Author Topic: Dear Dr. Console  (Read 4400 times)

Offline magical pig

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Dear Dr. Console
« on: March 03, 2010, 06:35:39 PM »
Dear Dr. Console,

Was playing on coop today and Recycled noticed this: Wallfly now has a weapon...
is this an anomoly?

signed,

Querious in quakeland


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Offline peewee_RotA

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Re: Dear Dr. Console
« Reply #1 on: March 04, 2010, 02:48:18 AM »
Quadz may be able to answer better but here's a few ideas:

Is that a custom model? It's common for people to grab the old weapon.md2 (which is just the regular shotgun) and throw it into the new model folder. Also it's possible that someone just did a drop shotgun and drop shells. As soon as he picks up a weapon he'll switch to it.
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Offline ReCycled

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Re: Dear Dr. Console
« Reply #2 on: March 04, 2010, 06:51:32 AM »
I was there too and Wallfly did have a super shotgun I think. So much so, that I didn't kill him for several levels - assuming he was a player that was away from his screen. The first thing you do is kill Wallfly because he impedes the players from moving forward easily. I should have taken a screenshot as Wallfly appears as a regular grunt for me. I'll keep an eye out for the same situation.

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Offline magical pig

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Re: Dear Dr. Console
« Reply #3 on: March 04, 2010, 07:10:57 AM »
I switched out all my reg male/female players years ago to tubbies - these old eyes need all the help they can get - I don't know if the weapon.md2 file is the case but probably...

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Offline peewee_RotA

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Re: Dear Dr. Console
« Reply #4 on: March 04, 2010, 07:28:30 AM »
I was there too and Wallfly did have a super shotgun I think. So much so, that I didn't kill him for several levels - assuming he was a player that was away from his screen. The first thing you do is kill Wallfly because he impedes the players from moving forward easily. I should have taken a screenshot as Wallfly appears as a regular grunt for me. I'll keep an eye out for the same situation.

I connected and he was holding a chaingun. I dropped grenades on him and he switched to grenades. However you can't drop weapons in coop since weaponstay is on. (and is turned on by default in coop)

The only thing that I can think of is if somehow a monster dropped it on him. I'm not familiar with any monster in the SP campaign that drops any weapon, but if there is one then you could lead him to wallfly and let it drop.

I have to assume that this was just an admin testing the give command. If wallfly were holding a blaster and did a "give chaingun" then it would switch his weapon. I've noticed that individual give commands have been disabled. This may have all been done during testing when quadz added this feature and hasn't been reset since.
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Offline ReCycled

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Re: Dear Dr. Console
« Reply #5 on: March 04, 2010, 07:47:52 AM »
Actually the "Give" command is alive and healthy. Some sly youngsters figured out that if you capitolize any command it will work (first letter I believe). Hence the players who were running around in GodMode yesterday, using unlimited Quad BFG's on anything that moved.
 :eek:
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Offline magical pig

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Re: Dear Dr. Console
« Reply #6 on: March 04, 2010, 09:43:22 AM »
'give grenades' and 'give machinegun' do work as do the drop commands, but I have not tried any others.


:rocketright: Kids today apparently don't like a challenge - instant gratification ya know  :nana:
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Offline [BTF] Reflex

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Re: Dear Dr. Console
« Reply #7 on: March 04, 2010, 09:53:52 AM »
Instant gratification is fine and dandy, but then what's the woman spose to do?
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Offline console

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Re: Dear Dr. Console
« Reply #8 on: March 04, 2010, 02:00:38 PM »
Actually the "Give" command is alive and healthy. Some sly youngsters figured out that if you capitolize any command it will work (first letter I believe). Hence the players who were running around in GodMode yesterday, using unlimited Quad BFG's on anything that moved.

Yeah... Unfortunately r1q2's "addcommandban" is not very robust.  It can be fooled by typing extraneous characters after the end of the command, etc.

Probably the best approach would be just patch the mod directly to prevent undesired commands.

I think someone (peewee?) might have even submitted a patch to that effect awhile back, in which case - my fault for dropping the ball on integrating it.


Regarding wallfly having a gun.  Perhaps either someone died near wallfly and dropped a gun on 'him', or maybe more than four players were connected and wallfly telefragged someone on a map change?


Dunno,

quadz

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Offline peewee_RotA

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Re: Dear Dr. Console
« Reply #9 on: March 04, 2010, 02:29:02 PM »
I think someone (peewee?) might have even submitted a patch to that effect awhile back, in which case - my fault for dropping the ball on integrating it.


Regarding wallfly having a gun.  Perhaps either someone died near wallfly and dropped a gun on 'him', or maybe more than four players were connected and wallfly telefragged someone on a map change?

LOL NP, It's like a 2 minute change. In fact I think that it's 4 lines total.


As for dropping guns, I'm pretty sure that you don't drop weapons in coop whether killed by a player, monster, or hazard. But didn't x7 submit new coop spawns for a few maps? I know that in a few (power2 for example) the players start immediately next to weapons. It may be possible that a modified coop spawn would place a player on top of a weapon somewhere.





Oh here's the code snippit:

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;
}
//-------
...
}
« Last Edit: March 04, 2010, 02:45:26 PM by peewee_RotA »
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Offline |iR|Focalor

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Re: Dear Dr. Console
« Reply #10 on: March 04, 2010, 05:55:28 PM »
That ain't the only weirdness that happened yesterday. Someone was fragging other coop players, so in an effort to make them leave, a couple of us were hitting the button on a lift repeatedly to switch maps every 2 seconds. After a while, it seemed to have changed my FOV setting, yet when I typed FOV in console, it stated that my current FOV was still 110. Someone else had changed their name to where it didn't appear at all, it was blank. Maybe that person had something to do with it. ::)
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Offline WiFi_Man

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Re: Dear Dr. Console
« Reply #11 on: March 12, 2010, 05:19:12 PM »
The fov variable doesn't directly control render FOV; it's sent in userinfo updates to the server, which echoes it back to the client, which in turn gets lerped for a smooth transition.  baseq2 seems to have a tendency to lose track of userinfo for some players in coop mode, causing incorrect FOV as well as missing name/skin.  (Anyone know what causes this?  Doesn't seem to occur in deathmatch mode, and I've not seen it at either of my coop servers in a long time.)

Also, players don't drop weapons when dying in coop; however, it might be possible to move wallfly onto a weapon item by firing at him, or exploding things nearby.
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Offline Whirlingdervish

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Re: Dear Dr. Console
« Reply #12 on: March 12, 2010, 05:23:57 PM »
you can use the rg or ssg to push a player pretty effectively who is afk.

I was shooting people who were using the god mode cheat back out of the door of the map end lift on the second level so they wouldn't block the lift's progress and the map change that we were repeating to get them to fuck off. I'd bet wallfly caught a shot and got pushed by someone.


« Last Edit: March 12, 2010, 05:27:21 PM by Whirlingdervish(Q2C) »
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Offline jägermonsta

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Re: Dear Dr. Console
« Reply #13 on: March 12, 2010, 07:31:39 PM »
evolution!
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