Author Topic: coop3  (Read 9656 times)

Offline console

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coop3
« on: April 05, 2009, 02:51:49 AM »
I decided to leave coop2 running zaero, since it seems to be "reasonably stable" at this point... (i.e. no worse than regular baseq2 coop, which, isn't saying a whole lot, but anyway...)

I've added a GOTO COOP3 which is running rogue.

I've fixed one crash bug in the rogue source so far today... and I've recompiled it to enable the "DISRUPTOR" weapon.

Enjoy,

:afro:

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Offline SquiSHeR

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Re: coop3
« Reply #1 on: April 05, 2009, 04:44:03 AM »
Wasn't the disruptor weapon available anyway?

We just played through the first rogue levels with toxicmonkey and hasenpfeffer. It was so much fun, the level design is really superior and the game is really difficult, we were almos aalways dying instantly. Thank you very much for the rogue server. :-)

Does anybody know how to deactivate auto weapon switching in rogue? It really sucks...
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Offline pantaloons

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Re: coop3
« Reply #2 on: April 05, 2009, 05:00:58 AM »
We just played through the first rogue levels with toxicmonkey and hasenpfeffer. It was so much fun, the level design is really superior and the game is really difficult, we were almos aalways dying instantly. Thank you very much for the rogue server. :-)

Yes, that was fun!  (I was using the name hasenpfeffer :))

Yeah, some very nice map design in that mod...!

:bananaw00t:

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use trap

Offline console

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Re: coop3
« Reply #3 on: April 05, 2009, 05:36:44 AM »
Wasn't the disruptor weapon available anyway?

No, by default it's removed: (in g_local.h)

Code: [Select]
// ROGUE- id killed this weapon
#define      KILL_DISRUPTOR  1
// rogue


:afro:
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Offline peewee_RotA

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Re: coop3
« Reply #4 on: April 05, 2009, 06:53:13 AM »
I used to run a dedicated rogue coop server. There are a few changes that make it more playable.

The Rogue team did add extra support for coop. There's a cool feature in the secret level rmine2 in which the coop spawns keep moving as the lava rises. Also there are runit2, runit3, and runit4 maps made for coop so that you can start specific units with all the weapons that you should have so far. This is for casual games in which you reach unit 3 in coop with a friend and decide to start again next week. Obviously this won't work in the coop3 setup.

So my solution to help enhance the rogue coop experience on my own server were
 - Spawn with chainfist
 - Chainfist restores life (ala Turok 1)
 - Removed cheats
 - Dead players drop ammo
 - Blaster can be "leveled" to fire the small green explosive shots.
 - built in weapon switching without config changes

I think that spawning with chainfist, and possibly chainfist vampire would really improve things. The rest of the functionality can be scrapped as it was experimental. I'll post the code snippits here so you can patch them in if you'd like. (seeing as you've already made fixes to the source anyway)
« Last Edit: April 05, 2009, 08:43:48 AM by peewee_RotA »
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Offline peewee_RotA

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Re: coop3
« Reply #5 on: April 05, 2009, 07:33:43 AM »
I'll continue to edit this post as I make changes
===============

Spawn with chainfist:
---
In p_client.c
Code: [Select]
void InitClientPersistant (gclient_t *client)
{
gitem_t *item;

memset (&client->pers, 0, sizeof(client->pers));

item = FindItem("Blaster");
client->pers.selected_item = ITEM_INDEX(item);
client->pers.inventory[client->pers.selected_item] = 1;

client->pers.weapon = item;

//peewee
//-------
item = FindItem("Chainfist");
client->pers.inventory[ITEM_INDEX(item)] = 1;
//-------

client->pers.health = 100;
client->pers.max_health = 100;
...
}

Chainfist vampire:
---
in g_newweap.c

Code: [Select]
void fire_player_melee (edict_t *self, vec3_t start, vec3_t aim, int reach, int damage, int kick, int quiet, int mod)
{
vec3_t forward, right, up;
vec3_t v;
vec3_t point;
trace_t tr;

vectoangles2 (aim, v);
AngleVectors (v, forward, right, up);
...

if(tr.ent->takedamage == DAMAGE_YES || tr.ent->takedamage == DAMAGE_AIM)
{
// pull the player forward if you do damage
VectorMA(self->velocity, 75, forward, self->velocity);
VectorMA(self->velocity, 75, up, self->velocity);

// do the damage
// FIXME - make the damage appear at right spot and direction
if(mod == MOD_CHAINFIST)
{
T_Damage (tr.ent, self, self, vec3_origin, tr.ent->s.origin, vec3_origin, damage, kick/2,
DAMAGE_DESTROY_ARMOR | DAMAGE_NO_KNOCKBACK, mod);

//peewee
//--------
if (self->client)
{
if (self->health < self->max_health)
{
self->health += 2;

if (self->health > self->max_health)
self->health = self->max_health;
}
}
//--------
}

...

}

Removing cheats:
------
in g_cmds.c

Code: [Select]
void Cmd_Give_f (edict_t *ent)
{
char *name;
gitem_t *it;
int index;
int i;
qboolean give_all;
edict_t *it_ent;

//peewee
//-------
// if (deathmatch->value && !sv_cheats->value)
if ((deathmatch->value || coop->value) && !sv_cheats->value)
{
gi.cprintf (ent, PRINT_HIGH, "You must run the server with '+set cheats 1' to enable this command.\n");
return;
}
//-------

...

}


/*
==================
Cmd_God_f

Sets client to godmode

argv(0) god
==================
*/
void Cmd_God_f (edict_t *ent)
{
char *msg;

//peewee
//-------
// if (deathmatch->value && !sv_cheats->value)
if ((deathmatch->value || coop->value) && !sv_cheats->value)
{
gi.cprintf (ent, PRINT_HIGH, "You must run the server with '+set cheats 1' to enable this command.\n");
return;
}
//peewee
//-------

...
}


/*
==================
Cmd_Notarget_f

Sets client to notarget

argv(0) notarget
==================
*/
void Cmd_Notarget_f (edict_t *ent)
{
char *msg;

//peewee
//-------
// if (deathmatch->value && !sv_cheats->value)
if ((deathmatch->value || coop->value) && !sv_cheats->value)

{
gi.cprintf (ent, PRINT_HIGH, "You must run the server with '+set cheats 1' to enable this command.\n");
return;
}
//-------

...
}


/*
==================
Cmd_Noclip_f

argv(0) noclip
==================
*/
void Cmd_Noclip_f (edict_t *ent)
{
char *msg;

//peewee
//-------
// if (deathmatch->value && !sv_cheats->value)
if ((deathmatch->value || coop->value) && !sv_cheats->value)

{
gi.cprintf (ent, PRINT_HIGH, "You must run the server with '+set cheats 1' to enable this command.\n");
return;
}
//-------
...
}

seamless weapon switching:
------
in g_cmds.c

Code: [Select]
/*
==================
Cmd_Use_f

Use an inventory item
==================
*/
void Cmd_Use_f (edict_t *ent)
{
int index;
gitem_t *it;
char *s;

s = gi.args();

//peewee
//-------
// ROGUE
if (Q_stricmp(s, "blaster") == 0)
{
if (ent->client->pers.weapon == FindItem("Blaster"))
{
s = "Chainfist";
}
}
else if(Q_stricmp(s, "shotgun") == 0)
{
if (ent->client->pers.weapon == FindItem("Shotgun") ||
ent->client->pers.inventory[ITEM_INDEX(FindItem("Shells"))] < 1)
{
s = "Plasma Beam";
}
}
else if(Q_stricmp(s, "machinegun") == 0)
{
if (ent->client->pers.weapon == FindItem("Machinegun") ||
ent->client->pers.inventory[ITEM_INDEX(FindItem("Bullets"))] < 1)
{
s = "ETF Rifle";
}
}
else if(Q_stricmp(s, "grenades") == 0)
{
if (ent->client->pers.weapon == FindItem("Grenades") ||
ent->client->pers.inventory[ITEM_INDEX(FindItem("Grenades"))] < 1)
{
s = "Tesla";
}
}
else if(Q_stricmp(s, "grenade launcher") == 0)
{
if (ent->client->pers.weapon == FindItem("Grenade Launcher") ||
ent->client->pers.inventory[ITEM_INDEX(FindItem("Grenades"))] < 1)
{
s = "Prox Launcher";
}
}
//-------

it = FindItem (s);

...
}
« Last Edit: April 05, 2009, 08:42:55 AM by peewee_RotA »
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Offline SquiSHeR

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Re: coop3
« Reply #6 on: April 06, 2009, 05:58:20 AM »
peewee informed me that auto weapon switching in rogue can't be deactivated on the client side. I tried to look it up in the rogue source code, but since I do not know C without success yet. Would be really nice to deactivate this "feature". Its maybe nice if you play the first time, but after some time it gets irritating.

Which skill level is running on coop3? Hard?
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Offline QwazyWabbit

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Re: coop3
« Reply #7 on: April 06, 2009, 05:46:54 PM »
Not sure about interactions with other features in Rogue since I have not tested it but it looks like you can "set deathmatch 1" at the same time as "set coop 1" and it will disable the auto weapon select on pickup if you already have a weapon other than the blaster active. There might be impact on other features but it would need some testing for coop. I saw nothing in the code to stop them from both being 1 in coop mode.

To prevent auto use of powerups, turn off the DF_INSTANT_ITEMS flag. (subtract 16 from dmflags)

The auto-select weapon code is at the bottom of the Pickup_Weapon function in p_weapon.c:

   if (other->client->pers.weapon != ent->item &&
      (other->client->pers.inventory[index] == 1) &&
      ( !deathmatch->value || other->client->pers.weapon == FindItem("blaster") ) )
      other->client->newweapon = ent->item;


Translation: IF the item isn't the current weapon AND it is now in the inventory AND (deathmatch is zero OR the user has a blaster active) THEN make the touched weapon the new weapon and activate it.

You could add a cvar to override this logic:

   if (other->client->pers.weapon != ent->item &&
      (other->client->pers.inventory[index] == 1) &&
      ( !deathmatch->value || other->client->pers.weapon == FindItem("blaster") ) &&
      autoweaponselect->value)
      other->client->newweapon = ent->item;


This way, if autoweaponselect is not set in the server the statement will not select the new weapon and you have a nice cvar to control whether it happens or not and you will be able to leave deathmatch at 0. Of course, you will have to live with the people who are used to having it the old way. :)

Necessary other code to declare and initialize the cvar is left as an exercise for the student. :) I also suggest making 1 the default initial value for autoweaponselect so that if it's not added to the server config the default behavior remains the same as it was.
« Last Edit: April 06, 2009, 05:58:13 PM by QwazyWabbit »
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Offline peewee_RotA

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Re: coop3
« Reply #8 on: April 06, 2009, 06:34:06 PM »
if you have both coop and deathmatch set to 1, then the deathmatch flag wins out. The game will load with deathmatch entities and all SP/coop items removed.
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Offline QwazyWabbit

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Re: coop3
« Reply #9 on: April 06, 2009, 06:36:43 PM »
Then you have no choice but to revise the pickup function.
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Offline console

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Re: coop3
« Reply #10 on: April 06, 2009, 06:38:18 PM »
Which skill level is running on coop3? Hard?

Yes, hard skill.

One thing that might be interesting would be to add some additional cvars for scaling various player/monster damage ratios... like:

  damage_player_player 0.5  // friendly fire does 1/2 damage
  damage_player_monster 1.0  // players do regular damage to monsters
  damage_monster_player 1.5  // monsters do more damage, watch out!

I think those should be easy to add... and might allow some interesting tuning of the skill level.


Regards,

:afro:

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Offline QwazyWabbit

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Re: coop3
« Reply #11 on: April 08, 2009, 09:37:50 AM »
After some testing, it looks like re-writing the statement this way makes it behave more like the old way, with the weapon being auto-selected if they are holding the blaster or have run out of ammo for other weapons and they have fallen back to the blaster:

   if (other->client->pers.weapon != item &&
      (other->client->pers.inventory[index] == 1) &&
      (!deathmatch->value && autoweaponselect->value || other->client->pers.weapon == &gI_weapon_blaster))
      other->client->newweapon = item;
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Offline peewee_RotA

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Re: coop3
« Reply #12 on: April 08, 2009, 11:57:02 AM »
 :lolsign:

infinite ammo for prox and flachettes and cells in coop glitch:

Stand on the prox launcher/ETF Rifle/plasma beam and continually press your number 1 key to switch to blaster and your invdrop key. Every time you switch to blaster you will drop the weapon that you just picked up and grab another one, including it's ammo.

Also the one that you drop seems to have ammo in it as well, which seems to be another glitch.
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Offline SquiSHeR

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Re: coop3
« Reply #13 on: April 08, 2009, 02:15:49 PM »
After some testing, it looks like re-writing the statement this way makes it behave more like the old way, with the weapon being auto-selected if they are holding the blaster or have run out of ammo for other weapons and they have fallen back to the blaster:

   if (other->client->pers.weapon != item &&
      (other->client->pers.inventory[index] == 1) &&
      (!deathmatch->value && autoweaponselect->value || other->client->pers.weapon == &gI_weapon_blaster))
      other->client->newweapon = item;


Your new code isn't working properly. It says That "item" and "gI_weapon_blaster" are undefined.
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Offline QwazyWabbit

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Re: coop3
« Reply #14 on: April 08, 2009, 08:39:16 PM »
Ooops. I copied from the wrong project.
Here it is the way Rogue wants to see it:
   if (other->client->pers.weapon != ent->item &&
      (other->client->pers.inventory[index] == 1) &&
      ( !deathmatch->value && autoweaponswitch->value || other->client->pers.weapon == FindItem("blaster")))
      other->client->newweapon = ent->item;
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