Author Topic: xatrix default gun selection  (Read 3345 times)

Offline ToxicMonkey^MZC

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xatrix default gun selection
« on: July 03, 2007, 03:11:47 AM »
I notice recently on xatrix server after running round collecting weapons/armour for a bit and getting into a battle then if I say...run out of rockets for the rl and I keep pressing 'fire'  it used to default to the railgun as weapon of choice but now when I run out of rockets/shells/grenades I default to the chaingun (if I have picked it up) even after picking up the rg.

I usually try and avoid picking up the chain but sometimes I end up with one and it's quite annoying, especially when I am playing without sound to find myself shooting the bloody thing.

Is there any way I can make it default to the rail rather than chaingun or is it built into the mod/server settings?
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Offline peewee_RotA

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Re: xatrix default gun selection
« Reply #1 on: July 03, 2007, 03:54:32 AM »
This is a problem with the source, I'm taking a look at it but have not had a whole lot of time.

So far thanks for the post because that is really helpful. Any more specifics that anyone else can give me will help as well.

WOAH!

I threw a trap and it immediatly switched to phalanx...
« Last Edit: July 03, 2007, 04:24:12 AM by peewee_RotA »
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Offline peewee_RotA

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Re: xatrix default gun selection
« Reply #2 on: July 03, 2007, 04:51:24 AM »
There are 2 seperate problems and several glitches caused by them.

The first relating to NoAmmoWeaponChange specifically
One glitch was intentional. Nick had purposely put the chaingun above everything else. That's why it always switches to chaingun first.
After that there are several "spelling errors." Normally when you add a new gun here you use string compare. He removed this for the sake of performance. Well low and behold the item lists in g_item.c are capitilized and the lists of items in NoAmmoWeaponChange are not. Using string compare this is not a problem. However now that string compare is not used, the switching becomes case sensitive. So for example the Ripper which is written "Ionripper" in g_items.c is being referenced by NoAmmoWeaponChange as "ionripper" which is why the game never ever switches to the ion ripper.
(Which is probably a good idea because you should never default switch to a weapon that you can hurt yourself with.)


The second glitch I still have to track down. When you run out of traps it first attempts to switch to phalanx and then ripper. Following that it then calls NoAmmoWeaponChange and causes the same glitch as before.


Quadz, what is the most recent version of Nick's gamex86.dll that you run and do you have a copy of the source?
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Offline X'tyfe

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Re: xatrix default gun selection
« Reply #3 on: July 03, 2007, 09:34:38 AM »
I notice recently on xatrix server after running round collecting weapons/armour for a bit and getting into a battle then if I say...run out of rockets for the rl and I keep pressing 'fire'  it used to default to the railgun as weapon of choice but now when I run out of rockets/shells/grenades I default to the chaingun (if I have picked it up) even after picking up the rg.

I usually try and avoid picking up the chain but sometimes I end up with one and it's quite annoying, especially when I am playing without sound to find myself shooting the bloody thing.

Is there any way I can make it default to the rail rather than chaingun or is it built into the mod/server settings?

OH THE IRONY :D

seriously though, this sounds like a similar problem i was seeing before
hope quadz can get on it and fix :)
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Offline console

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Re: xatrix default gun selection
« Reply #4 on: July 03, 2007, 10:19:53 AM »

Well low and behold the item lists in g_item.c are capitilized and the lists of items in NoAmmoWeaponChange are not. Using string compare this is not a problem. However now that string compare is not used, the switching becomes case sensitive. So for example the Ripper which is written "Ionripper" in g_items.c is being referenced by NoAmmoWeaponChange as "ionripper" which is why the game never ever switches to the ion ripper.

Uhhh... are you sure about that?  It's using FindItem, and FindItem uses Q_stricmp().  My impression when I looked into this last month ( http://tastyspleen.net/quake/forums/index.php?topic=6795.msg71675#msg71675 ) was that the case-sensitivity was not an issue.  However, there was a typo of "ionripper" to "ionrippergun", which I fixed at the time.


Quadz, what is the most recent version of Nick's gamex86.dll that you run and do you have a copy of the source?

I'm not sure what version I started with.  I have modified it since then and keep it in my own CVS repository (quake2plus-tsmod), which is available for anonymous access here:

  cvs -d:pserver:anonymous@tastyspleen.net:/var/cvs/public login
  <press enter at password prompt>
  cvs -d:pserver:anonymous@tastyspleen.net:/var/cvs/public co quake2plus-tsmod


Here are the diffs for all changes I've made so far. (Not too many...)

Code: [Select]
cvs diff -u -r start
cvs diff: Diffing .
Index: g_utils.c
===================================================================
RCS file: /var/cvs/public/quake2plus-tsmod/g_utils.c,v
retrieving revision 1.1.1.1
retrieving revision 1.2
diff -u -r1.1.1.1 -r1.2
--- g_utils.c   1 Apr 2007 06:06:44 -0000       1.1.1.1
+++ g_utils.c   3 Jul 2007 17:06:44 -0000       1.2
@@ -538,7 +538,10 @@

        while (1)
        {
-               tr = gi.trace (ent->s.origin, ent->mins, ent->maxs, ent->s.origin, NULL, MASK_PLAYERSOLID);
+               // OLD: tr = gi.trace (ent->s.origin, ent->mins, ent->maxs, ent->s.origin, NULL, MASK_PLAYERSOLID);
+
+               // %%quadz - SIAMESE SPAWN FIX: band-aid for maps without spawn pads
+               tr = gi.trace (ent->s.origin, ent->mins, ent->maxs, ent->s.origin, NULL, CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER);
                if (!tr.ent)
                        break;

Index: g_weapon.c
===================================================================
RCS file: /var/cvs/public/quake2plus-tsmod/g_weapon.c,v
retrieving revision 1.1.1.1
retrieving revision 1.2
diff -u -r1.1.1.1 -r1.2
--- g_weapon.c  1 Apr 2007 06:06:44 -0000       1.1.1.1
+++ g_weapon.c  2 Apr 2007 01:12:08 -0000       1.2
@@ -1353,6 +1353,7 @@
        int             len, i;
        int             oldlen = 8000;
        vec3_t  forward, right, up;
+       int     was_quadded = (ent->dmg > 200);  // %%quadz -- add quad trap suction!! O RLY??? YA RLY!!

        if (ent->timestamp < level.time)
        {
@@ -1518,8 +1519,9 @@
                len = VectorLength (vec);
                if (best->client)
                {
+                       int scalar = was_quadded? 1000 : 250;  // %%quadz -- add quad trap suction!
                        VectorNormalize (vec);
-                       VectorMA (best->velocity, 250, vec, best->velocity);
+                       VectorMA (best->velocity, scalar, vec, best->velocity);
                }
                else
                {
Index: p_weapon.c
===================================================================
RCS file: /var/cvs/public/quake2plus-tsmod/p_weapon.c,v
retrieving revision 1.1.1.1
retrieving revision 1.3
diff -u -r1.1.1.1 -r1.3
--- p_weapon.c  1 Apr 2007 06:06:44 -0000       1.1.1.1
+++ p_weapon.c  3 Jul 2007 17:07:19 -0000       1.3
@@ -260,7 +260,7 @@
        if ( ent->client->pers.inventory[ITEM_INDEX (FindItem ("cells"))]
                && ent->client->pers.inventory[ITEM_INDEX (FindItem ("ionripper"))])
        {
-               ent->client->newweapon = FindItem ("ionrippergun");
+               ent->client->newweapon = FindItem ("ionripper");  // %%quadz 070620 - fixed typo
                return; //Nick - 02/11/2005 - Missing?
        }

@@ -1793,7 +1793,7 @@

 #define TRAP_TIMER                     5.0
 #define TRAP_MINSPEED          300
-#define TRAP_MAXSPEED          700
+#define TRAP_MAXSPEED          1400    // %%quadz: was: 700

 void weapon_trap_fire (edict_t *ent, qboolean held)
 {


Regards,

quadz

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Offline peewee_RotA

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Re: xatrix default gun selection
« Reply #5 on: July 03, 2007, 10:40:37 AM »
« Last Edit: July 03, 2007, 10:48:17 AM by peewee_RotA »
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Offline peewee_RotA

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Re: xatrix default gun selection
« Reply #6 on: July 27, 2007, 06:04:46 PM »
Hey quadz, just one suggestion because it was annoying the crap out of me today...

The CheckDodge function was specifically removed when using the hyperblaster because of lag and movement issues.

I noticed that the people at Xatrix didn't think to remove it from the ripper as well for the same reasons. (I'm tired of someone shooting a ripper and I get stuck in place while they take my items because it wants to run extra dodging routines instead of continuing my movements)

Anyway it should be a simple fix if you're up to it.

Thanks :)
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