Author Topic: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps  (Read 18842 times)

Offline Maraakate

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Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« Reply #30 on: February 25, 2017, 12:13:52 PM »
A better thing would be if you have a teleport code that works without jacking the viewangles.  I'm guessing some mod out there has a portable teleporter like a TF clone of some sort with code available that I could readapt.

Just haven't gotten around to seeing why bcam's version is busted.
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Offline QwazyWabbit

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Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« Reply #31 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.
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Offline Maraakate

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Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« Reply #32 on: February 25, 2017, 07:57:41 PM »
https://bitbucket.org/neozeed/q2dos

the branch I'm working on is coop_zaero_addition -- the directory for the mod itself is in coop

the teleport code is in coop/b_cam.c

If you're using VS6 or VS2005 the whole engine and mod will compile out of the box.
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Offline QwazyWabbit

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Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« Reply #33 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...
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Offline QwazyWabbit

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Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« Reply #34 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);
...
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Offline Maraakate

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Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« Reply #35 on: April 16, 2018, 02:06:38 PM »
The problem was delta angles also need to be reset.  So with that said...  <crossposting>

I'm pleased to announce that after a long time I was able to debug the teleport/summon commands occasionally giving you distorted/tilted viewangles.  Have fun everyone and thanks for everyone who continues to play this server.  A lot of small bugs have been fixed since it's introduction and we went months without a crash.
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Offline macanah

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Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« Reply #36 on: April 26, 2018, 10:27:03 PM »
Hi  are you gonna release this as a mod -- if so i would need r1q2 ded support

I am intersted in running a server for this in australia

bue from macanah
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Offline Maraakate

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Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« Reply #37 on: April 26, 2018, 10:52:24 PM »
The source code has been available since it's inception.  This mod does not require R1Q2 protocol and rarely hits the limits of svc_frames that would require the zlib compression.

You can download the mod and the ded server which is a Windows version of Q2DOS at https://bitbucket.org/neozeed/q2dos/downloads/ .  If you absolutely require a Win64 build I can provide it on the downloads page as our codebase is x64 compatible.  The ded server for this mod is actually running on an x64 compile now.  Obviously, Q2DOS supports HTTP downloading so the biggest plus to having an R1Q2 ded server version is already done.

If you absolutely refuse to use these binaries then port it to R1Q2 yourself.  I'm not interested.
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Offline macanah

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Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« Reply #38 on: April 26, 2018, 11:17:33 PM »

Is there an example server config?
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Offline Maraakate

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Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« Reply #39 on: April 26, 2018, 11:29:46 PM »
It's the game directory "coop".

So q2ded +set game coop +exec server.cfg

Example server.cfg which would go in /coop
Code: [Select]
set hostname "My Mara'akate Coop Mod Server"
set adminpass youradminpassword
set vippass yourvippassword
set sv_coop_gamemode "vanilla"
set public 1
set coop 1
set deathmatch 0
set dmflags 0
set rcon_password yourpassword
set cheats 0
set skill 3
set maxclients 8
set motd "Mara'akate's Custom Coop!| |20+ gamemodes and 250+ maps!| |Visit us at|http://dk.toastednet.org &|http://maraakate.org."
set sv_downloadserver "http://dk.toastednet.org/q2_http/"
set admin "[HCI]Mara'akate" s
set email "kprxradio@gmail.com" s
set http "http://maraakate.org" s
set g_select_empty 1
set sv_auto_save 1
set sv_spawn_protection_time "6"
set sv_filter_wallfly_rcon_request "1"
set logfile_name "logs/coop.log"
set logfile "3"
set sv_coop_check_player_exit "0"
set sv_vote_disallow_flags "1024"
setmaster maraakate.org master.q2servers.com master.qtracker.com master.quakeservers.net:27900 netdome.biz:27900
map base1

I would recommend not changing setmaster and sv_downloadserver.  These are necessary to be listed on a master server and for the HTTP downloading to work properly.

There's actually 2 pak files that are required for this to function properly they go in /coop dir
http://dk.toastednet.org/q2_http/coop/pak0.pak
http://dk.toastednet.org/q2_http/coop/pak1.pak

Here's the mapcoop.txt file which goes in /coop dir
http://dk.toastednet.org/q2_http/coop/mapcoop.txt

Here's the checkpoint files that go in coop/maps dir
http://dk.toastednet.org/q2_http/coop/checkpoints.zip

I think this is everything (minus the custom maps like 1964, etc) but if not I can 7-zip the entire coop mod directory.  The pak files are necessary though because some assets needed rename to prevent name collisions with the three original gamemodes.
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Offline macanah

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Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« Reply #41 on: April 26, 2018, 11:47:08 PM »
So is it required to use http dling,  or can i just add my own maplist  and just use udp?  And if u dont use http will the pak files download with udp? And if i do use http can i use your http site?
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Offline Maraakate

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Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« Reply #42 on: April 26, 2018, 11:51:03 PM »
If you add new maps and they're tested then link me to them I will add them to the http server.

I'm warning you man, if you go UDP only nobody will use the server.  Just keep my HTTP link in there or experience infinite amounts of pain for users.
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Offline macanah

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Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« Reply #43 on: April 27, 2018, 12:01:38 AM »
ya i need the custom maps like 1964 -- can u make me a zip or someting like that
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Offline macanah

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Re: Quake 2 Coop Server -- maraakate.org -- 4 gamemodes, 100+ maps
« Reply #44 on: April 27, 2018, 05:27:08 AM »
I need the custom map pack so i can run server please
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