Author Topic: Can we change Co-op a bit?  (Read 16527 times)

Offline QwazyWabbit

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Re: Can we change Co-op a bit?
« Reply #30 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?

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


« Last Edit: March 22, 2009, 06:22:00 PM by QwazyWabbit »
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Offline peewee_RotA

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Re: Can we change Co-op a bit?
« Reply #31 on: March 22, 2009, 08:34:57 PM »
A few problems, and the reason why I added my own version:

the player still gets knockback.
Without looking at the code again, does this occur after the armor was subtracted? That is the case in CTF.
This would prevent death from exploding barrels, or being crushed by a door or plat triggered by the teamate. (That is potentially a game breaking glitch.)


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Offline [BTF] Reflex

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Re: Can we change Co-op a bit?
« Reply #32 on: March 23, 2009, 05:20:55 AM »
invisible players was not a bug,  it was a bonus.

happened every so often,  and just to one person.  Good times :)

I actually railed one before.
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Offline peewee_RotA

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Re: Can we change Co-op a bit?
« Reply #33 on: March 23, 2009, 06:30:46 AM »
invisible players was not a bug,  it was a bonus.

happened every so often,  and just to one person.  Good times :)

I actually railed one before.
I've actually never heard of that glitch. Invisible players?

I know that in 3.14 if you changed to a mod directory, it wouldn't see your existing player models inside of baseq2. So you could just change the game dir and play a game of invisible quake 2. It was very very fun actually.
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Offline [BTF] Reflex

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Re: Can we change Co-op a bit?
« Reply #34 on: March 23, 2009, 07:08:49 AM »
The servers had a bug for ages, map would start and one player would be invisible.
Didn't happen very often.
If he got himself killed he would spawn visible.   

http://tastyspleen.net/quake/forums/index.php?topic=262.msg2637#msg2637

if you want that invisible thing on purpose,  the command cl_entities 0 (Think thats it)
does the trick.   Played a few games like that, just playing by sound was fun.

Just shows smoke and other effects from weapons
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Offline ReCycled

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Re: Can we change Co-op a bit?
« Reply #35 on: March 23, 2009, 09:45:45 AM »
But you know...I would still prefer to change the game to another SP game like the one I posted screenshots on. Would that be a problem or cause extra work?
I'm up for trying it... perhaps I could make a "coop2" server and we could experiment with different mods?
Mainly what would help is if whatever files are needed were to be uploaded, so I could just copy them over and try it out.
Regards,
:afro:

Yaaaaaayyyy! I'll find the files and figure out your upload thingee. I'll use my pak file since some of the ambient sounds were way too loud, so I softened them. Thanks Quadz!!
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Offline ReCycled

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Re: Can we change Co-op a bit?
« Reply #36 on: March 23, 2009, 02:11:53 PM »
Before I upload all this stuff I checked the "read me" file and it indicates that it's single player only and non-coop. I was under the impression any Quake derivative could be co-op. I know I've played this with Panjoo on his server, but we did have difficulty occasionally going to a new level. But it did work. Anyway maybe check these screenshots. Also it's in one big zip file (28 meg) and becomes 58 meg uncompressed. There's a lot of unique textures (borrowed from other games) and sounds. Maybe this is a problem?

 
« Last Edit: March 23, 2009, 02:14:39 PM by ReCycled »
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Offline The Happy Friar

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Re: Can we change Co-op a bit?
« Reply #37 on: March 23, 2009, 06:08:00 PM »
no coop/dm normally means 1 of two things: no entities for those type of spawns or wasn't designed with that intention.

but with an SP spawn it should work.
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Offline console

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Re: Can we change Co-op a bit?
« Reply #38 on: March 24, 2009, 05:55:07 AM »
So I updating the security.bsp.override added the code hack for info_player_coop spawn spots.
And a override for ware3.bsp for that one secret.

Uploaded to FTP

/baseq2/maps/
security.bsp.override
ware3.bsp.override

I don't understand the ware3 override?

There is no ware3.bsp... And your ware3.bsp.override loads ware2.bsp ... but, it has entities for "Pumping Station" instead of "Warehouse".  So it loads ware2.bsp but all the spawns are out of place...


Regards,

:exqueezeme:
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Offline Pr0c3550r

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Re: Can we change Co-op a bit?
« Reply #39 on: March 24, 2009, 09:48:57 AM »
it needs to be fixed pls.
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Offline console

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Re: Can we change Co-op a bit?
« Reply #40 on: March 24, 2009, 01:21:21 PM »
it needs to be fixed pls.

Undoubtedly.

(Perhaps you could clarify which "it" you refer to?)


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Offline console

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Re: Can we change Co-op a bit?
« Reply #41 on: March 24, 2009, 03:52:02 PM »
PS: you can load the WallFly back on coop.
I don't see any problems with him.

Without q2admin, GOTO won't work anyway.

Also, doesn't wallfly take up a permanent player slot?  Spectator doesn't seem to work on coop... :(


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Offline peewee_RotA

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Re: Can we change Co-op a bit?
« Reply #42 on: March 24, 2009, 04:42:39 PM »
PS: you can load the WallFly back on coop.
I don't see any problems with him.
Also, doesn't wallfly take up a permanent player slot?  Spectator doesn't seem to work on coop... :(

Assuming that q2admin can be reenabled at some point, I'll try to add some features to coopmod to compensate for that. I also think that displaying a score board as well as the "help" screen is necessary.


One sidenote about friendly fire off in coop is that a bad ping in coop is probably worse than a bad ping in DM. Most of my usual coop friends are in Europe. A ping of 200 is playable in coop if you are the only player, but it causes you to shoot teamates like there's no tomorrow. Basically imagine having to predict up to 0.2 seconds whether or not one of your teamates will be running up with an SSG to hit an enemy (which is the single most used weapon in SP/COOP) before firing any weapon other than a blaster or a machinegun.

I may be overstating my case but here's how I understand that kind of lag in coop. You are playing a 3d shooter for fun. 200 ping in DM allows you to shoot in a 3d environment and still have fun. 200 ping in coop environment prevents you from shooting and having no other functionality besides the ability to drop ammunition, you lose the ability to have fun. Well at least you're still in a 3d space!  :dohdohdoh:
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Offline QwazyWabbit

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Re: Can we change Co-op a bit?
« Reply #43 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.)

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Offline ReCycled

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Re: Can we change Co-op a bit?
« Reply #44 on: March 24, 2009, 07:24:29 PM »
I'e played Co-op a few times since q2admin was disabled and it still crashes. However it's not the same 3-level pattern. Usually we can play at least 5 levels (or more) but it will crash now without warning. So there's probably multiple bugs rather than just the cinematic one.
 
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July 24, 2024, 01:25:59 PM
hi ya está la basura de Martin, se cambió el nombre es un ladron estupido, asi llegó a 10000[img]<iframe src="https://www.facebook.com/plugins/post.php?href=https%3A%2F%2Fwww.facebook.com%2Fzoloyoze.torito%2Fposts%2Fpfbid03hZrkDUBJPZKCuFgy5hRUy831ekKJYVRzC7ajXaKQbJ6xcPgKftLukUDfovFyEq3l&amp;show_text
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July 05, 2024, 05:20:36 AM

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