I created a small demo in Qrack, (just me running around the start map), then loaded it up in ProQuake without any problems. I also tested saving a game and loading it up also, again no probs... I was thinking of either leaving it at current values, or creating cvars with old defaults, then if you get errors like packet overflows or such u can up the values to your needs...
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or... get all the engine coders on the same page as it comes to the limits
I was thinking of either leaving it at current values, or creating cvars with old defaults, then if you get errors like packet overflows or such u can up the values to your needs...
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Originally posted by R00k View PostI created a small demo in Qrack, (just me running around the start map), then loaded it up in ProQuake without any problems. I also tested saving a game and loading it up also, again no probs... I was thinking of either leaving it at current values, or creating cvars with old defaults, then if you get errors like packet overflows or such u can up the values to your needs...
I am wondering if the compatibility issues only come up when the packet overflow situations occur. If so, I would think the maps with the problem couldn't be played in a standard engine anyway, since all the new engines have edict limits well above above 600.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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Originally posted by Baker View Posthttp://forums.runecentral.com/viewto...ghlight=packet
It isn't a very interesting thread, but basically I asked Joszef a couple of years back if he could increase the limits that would make some of the "packet overflow maps" play.
He explained he'd love to do it, but it would break compatibility.
So theres a patch to fix packet overflow.
My comments:
Max edicts is safe. Because is not directly network related. It only take more ram. and Quake whas designed for 8 MB of ram, and nowdays computer have more memory... so making it much bigger seems a good idea.
#define MAX_EDICTS 6000 //aard: was 600 // FIXME: ouch! ouch! ouch!
I was unaware that MAX_MSGLEN has demo compatibility problems. This can be a result of poor code on old engines. Is a shame.
#define MAX_MSGLEN 16384 //aard: was 8000 max length of a reliable message
#define MAX_DATAGRAM 16384 //aard: was 1024 // max length of unreliable message
So I will not change it for a engine that has "backward" compatibility as a target.
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On telejano I used a really ugly and evil hack:
If you play singleplayer, not all data is send trough the net, some stuff (sounds, etc..) is directly executed. This one hack whas evil, but safe and easy to implement.
Example:
Code:extern cvar_t sp_nofarsound; void PF_sound (void) { char *sample; int channel; edict_t *entity; int volume, sound_num; float attenuation; vec3_t pos, dis; int ent; entity = G_EDICT(OFS_PARM0); channel = G_FLOAT(OFS_PARM1); sample = G_STRING(OFS_PARM2); volume = G_FLOAT(OFS_PARM3) * 255; attenuation = G_FLOAT(OFS_PARM4); channel %= 8; volume %= 256; if (attenuation < 0 || attenuation > 4) { if (!IsNetwork()) Sys_Error ("S_StartSound: attenuation = %f", attenuation); else Sys_Error ("SV_StartSound: attenuation = %f", attenuation); } /* Here goes the hack, If the game is networked, it send the data trough sv_... */ if (IsNetwork()) { SV_StartSound (entity, channel, sample, volume, attenuation);//from server } else { /* Else, the sound is directly played... */ for (sound_num=1 ; sound_num<MAX_SOUNDS && sv.sound_precache[sound_num] ; sound_num++) if (!strcmp(sample, sv.sound_precache[sound_num])) break; if ( sound_num ==MAX_SOUNDS||!sv.sound_precache[sound_num] ) { Con_Printf ("S_StartSound: %s not precacheed\n", sample); return; } pos[0] = entity->v.origin[0]+0.5*(entity->v.mins[0]+entity->v.maxs[0]); pos[1] = entity->v.origin[1]+0.5*(entity->v.mins[1]+entity->v.maxs[1]); pos[2] = entity->v.origin[2]+0.5*(entity->v.mins[2]+entity->v.maxs[2]); if (sp_nofarsound.value) { VectorSubtract(pos, cl_entities[cl.viewentity].origin,dis); if (Length( dis ) > 1000) { //Con_Printf("Optimized out...\n"); return; } } //Con_Printf("Wata?\n"); ent = NUM_FOR_EDICT(entity);//no? S_StartSound (ent, channel, cl.sound_precache[sound_num], pos, volume/255.0, attenuation);//SPE } }
ftp://ftp.berlios.de/pub/telejano/si...r25oct2002.zip
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Another hack that I think is safe, whas to avoid sending updates when packet overflows for some entitys.. Like spikes, and unnamed entitys.
Code:void SV_WriteEntitiesToClient (edict_t *clent, sizebuf_t *msg) { .... if (msg->maxsize - msg->cursize < 16) { //Ooops.. we may have a buffer overflow... .... #ifndef SINGLEPLAYER Con_Printf ("packet overflow\n"); #endif if (ent->v.model) { if (!strncmp(pr_strings + ent->v.classname,"spike",6)) continue; //spike inhibited if (!strncmp(pr_strings + ent->v.model,"progs/zom",9)) continue; //Zombie inhibited if (!strncmp(pr_strings + ent->v.model,"progs/gib",9)) continue; //Gibs inhibited } if (msg->maxsize - msg->cursize < 8)//WARNING! { #ifndef SINGLEPLAYER Con_Printf ("packet overflow..heavy level\n"); #endif if (!(pr_strings + ent->v.classname) || !ent->v.classname) // "" continue; //inhibir anonymous, DANGEROUS!! if (msg->maxsize - msg->cursize < 6) if (ent->v.movetype == MOVETYPE_FLY ||ent->v.movetype == MOVETYPE_BOUNCE ) continue; } //return; } // send an update bits = 0;
Last edited by Tei; 07-13-2007, 07:50 AM.
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u need to use -dinput with -m_smooth
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Originally posted by Stung View PostStill not usable in my version of windows vista...
Vista is SO windows 3.1 service pack 2. tired of this garbage OS
I'll keep it on my laptop just for reference/testing, but it is definitely as bad as Windows ME.
After running into 9-10 applications that either won't install or won't run on Vista and a few more that do not function 100% right, I got tired of it and to my knowledge there are no decent and free firewalls that are compatible with Windows XP.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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"PC Magazine Editor Throws in the Towel on Vista"
http://slashdot.org/articles/07/08/18/1512243.shtml
"I've been a big proponent of the new OS over the past few months, even going so far as loading it onto most of my computers and spending hours tweaking and optimizing it. So why, nine months after launch, am I so frustrated? The litany of what doesn't work and what still frustrates me stretches on endlessly. "
Compatibility is personally my main concern and I'm not willing to re-purchase software I already own just to get a version that runs on Vista (if it exists). Not everyone is like me and not everyone has 35-40 applications they've used for a long time, so my needs are not necessarily the same as others.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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gl_textureless turns off wall textures but preserves the color/lightmap
hmm no u cant turn off the powerup textures
scr_sbaralpha makes the hud transparent or 0 turns off the hud background image.
-no24bit reverts all gfx back to normal id style.
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