remember there used to be a thing called a hyphen and editors knew where to put them. One has to wonder who wrote the headline.

122
Quake FAQs, HOWTOs, and Articles / Centerprinted Text
« on: October 04, 2017, 08:04:51 AM »
Tired of exercising your speed reading skills trying to read game banners that were centerprinted when you connect to a server or when presented in-game?

set scr_centertime 5 will make center-printed text banners 5 seconds of dwell in r1q2 and q2pro clients.

Maximum allowed value in q2pro is 10 seconds.

QW

123
0x1337c0de / Re: Building r1q2ded-old from Source
« on: October 04, 2017, 07:53:21 AM »
I've identified the main difference: the old game DLLs had a different set of exported functions. This is where the "Loaded Game DLL, version 3" comes into play. Old mods used a different set of exported functions in GetGameAPI and it looks like the only difference between v2 and v3 was the addition of the ServerCommand function.

The r1q2 sources I have for b7904 and b8012 don't seem to have switches for the -old capability. Presumably, r1ch never published the source for r1q2ded-old.

I'm experimenting with modifying an old v2 game into a v3 DLL and will report results once I am successful. This might allow someone to port source from an old game into a new game

124
/dev/random / Re: North Korea
« on: August 13, 2017, 10:33:34 AM »
North Korea and Iran are sharing Nuke information behind the scenes also.  Any technology advances Iran or North Korea make are shared with the other country, at least partially.

And they're both getting help from Pakistan.

125
/dev/random / Re: North Korea
« on: August 12, 2017, 10:15:47 PM »
I just ran across this:

The US has 800 military bases in 63 countries worldwide, and military personnel presently active in 156 countries.

The US has been at war or in a military conflict for 224 of its 241 years in existence.

The US defense budget is over $610 billion yearly, which is higher than the defense budgets of the next 8 countries combined: China (215), Russia (69), Saudi Arabia (63), UK (48), France (55), India (55), Japan (46), and Germany (41).

The US is the only country that has ever dropped an atomic bomb on a population, killing about 200,000 people in Hiroshima and Nagasaki.

A December 2013 WIN/Gallup poll asked 67,806 respondents from 65 countries, "Which country do you think is the greatest threat to peace in the world today?" 24% of respondents said the US. The next highest perceived threat was Pakistan at 8%. 5% believed North Korea was the greatest threat.

The US has 6,800 nuclear armaments.
North Korea has less than 10.

The US has overthrown or attempted to overthrow 57 foreign governments since WW2.

North Korea has overthrown or attempted to overthrow 0 foreign governments since 1953.

About sums up the "conflict."

Fact checks anyone?

126
/dev/random / Re: North Korea
« on: August 12, 2017, 07:46:45 PM »
The first obligation of any government is to identify and demonize with propaganda "the other", making them out to be the enemy of all that is right and good with "us". This is done to keep the population under control and in fear of "the other". You can see it plainly with "strongman" leaders like Stalin, Hitler, Mussolini but not so plainly with Gaddafi, Saddam Hussein, Hirohito or Netanyahu who did some "good things" for their people in the beginning but eventually fell into maintaining control by evil means or harming others.

The entire history of the existence of the DPRK can be traced to United States foreign policy dating from Teddy Roosevelt and the use by the United States of Japan in 1898-1908 as a proxy for U.S. influence in Asia. The U.S., together with Britain, Holland and Germany conspired against the Chinese empire and sold Indian opium to China and demanded payment in gold. When China rebelled and refused to pay, we sent gunboats up the Yangtze River, eventually supporting the boxer rebellion and the establishment of a weakened Chinese nationalist government. This eventually led to the rise of communism in China. We sold battleships to Japan and made what was an isolated, xenophobic, kingdom of warring states into an "empire" in Asia which immediately began wars with the kingdom of Korea, tzarist Russia (1916) and China (1932) and the Philippines, eventually leading to the attack on Pearl Harbor and the complete destabization of Asia. The puppet got out of control. This led to civil war in China and to the civil war in Korea that because of American imperialist ambitions in Asia and the domino theory led to Americas direct involvement there.

When Gaddafi gave up his nuclear ambitions and acceded to UN demands the U.S. and U.K. conspired to bomb the shit out of him in an attempt to assassinate him. We did the same to Saddam when he wouldn't play along and we knew he didn't have any WMD. Is it any surprise that Kim won't give up his nukes then? Now the "only super power on the planet" is using all its power and influence to keep one more country with a small-time dictator under its thumb. Why?

127
Thank you, but my C knowledge is very limited...
Map override is interesting, but for now very cumbersome. It would be great to have it as an vote option on various versions of item placement on the server, with original hull intact.
https://r-1.ch/r1q2gen.php
(...)
When new map is created, i can use just about 120-130 items
https://postimg.org/image/s8r78su05/
Weapons
https://postimg.org/image/n1644cdet/
or monsters
https://postimg.org/image/w6egy7gth/
but when they start to fight
https://postimg.org/image/ns3fnv55x/
more often than not i get
SZ_GetSpace: overflow
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.
Maybe one day i will grasp C well enough to fix this, but for now i just have to despair.

Thank you for coop

Pan's analysis is correct. You are creating a visibility problem by designing maps such as these. This is not a limitation of the game but a demonstration of the problem of simple box maps. There's a reason maps are mazes, the walls (brushes) control the visibility of objects so that the server doesn't have to process and transmit too much information to a client at any instant.

SZ_GetSpace: overflow means your server has been forced to create too large a message block to send to the client. This is due to all the activity of all the entities visible to your client at the same time. You are not seeing a limitation of the number of entities in the map, you are seeing a limitation of the size of the network message that the server can send to a client.


128
There is very little official documentation on Q2 but the game code has served for many years. If you hack C you can browse the code. The game limit constants are in q_shared.h. These are unchangable or you break compatibility.
As for adding items to maps, q2pro and r1q2 servers allow override files to be added per each map without needing to modify the game or the maps. I think there is information here on TS forums. I know I've discussed it with others here.

129
I think you are referring to MAX_EDICTS, which is 1024 in the server. As for special entities, there's a special flag for config strings called CS_GENERAL that many modders, including myself, never or seldom utilized at all or correctly and it allows up to 512 strings of up to 64 bytes each.

Max clients, images, sounds, models, light styles, items are set to 256.

If you're getting buffer overflow it might be something else entirely.

130
/dev/random / Re: The Strange and Interesting Thread
« on: July 21, 2017, 06:54:18 PM »
That's a really terrible gravity simulation. WTF.

131
/dev/random / Re: The Strange and Interesting Thread
« on: July 17, 2017, 08:38:43 PM »
I've been a fan but not a regular follower of that channel for years. I think they just "celebrated" their 118th victim. The city put up an advanced detection and warning system and they still manage to get can opener collisions. Amazing. There are high-strength beams across the span to protect the trestle on both sides.

I rented a 22 foot bobtail in 1982 when we moved and I don't remember getting any training about clearances or a statement about my clearance height. They just handed me the keys and let me drive away. I wonder what these drivers get.

132
Jokes / Re: Funny videos
« on: July 03, 2017, 09:22:21 PM »
Probably not killed. The booster charge is extreme, sending the rocket and warhead down range at 120 m/s (394 f/s) and the concussion sent everything in the room flying and fragged the walls. The acceleration occurs in 6 ms and that is what initiates the rocket delay. Definitely an outdoor toy.


https://youtu.be/P439jWJTQ-0

133
Quake / Re: Quake 2 netcode and tick rate
« on: May 30, 2017, 01:14:16 PM »
Another complication occurs when you consider how many mods exist for which we no longer have source code. Most mods, I dare say virtually all mods, used a hard-coded constant FRAMETIME in g_local.h that defines the time the mod expects the tick rate to be. The mods would need to change this compile-time constant into a function that would get the frame time from the sv_fps variable. If you don't have the sources you'd have to hack the mods in very many places in the DLLs to handle this.

You can send data down the pipe more often but if the game isn't thinking faster you're only sending redundant data, smaller deltas or smaller packets. What's the point of sending 20 or 50 fps down the pipe when the game is only updating at 10 fps?

134
I'm not sure what you are asking. Can you explain in more detail?
What are you trying to do? Which mod are you trying to do it with?

"variables" can mean cvars (console variables) or configstrings (strings the server can communicate to clients).

Cvars can be server only, or client only, or server-info that can be communicated to clients but are very much limited by what can be communicated in a single serverinfo frame.

135
Override files are used on server side, not clients. Entities are introduced by the server code into the maps and their placement is communicated to clients no matter which version client is used.
No changes are needed in client code to support overrides.

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