Author Topic: Passive behavior on Co-op  (Read 9548 times)

Offline ReCycled

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Passive behavior on Co-op
« on: February 14, 2008, 10:13:18 AM »
More people are visiting Co-op these days because the server crash issue has mostly resolved. I use R1Q2 now and I have never crashed since. It seems if at least one person is using it, the server is mostly stable when you go to a new level. However there's a lot of other weird things that happen. Sometimes monsters are moving in slo-mo. Or they're stuck running in one spot. My favorite is Passive Behavior. This is when there is no trigger to alert them you are there by just your presence. A direct shot is needed to awaken them. Its a bit funny actually. The demo is attached. Also there are still yahoos who connect, do the "give all", put on godemode and shoot up everything - players included. I wish there was some way to de-activate cheats. Then it would be classic Co-op.
Anyway here's the demo...

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Offline AustinPowers

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Re: Passive behavior on Co-op
« Reply #1 on: February 14, 2008, 01:51:40 PM »
Hrmm... disabling cheats could be fun...
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Offline |iR|Focalor

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Re: Passive behavior on Co-op
« Reply #2 on: February 14, 2008, 05:01:51 PM »
Hrmm... disabling cheats could be fun...

A nine iron across the kneecaps is smashing, baby!  8)
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Offline Theo

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Re: Passive behavior on Co-op
« Reply #3 on: February 16, 2008, 10:03:57 PM »
My favorite is Passive Behavior. This is when there is no trigger to alert them you are there by just your presence. A direct shot is needed to awaken them.

That occurs because the last player that played before you has triggered the cheat 'notarget'.
Yeah, it's a pity. Shame on those people who don't understand what Co-op is. I have played a lot of good Co-op and I continue to play with friends.

As AustinPowers said, disabling the cheats on the TastySpleen Co-op server would be great.
« Last Edit: February 16, 2008, 10:06:41 PM by Teo »
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Offline m4$73r j14u

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Re: Passive behavior on Co-op
« Reply #4 on: February 17, 2008, 03:09:00 AM »
Shot me! I did ...  NOTHING.
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Offline ReCycled

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Re: Passive behavior on Co-op
« Reply #5 on: February 17, 2008, 11:59:52 AM »
That occurs because the last player that played before you has triggered the cheat 'notarget'.

Well you know your cheat codes. I've  never heard of that one. Seems rather pointless for Id to put that in the game since it defeats the whole point of the game. I'll try it in MultiPlayer and see if my frags go up....
 :bigshades:
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Offline Pr0c3550r

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Re: Passive behavior on Co-op
« Reply #6 on: February 17, 2008, 12:13:33 PM »
That occurs because the last player that played before you has triggered the cheat 'notarget'.

Well you know your cheat codes. I've  never heard of that one. Seems rather pointless for Id to put that in the game since it defeats the whole point of the game. I'll try it in MultiPlayer and see if my frags go up....
 :bigshades:

No Idea about cheat codes.

However, I will join you in the coop anytime. :)
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Offline ReCycled

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Re: Passive behavior on Co-op
« Reply #7 on: February 18, 2008, 10:51:55 AM »
No Idea about cheat codes.

However, I will join you in the coop anytime. :)


Well I'll see ya there then. Panjoo said there were other SP maps that I didn't even know were Single Play maps. Hub is one. SPOGSP1 is another large one. I'm going to send something to Gator to see if there is any way of getting these on Co-op. Would give some variety.
 :bigshades:
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Offline PANTONE 7717C

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Re: Passive behavior on Co-op
« Reply #8 on: February 18, 2008, 05:08:28 PM »
(@ Rec; check your PM inbox plz, I've sent you some links ;))
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Offline [BTF] Reflex

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Re: Passive behavior on Co-op
« Reply #9 on: February 19, 2008, 08:13:23 AM »
That occurs because the last player that played before you has triggered the cheat 'notarget'.

Well you know your cheat codes. I've  never heard of that one. Seems rather pointless for Id to put that in the game since it defeats the whole point of the game.

notarget is good if you are going in to check out 'monster' placement.  See where everyone starts out,  how their walk paths go etc...
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Offline peewee_RotA

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Re: Passive behavior on Co-op
« Reply #10 on: February 19, 2008, 12:03:20 PM »
The words "cheat" and "debug" are pretty much synonymous. Cheats only exist for the sake of map making and programming. Real cheats, like "butcher" in hexen, don't really exist anymore. But still as with all cheats for every game they were put in place for the purpose of debugging and left in for fun. Here's the code to fix it:

g_cmds.c

Code: [Select]


/*
==================
Cmd_God_f

Sets client to godmode

argv(0) god
==================
*/
void Cmd_God_f (edict_t *ent)
{
char *msg;

//*************
//peewee start
//*************
//remove cheats in coop also
// if (deathmatch->value && !sv_cheats->value)
if ((deathmatch->value || coop->value) && !sv_cheats->value)
{
gi.cprintf (ent, PRINT_HIGH, "You must run the server with '+set cheats 1' to enable this command.\n");
return;
}
//*************
//peewee end
//*************

ent->flags ^= FL_GODMODE;
if (!(ent->flags & FL_GODMODE) )
msg = "godmode OFF\n";
else
msg = "godmode ON\n";

gi.cprintf (ent, PRINT_HIGH, msg);
}

Do the same for all cheats. That way if you want to enable cheats then the server can "set cheats 1" and reload the map just like deathmatch.
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Offline Theo

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Re: Passive behavior on Co-op
« Reply #11 on: May 31, 2008, 06:09:32 AM »
WallFly caught at cheating... He has NOTARGET ON at the TastySpleen Coop server. ;)
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Offline ReCycled

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Re: Passive behavior on Co-op
« Reply #12 on: May 31, 2008, 07:42:54 AM »
I've been meaning to post this, so this thread reminded me.

 The Co-op server has been crashing a LOT lately. For a while it was quite stable as long as you (or at least one person) connected using R1Q2. I never had a problem then. But in the last 2 weeks it crashs with regularity - always on the change to the next map. Doesn't matter what client you're using. It's pretty unpredictable too. Sometimes you make it through - sometimes you don't. Its a shame because there seems to be a small but loyal group that shows up a lot and will patiently wait while the server reboots and re-connect. But then you have to start from Base1 all over again. I've tried manually going to the next level using the gamemap command but even then it will crash.
Can this be looked into?
 :bigshades:


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Offline Theo

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Re: Passive behavior on Co-op
« Reply #13 on: May 31, 2008, 07:57:32 AM »
Glad to help you, Recycle Bin. :)

Yeah, I second that. Many people suggest "Should I host?" or "Will anybody host?" after a crash in the BASE unit. It's quite impossible to move on to the next unit, it always crashes. It makes it almost unusable. :(
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Offline Pr0c3550r

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Re: Passive behavior on Co-op
« Reply #14 on: June 01, 2008, 03:03:14 PM »
yes, can someone do something about this ?

Oh, Teo wants to admin the co-op server, thats an excellent choice too.

I was suggesting ReCyClEd as he knows the game and is an excellent host when I am there.

« Last Edit: June 01, 2008, 03:12:33 PM by [EoM] Pr0c3550r® »
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