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Messages - QwazyWabbit

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151
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.

152
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But I think R1Q2 is kinda outdated these days and most people use Q2Pro client.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.

153
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.

154
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);
...

155
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...

156
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.

157
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.



158
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.

159
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

160
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.

161
Jokes / Re: Funny videos
« on: October 15, 2016, 06:00:36 PM »
The kid's name is Alfred E. Neuman.

162
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.

163
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.

164
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/


165
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.

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