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Co-op Server, Stroggs Gone Mad
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Topic: Co-op Server, Stroggs Gone Mad (Read 6147 times)
[BTF]Gator
Carpal Tunnel Member
Posts: 1617
Warm Blooded Reptile in a Cold Blooded World
Rated:
Co-op Server, Stroggs Gone Mad
«
on:
March 25, 2007, 09:06:29 AM »
http://www.inside3d.com/sgm/
(Quake II server info) 72.232.228.186:27932 (tx.tastyspleen.net::STROGG) (Game) strogg (Players) 0/4 (Map) base1 (Ping) 47ms
Thanks for the tip Lemonzest!
SERVER RULES: NO CHEATS, NO TEAM KILLING. OFFENDERS WILL BE REMOVED.
«
Last Edit: March 29, 2007, 01:48:15 PM by [BTF]Gator
»
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ReCycled
Carpal Tunnel Member
Posts: 1690
Rated:
Re: Co-op Server, Stroggs Gone Mad
«
Reply #1 on:
March 25, 2007, 05:34:28 PM »
I was connected for a bit around 8:15 PM but then it crashed after I went to a new level.
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“It is hard to make predictions, especially about the future.” – Yogi Berra
ReCycled
Carpal Tunnel Member
Posts: 1690
Rated:
Re: Co-op Server, Stroggs Gone Mad
«
Reply #2 on:
March 26, 2007, 12:37:16 AM »
Maybe there's something wrong with my version of Q2 (3.20) but it crashed 2 more times on me when I went to Ammo Depot (after starting from Base1). The second time I had a teammate with me.
I dunno.....
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“It is hard to make predictions, especially about the future.” – Yogi Berra
[BTF]Gator
Carpal Tunnel Member
Posts: 1617
Warm Blooded Reptile in a Cold Blooded World
Rated:
Re: Co-op Server, Stroggs Gone Mad
«
Reply #3 on:
March 26, 2007, 05:43:20 AM »
It is not you, it is the mod. i will work at getting it more stable. If i cannot make it run dependably, then i will replace it with a more stable version of a co-op. i just havent seen any co-ops with this great acting ai. Most of the crashes are saying "can't find a spawn", so i can say the ai is great acting, but maybe not great written.
i did rush this a bit, and regret it, but i am committed to making some co-op work.
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[BTF]Gator
Carpal Tunnel Member
Posts: 1617
Warm Blooded Reptile in a Cold Blooded World
Rated:
Re: Co-op Server, Stroggs Gone Mad
«
Reply #4 on:
March 26, 2007, 07:14:11 PM »
server is now running stock quake2 co-op. The mod was hella fun but super hella unstable.
Even the stock version is proving less then stable.
But its COOP! fun nonetheless.
GOTO COOP.
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[BTF]Defiant!
Carpal Tunnel Member
Posts: 1502
Rated:
Re: Co-op Server, Stroggs Gone Mad
«
Reply #5 on:
March 26, 2007, 07:56:39 PM »
I'm all for COOP! Maybe we could try to make some speedruns.
Right now, it appears to be running wallhackers and I can't go to the next level.
Def
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ReCycled
Carpal Tunnel Member
Posts: 1690
Rated:
Re: Co-op Server, Stroggs Gone Mad
«
Reply #6 on:
March 27, 2007, 07:13:04 AM »
Well I gave it my best shot (pun) connecting to the server at least 5 times before it eventually crashed - even in standard co-op mode. But the first mod was fun and difficult. The aggression level of the monsters is cranked up 3 fold. Instead of expecting one guy waiting for you around the next corner, there's like 5 of them all over you like a cheap suit. And the chunky guys pull out a BFG now and then. Tough to beat with just a blaster and shotgun on the first level.
So don't apologize, Gator, that it doesn't work yet. When its ready, its ready. Co-op makes a nice change from DM.
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“It is hard to make predictions, especially about the future.” – Yogi Berra
[BTF]Jehar
Swanky Member
Posts: 777
Gee Gee or Whatnot.
Rated:
Re: Co-op Server, Stroggs Gone Mad
«
Reply #7 on:
March 27, 2007, 11:28:31 AM »
Generally co-op in Quake 2 is rather castrated, especially when compared to previous id games that by default have more coop options, as well as a larger variety of competent mods for the use of co-op.
All in all, q2 co-op is missing an option for respawning monsters, as well as a var for faster calculation of monster ai and movement (a cl_fastmonsters for example). Doom had both of these. Quake 1 had these options as well. I believe Quake 2 is different because of a difference in rendering hierarchy that in effect hardcodes in how fast the game has to go, somewhat similar to how the physics in Doom 3 are synced to a steady 60 frames a second, making higher framerates unusable.
I've talked with several mod authors who are planning the inclusion of such features, but I'm not expecting this added in the next month or so. One of my suggestions would be for R1CH to add some of these things in, which wouldn't break compatability, since it would in effect be a server-side mod. And it does cross more into the realm of an engine change then just a simple scripted mod... so...
There's my spiel on co-op.
I'm all for making a satisfying co-op experience, but Quake 2 isn't (at the moment at least) the most promising place to get this.
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PANTONE 7717C
Swanky Member
Posts: 565
Rated:
Re: Co-op Server, Stroggs Gone Mad
«
Reply #8 on:
March 27, 2007, 04:39:30 PM »
http://www.coopordie.com/
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console
Brobdingnagian Member
Posts: 4518
"Man, this is the way to travel," said my attorney
Rated:
Re: Co-op Server, Stroggs Gone Mad
«
Reply #9 on:
March 27, 2007, 05:31:07 PM »
Cool, comes with source code, even!
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ReCycled
Carpal Tunnel Member
Posts: 1690
Rated:
Re: Co-op Server, Stroggs Gone Mad
«
Reply #10 on:
March 29, 2007, 10:12:09 AM »
The Co-op level is stuck at Jail3 and can't proceed to the next level because whoever had the "security pass" died before they could exit the level. When you go back to get it, Quake thinks someone already has it and its not there. I guess server should be reset. There are a few areas in co-op that have these catch-22 situations. Also keeping cheats off seems to have stabilized the game. No crashes when I was there. A bunch of us had fun there yesterday - other than some buffoon always going to the wrong door to get to the next level.
«
Last Edit: March 29, 2007, 10:16:12 AM by ReCycled
»
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“It is hard to make predictions, especially about the future.” – Yogi Berra
ReCycled
Carpal Tunnel Member
Posts: 1690
Rated:
Re: Co-op Server, Stroggs Gone Mad
«
Reply #11 on:
April 28, 2007, 10:06:50 AM »
Well I guess the co-op server just isn't working. It just keeps crashing every time you reach the end of a level (not map) - example going from Base3 to Ammo Depot. Too bad because everytime a bunch of us would join, and it was stable, we had a lot of fun. I know Gator was trying and would have to re-set the server often. Its a mystery to me why it would would remain so stable sometimes, and at other times crash - particularly when I was on. Made me paranoid.
Oh well.
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“It is hard to make predictions, especially about the future.” – Yogi Berra
peewee_RotA
Brobdingnagian Member
Posts: 4152
Hi, I'm from the gov'ment and I'm here to help you
Rated:
Re: Co-op Server, Stroggs Gone Mad
«
Reply #12 on:
April 28, 2007, 05:07:00 PM »
It seems to me that quake 2 no matter how updated it is with XP fixes and such tends to crash in single player quite frequently. It gives the error "Function Pointers Moved" for me. I've had this happen on 2 seperate machines with 2 independantly installed copies. It must be some XP patch causing this glitch.
...Or my installation files are bad.
(I was looking forward to playing coop when i saw this thread)
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[BTF]Gator
Carpal Tunnel Member
Posts: 1617
Warm Blooded Reptile in a Cold Blooded World
Rated:
Re: Co-op Server, Stroggs Gone Mad
«
Reply #13 on:
April 29, 2007, 03:07:43 PM »
yes, i have to restart the server three or more times a day.
It always crashes with an "ERROR: Can't locate spawn point", and it does it as recycled states. i dont think there will ever be a fix until someone with some coding experience can get thier fingers into it. i'd agree that it is a ton of fun, and worthwhile to attempt, but i sure dont have the skills to tackle it. i know nothing about stuff like that.
What breaks my heart about the whole deal, is, to me, that co-op is the most original form of Quake2, and i feel it should be saved for historical reasons also.
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peewee_RotA
Brobdingnagian Member
Posts: 4152
Hi, I'm from the gov'ment and I'm here to help you
Rated:
Re: Co-op Server, Stroggs Gone Mad
«
Reply #14 on:
April 29, 2007, 04:05:09 PM »
I noticed that there's been some kind of entity editing in your single player maps. The "Error: could not find spawn point" message is what you get when you try to load a deathmatch map that does not have a normal player_start entity or a deathmatch map that has no player_deathmatch_start entities. Also can be caused by specifying a start in maps that have multiple entrances but you specify the wrong entrance.
Those changes may be causeing the player_start to no longer be recognized. Say it's adding more items and pushing the number associated with the start entity out of range some how. I'd try serving the normal unedited single player.
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