Author Topic: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps  (Read 18860 times)

Offline Maraakate

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Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« Reply #15 on: December 28, 2016, 09:16:07 PM »
It's probably because my server is using the original protocol and not R1Q2 protocol.  The ded server is hosted using Q2DOS, recompiled for Windows.  It's basically like Q2 3.24 with some yamagi and r1q2 stability and exploit fixes and HTTP downloading support.  It doesn't support the compressed zlib packets or 4096 max message sizes.

Try hosting a regular vanilla q2 3.20 (or download 3.24 update) server and connect to it.  If it's still failing then this is why.

If this is the problem then the Russian author needs to review cl_main.c in R1Q2 as it has fallback code for detecting which protocol it is connecting to without requiring a CVAR to be set.

If Berserker is a fork of KMQ2 then this is a separate issue as his engine requires the protocol version to be set; but I have suggested a solution for him that he is looking into implementing for a future release.
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Offline Maraakate

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Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« Reply #16 on: December 29, 2016, 04:46:13 PM »
its an engine.  http://www.moddb.com/mods/berserkerquake2/downloads/berserkerquake2-145-full.  Its written by a Russian guy.  I do believe a +set compatibility 1 is needed in command line or +set net_compatibility 1 but do believe its the first one.  Not entirely sure what the problem, havent really tried multiple servers, I usually just only play Chamooze's giex server which is visible on q2servers.com

You need to set net_compatibility 1; but either way this port doesn't even have HTTP downloading with CURL support.  It's also one huge main.cpp file!  What a mess! :help:

Look into KMQuake2; this also has updated graphics options.  If there's some features that aren't available email Knightmare he may just implement them.
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Offline Maraakate

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Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« Reply #17 on: January 02, 2017, 12:24:19 PM »
Butane found some old coop camera code.  I was working on a solution myself, but this has saved me some time.

The code is the Blinky Co-Cop Cam from: http://wondersmith.com/coop/coopcam.htm

The code links are broken, but do a search for b_camera.c or something that effect.  With this code you can type /cam to first person view another player, /summon to "summon" a player near you.  You can disable other players summoning you with /nosummon or adding "set nosummon 0 u" in your autoexec.cfg.

The code has been substantially modified; changes and updates include:

* Teleport command.  Teleport to another player.
* Cam, Summon and Teleport command can use LIKE and CL searches (like q2admin with !say_person) as well as direct player name searches.
* The original code was missing a lot of sanity checks.  Those are all fixed.
* The original code did not update view angles for the player you are chasing.  Requiring you to move the mouse or you'd be seeing a wall.  Now the view angles are updated with it.
* The original code had some memory leaks with the decoys.  This is fixed.
* The original code wasn't restoring your FOV properly if you jumped around from viewing players.  This is fixed.
* /cmd menu or /cmd inven (the Main Menu for the mod) has new options for this camera mode.
* The original code stupidly showed your gun model in the chasecam.
* We had a problem early on with this code with Lord Vader/Batman/<whatever his name is on any given day> constantly spamming the commands.  There is now a timelimit for how often you can summon and teleport.  It's a server-side CVAR so it can be readjusted to suit the admins needs.
* nosummon toggle wasn't surviving map transitions in the original code.  Fixed.

There are probably a few hiccups here and there with the code, but it appears to work well.  The viewangles aren't interpolated (yet) so movement looks jerky when players are turning.  It also does not show the gun model since it is a first person view.  Not sure when I'll get around to fixing those issues; but if they can't be fixed easily I may just use id's chasecam code instead.


Other changes over the holiday weekend include:

* !say_person command.  Does not rely on q2admin, in-house code.  Supports CL and LIKE.
* Dual weapon switching in Zaero (Rogue and Xatrix already supported this).
* Some rogue maps are pushing the limit of MAX_MODELS and I was precaching xatrix and zaero models during the precache sequence.  This led to some players in busy rogue maps seeing enemies as the wrong thing.  This is fixed.
* Increased bbox size of the coop checkpoint spawn so it's not so direct to trigger it.
* Precache the coop checkpoint spawns as first time players noticed seeing triangles on the ground.
* Fixed not resetting client->pers.connected = true after triggering a map transition (not a problem in DM, but a problem in Coop).  This means the /players command now works in Coop after map transitions.
* Fixed a rare crash of a NULL attacker->classname strcmp in Killed function while a player was killing another monster while another player was triggering the map transition.
* Sanity check just about every strcmp and strstr possible so the above issue shouldn't happen again.
* Visor time remaining in Zaero wasn't surviving respawns or map transitions.  Fixed.
* Announce player name changes.  Server-side CVAR to set the timelimit for often you can change your name as well as server-side CVAR to enable/disable this feature.
* Don't allow players to have blank names or names that start out with blank chars.
* Announce when a player exits the map.  Useful for finding trouble makers who kept purposely backpedaling in hubs to ruin the progress.
* Added Q2E1M1 (Quake 1 Episode 1 for Quake 2) map set (and fixed crashes with later maps).  Vote for it with "vote map q2e1m1a".
* Added SODY/Space Odyssey map set.  Vote for it with "vote map sody".
* Added BATF/Back at the Front map set.  Vote for it with "vote map theship".
* Added Ying-Yang map set.  Vote for it with "vote map yinyangspq1".


The menu code for the Blinky Camera won't be available until later tonight.  Currently there are active players so I don't want to interrupt the game for this.

If you find a bug, post it here or say ATTN (with your problem) in a message during the game.  I log the console output so I will see it.

Thanks to everyone who has helped test and gave suggestions!  See you on the server! :rocketright:
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Offline Zeppelin

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Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« Reply #18 on: January 02, 2017, 02:15:16 PM »
Good job!!
 :bravo:
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Offline macanah

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Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« Reply #19 on: January 03, 2017, 07:28:11 PM »
Would it be easier to allow your mod to work with q2pro dedicated server rather than r1q2 dedicated server?

plus I have made 3 sp/coop maps for quake2  if you wanna add them to your server

link for download         http://planetmnh.16mb.com/files/?dir=quake2%20maps/q2%20sp-coop
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Offline Maraakate

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Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« Reply #20 on: January 04, 2017, 04:16:30 AM »
Would it be easier to allow your mod to work with q2pro dedicated server rather than r1q2 dedicated server?

plus I have made 3 sp/coop maps for quake2  if you wanna add them to your server

link for download         http://planetmnh.16mb.com/files/?dir=quake2%20maps/q2%20sp-coop

No because Q2PRO has some changes in the BSP loading code that ignores certain brushes that don't matter in MP.  I remember experimenting with Q2PRO BSP code and found that I could make jumps in maps that I could never pull off previously.  Q2PRO is a DM engine.
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Offline Maraakate

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Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« Reply #21 on: January 06, 2017, 09:06:14 AM »
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.
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Offline macanah

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Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« Reply #22 on: February 21, 2017, 09:30:43 AM »
are you ne closer to releasing a r1q2 ded build of ur coop mod?
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Offline Maraakate

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Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« Reply #23 on: February 21, 2017, 01:53:40 PM »
No, I'm more likely to re-adapt q2dos to support just the compressed packets and techniques for reducing extra temp ents that get sent down the wire when it's getting closer to 1400 MTU from R1Q2.  Our port could could benefit from that anyways.
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Offline QwazyWabbit

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Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« Reply #24 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.
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Offline Maraakate

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Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« Reply #25 on: February 22, 2017, 05:02:55 AM »
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.
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Offline Zeppelin

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Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« Reply #26 on: February 22, 2017, 02:35:12 PM »
hey mara.
that same crash happened now again.
6 ppl shooting at black widow (boss from rogue) and it crashed!

is it the map that cant handle so many entities??
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Offline Maraakate

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Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« Reply #27 on: February 22, 2017, 04:27:44 PM »
The debugger was able to show something this time around.  It should be fixed now.
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Offline QwazyWabbit

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Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« Reply #28 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.


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Offline Maraakate

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Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« Reply #29 on: February 25, 2017, 12:12:09 PM »
It's a cool hack, but the way I have it working right is working fairly well and city3 hasn't been a problem since.  Again, it is sacrificing the fact that on very busy maps all the players will just be generically holding a shotgun; but big deal.
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