Author Topic: Quetoo 0.6.0  (Read 3702 times)

Offline Jay Dolan

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Quetoo 0.6.0
« on: December 12, 2006, 05:18:53 AM »
Hi guys,

Quetoo is nearing a release, and I was hoping to get some testing before unleashing it to the public.  For those of you running Linux or BSD, I would appreciate your feedback on the build process, and any defects you notice in-game.  If a Windows user wishes to give a port a shot, now would be a good time.  This latest release brings a long list of changes, namely:

-R1Q2 Protocol 35 support.  Enjoy bandwidth savings and faster downloads.
-Fixed connectionless vulnerabilities in client discovered by R1CH.
-Server now prevents malformed skins (e.g. male/../female/athena).
-Ability to build dedicated server only.  Client object code is not compiled
or linked into binary.  Pass --without-client to ./configure.
-Removed setenv and prog client commands.  These were not used.
-Changed cl_forcefov to simply use fov->value when set.  Value is archived.
-Added instagib and arena gameplay modes to qmass mod.  Gameplay may be
changed on the fly.  Clients are respawned and items are toggled accordingly.
-Added player voting system to qmass mod.  Map, gameplay, fraglimit,
timelimit, kick, and other commands may all be voted upon.
-Added Lithium II style offhand hook to qmass mod.  Bind a key to +hook.
May be toggled via hook cvar, and is votable.  Defaults to off.
-Added client connect and disconnect MySQL logging to qmass mod.
-The zlib cvar has been superceded by a quetoo cvar, which uses an integer
value to bitmap various Quetoo-specific protocol extensions (like zlib).
-Zlib is never considered for messages smaller than 200 bytes.
-New extension QUETOO_PLAYERSTATE makes optimizations for Quetoo client
playerstate messages.  Saves a significant amount of bandwidth.
-Client records demos with the current server's protocol.  Quetoo server
has been modified to handle Protocol 35 demo playback.
-Removed attractloop boolean from server, this functionality can be
resolved by examining sv.state.  Client maintains this field as demoserver.
-Removed loadgame boolean from server.  No longer needed.
-Removed disable screen boolean from client.  No longer needed.
-Game progs are never reloaded, nor their frames run, for demo playback.
-Game for demos is set immediately, rather than latched as before.  This
allows immediate playback of demos requiring game-specific data (e.g. ctf).
-Sound updates are no longer performed if a client is less than fully
connected and active (i.e. no more stuttering during map changes).
-Removed server sided demo recording.  It was never used.
-Functionality in q_shared.c is built as a libtool library, and is made
available to game mods at linktime.  No more duplicate code.
-Game mods to be built are now specified with --with-games='mods'.  Ctf is
no longer built by default.  Try --with-games='baseq2 ctf qmass'.
-Reverted cvar structure.  Quetoo game mods will run on other engines, and
vise-versa.  Try the qmass mod on r1q2ded.
-Removed CL_PrecacheModels.  Was rather uneccessary.

README http://jdolan.dyndns.org/trac/browser/quetoo/README?format=txt
Homepage http://jdolan.dyndns.org/jaydolan/quetoo.html
Wiki http://jdolan.dyndns.org/trac/wiki/Quetoo

Snapshot http://jdolan.dyndns.org/jaydolan/files/quetoo-snapshot.tar.bz2


Offline Jay Dolan

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Re: Quetoo 0.6.0
« Reply #1 on: December 12, 2006, 05:26:44 AM »
Couple more things..

As far as known issues, I've often seen a player skin turn black, or be partially covered with a world texture, after the player has died.  I think this may be buried in Quetoo's memory hunk management.  I'd like to fix this as soon as possible, but I have a feeling it's going to take a little while.

Also, Quetoo does not support Xatrix and Rogue mission pack effects.  Some mods also make use of these effects, altho they are rare.  WoD and Gloom come to mind.  Do not expect them to work with Quetoo (yet).  baseq2, ctf, lithium, tourney, battle, holywars, chicken, ..I'd say at least 90% of the mods out there work fine.

Offline R1CH

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Re: Quetoo 0.6.0
« Reply #2 on: December 12, 2006, 08:52:05 AM »
Does cl_forcefov do what I think it does and override the 'Forced FOV' server setting? This would be regarded as a cheat in a number of mods...
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Offline Jay Dolan

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Re: Quetoo 0.6.0
« Reply #3 on: December 12, 2006, 09:24:20 AM »
It ignores PS_FOV in playerstate updates.  I added this because being forced to spectate on Tourney at fov 90 drives me insane.  Or playing demos for people who play at different fov than I do.  If this is a problem, additional checks can be added (cl.attractloop, spectator->value, etc..).

Offline zndkw1n

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Re: Quetoo 0.6.0
« Reply #4 on: December 12, 2006, 09:30:00 AM »
are there binaries available, or do we have to compile them?
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Offline zndkw1n

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Re: Quetoo 0.6.0
« Reply #5 on: December 12, 2006, 09:41:30 AM »
also, will quetoo include features such as detailed info on players in servers, like ping, location, etc?
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Offline Jay Dolan

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Re: Quetoo 0.6.0
« Reply #6 on: December 12, 2006, 09:47:51 AM »
There have only been source code releases up until now.  The svn snapshot you'll of course have to build from source.  I will consider offering a standard binary release with relaxed cflags (-march=i686) once 0.6.0 is ready.  There are no plans to add features like that to the server, and it is not feasible to add them to the client.

Offline [BTF] Reflex

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Re: Quetoo 0.6.0
« Reply #7 on: December 12, 2006, 10:22:22 AM »
Does cl_forcefov do what I think it does and override the 'Forced FOV' server setting? This would be regarded as a cheat in a number of mods...

Forced FOV is considered GHEY by a number of players  :)   I've only ever encountered it on one server,  and that was my friend hosting on his
machine for us to play on.  (gay or not though, I'm not bashing a hosts right to set it that way)
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Offline Jay Dolan

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Re: Quetoo 0.6.0
« Reply #8 on: December 12, 2006, 10:56:08 AM »
I'm considering a hack which will disable the cl_forcefov behavior for certain gamedirs; e.g. if you're connected to an Action Quake2 server, cl_forcefov has no effect.  I may or may not add this.  I'd say 95% of the time, having the ability to set your own fov is not a cheat, but The Way It Should Be(tm).  Again, I'll stress that Quetoo is for deathmatch play, and not single player or insert-your-crazy-mod-here.  I'm sure I'm not the only person annoyed by chasecams and demos that screw with fov.

 

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