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  • #46
    Baker: Are you planning to do anything with the port forwarding workaround I talked about? Maybe implement it as a cvar?
    http://quakeone.com/forums/quake-hel...orwarding.html
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    • #47
      Originally posted by Baker View Post
      I haven't attempted to think through or test Mr. Burns issue, but I do know the above can't be a fix.

      In multiplayer, it is common while playing to on a whim pull the down the console real quick to see what some other guy said a second ago (that might have scrolled off-screen).

      In multiplayer, you don't want the act of pulling down the console real quick to interfere with your in-game activities (you don't want to stop moving, in particular).

      You might even be firing ... not necessarily with intent to hit anything, but shooting rockets to keep some other player from following you or at least slowing them down.

      [Grenade spam at corners comes to mind ...]
      Guess I remembered wrong. I know I had this before, and I know I've fixed it before, but I'm damned if I can remember what it was I did.
      IT LIVES! http://directq.blogspot.com/

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      • #48
        Originally posted by Skutarth View Post
        Baker: Are you planning to do anything with the port forwarding workaround I talked about? Maybe implement it as a cvar?
        http://quakeone.com/forums/quake-hel...orwarding.html
        My memory is off today ... I'm probably thinking of too many things simultaneously.

        Does this modification make the server single port? (Windows only right?)

        If so, sure because it would make server hosting easier.
        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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        • #49
          Originally posted by Baker View Post
          My memory is off today ... I'm probably thinking of too many things simultaneously.

          Does this modification make the server single port? (Windows only right?)

          If so, sure because it would make server hosting easier.
          I'm not sure that the server could tell the packets apart. If I recall correctly, they don't have headers or anything. The engine assumes the type of packet depending on which port the packet is received on. Some trickery might be possible to use the same port but new sockets for all incoming connections, but you'd have to do even more trickery to identify the packets as the handshake or sustained connection. The real problem is keeping compatibility with vanilla NetQuake. You or I would have to fiddle with it a bit to find that out.

          Short answer is no. The solution I came up with forces the ports the server opens into a certain user specified range. Instead of having to forward all UDP ports, you can forward a nice tidy bundle of them; one for the listen port and additional ports for the max number of players the server is hosting.
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          • #50
            Originally posted by Baker View Post
            Press jump to respawn, maybe? I'll think about this, but as you know I've played at Bigfoot several times in the past and haven't ever had that problem.

            Then again, maybe there is something I am missing (in a technical sense).

            I use -dinput all the time and only rarely play without it.
            Thanks Baker. I'll add it to the command line and see if it helps.

            Originally posted by Baker View Post
            I'll see if I can replicate this problem you seem to be having. It is possible it is related to Cortex's modifications or something regarding the map download in ProQuake.

            I also have plenty of stuff from RocketGuy I need to integrate in ProQuake, this stuff hasn't been forgotten but rather I'm battling some things I slightly underestimated the difficulty of that has slowed me down a few days.
            Tis true. Life does have an annoying habit of getting in the way of Quake
            The map issue only seems to happen periodically but I'll try to get a screenie and post it here in case there is something glaringly obvious that I am missing/doing wrong

            Thanks as always

            Monty
            Mr.Burns
            "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
            WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
            Servers: Quake.shmack.net, damage.servequake.com

            News: JCR's excellent ctsj_jcr map is being ported to OOT

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            • #51
              Originally posted by Mr.Burns View Post
              Thanks Baker. I'll add it to the command line and see if it helps.
              I don't know if -dinput will solve the issue or not and if it does and your problem is real then that wouldn't be a fix but an avoidance.

              But either way, you can turn DirectInput on via the menu or the console (m_directinput 1). There isn't a need to use the command line for -dinput.
              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 ...

              Comment


              • #52
                Mr. Burns ... extra info ...

                Gosh ... this is time travelling WAY long ago ... back to 2002.

                Here goes ...

                Back in 2002, when I helped admin the Shmack server. I pointed out to Slot Zero that the spawn shields only worked if you pressed jump to respawn and if you pressed fire to respawn you didn't get them. We also discussed how back then, if you walked into a backpack, you lost the spawn shields.

                Slot Zero couldn't actually make the respawn shields work if someone respawned firing. Because attacking gets rid of the spawn shields and by pressing fire to respawn you are already in attack state (attack starts with +attack and ends with -attack, which is the release of the mouse button or key).

                So Slot's solution was to make it so you couldn't immediately fire upon respawn.

                This could be a mod specific issue (which doesn't mean ProQuake couldn't be involved in some way and need fixing ... I can't know this without investigation and testing anyway). Does this happen on a CRMOD server or a non-RuneQuake mod using server?
                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 ...

                Comment


                • #53
                  Map auto download strangeness

                  Originally posted by Mr.Burns View Post
                  ... I'll try to get a screenie and post it here in case there is something glaringly obvious that I am missing/doing wrong

                  Thanks as always

                  Monty

                  Screenie should [hopefully] be attached

                  Kind regards

                  Monty
                  Attached Files
                  Mr.Burns
                  "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
                  WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
                  Servers: Quake.shmack.net, damage.servequake.com

                  News: JCR's excellent ctsj_jcr map is being ported to OOT

                  Comment


                  • #54
                    My guess is that screenshot is enough information for me to attempt to duplicate the problem.

                    Thanks!
                    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 ...

                    Comment


                    • #55
                      The problem is that the total filename exceeds 64 characters. After it is done, it tries to rename the file and this fails. So ... then when it reconnects, you still don't have the map. And deja vu ensues ...

                      It is a bug in the code as-is. It has the string size of the tempfile allocated to 64 characters (MAX_QPATH) but it should be 128 (MAX_OSPATH = 12.

                      As a result there is also a string buffer overflow which could result in unpredictable problems (memory is getting trashed).

                      Thanks for documenting this. I can easily fix this.

                      The reason you don't always get this problem is that one filename is just barely outside the threshold of 64 characters and short map names like "cmt1" or such wouldn't cause a string buffer overrun.
                      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 ...

                      Comment


                      • #56
                        Originally posted by Baker View Post
                        ...This could be a mod specific issue (which doesn't mean ProQuake couldn't be involved in some way and need fixing ... I can't know this without investigation and testing anyway). Does this happen on a CRMOD server or a non-RuneQuake mod using server?
                        As a quick test I have just joined Quake.Crmod.com and played 3 maps regularly respawning without the firing on respawn issue.

                        BTW Direct Input was already set to on inside the Proquake sub menus

                        Hope this helps

                        Monty
                        Mr.Burns
                        "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
                        WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
                        Servers: Quake.shmack.net, damage.servequake.com

                        News: JCR's excellent ctsj_jcr map is being ported to OOT

                        Comment


                        • #57
                          Originally posted by Mr.Burns View Post
                          As a quick test I have just joined Quake.Crmod.com and played 3 maps regularly respawning without the firing on respawn issue.
                          Well, I could put something in the next version to assist tracing this down to exactly what is happening.

                          1. What key or button are you using?
                          2. What do you have bound to it?

                          If you could paste your config in a post or private message. I played some RuneQuake earlier today to try to see if I had the problem; I spawned by firing every time and never had the issue.
                          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 ...

                          Comment


                          • #58
                            I think it's probably just down to packet loss.. The -attack getting lost on its way to the server or whatever.. A few people have been complaining about bad connection.. Unfortunately there is nothing I can do about that as a server admin :/

                            Me personally I never had the issue.. but then again my connection is fine most of the time (and using DirectQ lately )

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                            • #59
                              Download: ProQuake 4.33 - 1.5 MB (Source)

                              - No longer has an issue with long foldernames that can cause a string buffer over-run issue with web download plus cause the download to effectively fail.
                              - Plays multimap demos -- for example, you can record a demo on e1m1 and play through e1m7 and do "stop" and play back that entire demo.
                              - gl_nearwater_fix 1 will eliminate the crappy underwater rendering glitch when near the surface (historically called the "hall of mirrors effect"). But I left this as an option defaulted off. But turn it on for nice and clear views when near the water surface plane.
                              - wqpro now has the full gamut of interpolation capabilities (animation smoothing). r_interpolate_animation 1 and r_interpolation_transform 1 to enable. Particularly nice for single player.

                              I wanted to get this out because I don't want too many changes in a single release.

                              Expect another release or 2 or 3 in the coming days.
                              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 ...

                              Comment


                              • #60
                                nice

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