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Messages - QwazyWabbit

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136
Trouble Shooting / Re: lag to tastyspleen.net
« on: March 31, 2017, 08:32:44 PM »
packetduplicate is disabled on ffa server

on opentdm servers works fine

Is this something I can enable in the server-side config? (We're using r1q2 server.)

:exqueezeme:

sv_max_packetdup is most likely suspect. It's 0 by default in r1q2.

137
Q2 Training Camp / Re: Cant play coop2
« on: March 31, 2017, 08:05:06 PM »
Console says I cant load zboss.bsp
Do I need some special mod to paly it?

It would have to be very special mod.
As far as I can tell there is no such map as zboss.bsp.
I have searched my entire collection of all mods and Google and came up empty.

138
Outdoor Activities / Re: Wildlife
« on: March 31, 2017, 07:55:54 PM »
Cute. Is that an adult Pudu or a fawn. North American deer lose their spots.

139
Outdoor Activities / Re: Wildlife
« on: March 29, 2017, 07:07:47 PM »
It's a myth that parent birds will reject their babies if handled by humans.
What usually happens is the first-hatched or stronger siblings push the runts or later hatchlings out of the nest in competition for food. Parents feed the chick with the most insistent open beak. Nature can be cruel.
If it was a fledgling then the nest might have been in the eaves of the garage or in the trees nearby. They try to fly and end up flopping on the ground, then they are in real danger from your neighbor's cats or varmints.
The best course of action with fledglings is to put them back in the nest if you can find it and get to it without risking your neck, or any place of concealment where they can regain strength and learn to fly before they get eaten.
Darwin sides with the strong and the fortunate.

140
Q2 Training Camp / Re: What is a md2 file?
« on: March 28, 2017, 09:11:44 PM »
What you have found is a D-Day server. D-Day is a mod of Quake 2 that changes the scenario from Stroggs vs Troopers to a WWII D-Day simulation. That particular server doesn't support HTTP downloads so clients like R1Q2 would offer no advantage for obtaining the files.

Enabling downloading, the server will provide them via UDP download, a much slower method than HTTP but that's the original protocol of the Quake 2 multiplayer game. Welcome to 1996.

I recommend you go to their web server and read about their mod and download the supporting files here: http://www.ddaychile.com/

It looks like this might be the installer for the files for this mod but I have not tested it.
http://www.moddb.com/mods/ddaynormandy/downloads/dday-normandy-41-installer



141
Q2 Training Camp / Re: Hello. Searching for R1Q2?
« on: March 27, 2017, 10:28:34 PM »
No, you don't need the Steam version. I don't have it and r1q2 works fine for me. There might be some problems with the cinematic features between map sections. If you are interested in the "authentic" Quake II user experience I recommend playing the single player version with the original quake2.exe rather than any other client since those clients are oriented toward enhanced multiplayer experience.

142
Q2 Training Camp / Re: Hello. Searching for R1Q2?
« on: March 27, 2017, 01:28:20 PM »
If you have installed Quake2 from the CD as the full game and not the demo you can play single player in r1q2. Simply explore to the quake2 directory where you should have placed the r1q2 executable file and double-click that executable. It will launch but probably won't start the single-player scenes at launch. To launch the first SP map simply hit Esc, then enter the Game menu and launch the difficulty level as you would from the original Quake2.exe.

143
Q2 Training Camp / Re: Hello. Searching for R1Q2?
« on: March 27, 2017, 09:44:07 AM »
You can find R1Q2 Version b8012 on this site: https://github.com/tastyspleen/r1q2-tsmod/releases
But I think R1Q2 is kinda outdated these days and most people use Q2Pro client.

What clients do others recommend?

This link is to the source code repositories and cannot be used to build client binaries that support the anticheat DLL. Only R1ch had the ability to build them since it used special code to obfuscate the anticheat techniques in use. These source code archives can be used to build perfectly suitable servers, however.

Unfortunately, R1ch has dropped all support for r1q2 on his web site and the r1q2updater is non-functional. Many links to R1ch's original r1ch.net site supporting r1q2 are now 404'd.

I don't know if Tastyspleen is keeping an archive of the old binaries. I looked for them but all I found was an old b7387 version.

It would be nice if r1ch would pass the baton to someone who could continue to maintain the client but I don't think that's going to happen.

I'm attaching a b8012 fully functional client and anticheat.dll as published by r1ch to this post to make it available here. Perhaps quadz will copy it into the clients archive in the downloads collection.

144
tastyspleen.net / Re: Tastyspleen - Donate Button!
« on: March 14, 2017, 11:47:13 PM »
Not much impact in Frontier FiOS in L.A. area:

Tracing route to tastyspleen.net [67.228.69.114]
over a maximum of 30 hops:

  1    <1 ms    <1 ms    <1 ms  192.168.1.1
  2     5 ms     4 ms     4 ms  47.144.64.1
  3     4 ms     7 ms     7 ms  172.102.105.232
  4     3 ms     5 ms     5 ms  ae8---0.scr02.lsan.ca.frontiernet.net [74.40.3.49]
  5     8 ms     4 ms     5 ms  ae1---0.cbr01.lsan.ca.frontiernet.net [74.40.3.214]
  6     5 ms     7 ms     7 ms  softlayer.as36351.any2ix.coresite.com [206.72.210.131]
  7     5 ms     *        6 ms  ae5.cbs01.cs01.lax01.networklayer.com [50.97.17.62]
  8    37 ms     *       34 ms  ae0.cbs01.eq01.dal03.networklayer.com [50.97.17.81]
  9    35 ms    34 ms    35 ms  ae33.bbr02.eq01.dal03.networklayer.com [50.97.17.55]
 10    34 ms    34 ms    33 ms  ae1.dar01.sr01.dal01.networklayer.com [173.192.18.255]
 11    34 ms    33 ms    33 ms  po1.fcr03.sr04.dal01.networklayer.com [66.228.118.186]
 12    35 ms    35 ms    34 ms  tastyspleen.net [67.228.69.114]

Trace complete.

Tracing route to testing.tastyspleen.net [192.211.63.245]
over a maximum of 30 hops:

  1    <1 ms    <1 ms    <1 ms  192.168.1.1
  2     4 ms     5 ms     6 ms  47.144.64.1
  3     6 ms     4 ms     6 ms  172.102.105.230
  4     5 ms     5 ms     4 ms  ae8---0.scr02.lsan.ca.frontiernet.net [74.40.3.49]
  5     3 ms     6 ms     6 ms  ae1---0.cbr01.lsan.ca.frontiernet.net [74.40.3.214]
  6     *        *        *     Request timed out.
  7     8 ms     5 ms     6 ms  Telia-level3-60G.LosAngeles1.Level3.net [4.68.73.22]
  8    37 ms    37 ms    37 ms  dls-b21-link.telia.net [62.115.139.6]
  9    37 ms    37 ms    36 ms  modmission-ic-317651-dls-b21.c.telia.net [62.115.145.115]
 10     *        *        *     Request timed out.
 11     *        *        *     Request timed out.
 12    37 ms    36 ms    36 ms  144.168.34.62
 13    38 ms    35 ms    36 ms  portal2.incero.com [192.211.63.245]

Trace complete.

Pings on tracert are representative of what showed ping survey, about +3 to +4 ms on the testing IP vs current.

145
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);
...

146
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...

147
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.

148
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.



149
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.

150
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

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