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  • #91
    Originally posted by R00k View Post
    pq_teamscores is just an encoded writebyte that is parsed thru the PQC_TEAM_FRAGS message; much like a clc_ message or svc_ message is sent. No qccx trickery

    in quakeC it looks like this
    Code:
    void (entity e, float tm, float tf) pqc_team_frags =
    {	
    	local float msg_type;
    
    	if (e)
    	{
    		msg_entity = e;
    		msg_type = MSG_ONE;
    	}
    	else
    		msg_type = MSG_ALL;
    
    	if (tf < 0)
    		tf = tf + 65536;
    
    	WriteByte (msg_type, SVC_STUFFCMD);
    	WriteByte (msg_type, 1);
    	WriteByte (msg_type, PQC_TEAM_FRAGS);
    	WriteByte (msg_type, 16 + tm);	// team
    	WriteShortPQ (msg_type, tf);	// frags
    	WriteString (msg_type, string_null);
    };
    Ah. Since I'm not up to speed on the QuakeC side of things, I wasn't sure how that was sent.
    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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    • #92
      Very low priority: Auto fire oddity

      Hi Baker,

      My apologies but despite my best efforts I've still not been able to pin down the specific circumstances surrounding the "spawn firing" oddity so that I can intentionally recreate it. However, just in case it helps, I've noticed that it occurs mostly when you first begin a new map. You were right in that it only appears to happen on a RuneQuake server and it seems difficult to predict. Peg (thx matey) and I have been trying to test it on the Bigfoot server and intially noticed that during low traffic the problem did not occur once.

      However today I was testing on the same server this afternoon and it happened on 2 maps in succession with only 3 players connected. There was virtually no packet loss and 0 dd's.

      Again, it's only a very minor thing and not worth spending a significant amount of time on it, if indeed it's not down to the RQ mod itself, but interestingly whilst talking about it to another player (ISDN Satan) he mentioned that he occassionally has the same problem when using the pq client (he was using 4.47 and I'm using 4.43).

      If I spot a known pattern I'll post in here in case it helps you/Slot

      Kind regards

      Monty
      (Apologies if I dont respond to any replies for a while as I'll be in the USA for several weeks and connectivity may be limited)
      Mr.Burns
      "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
      WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
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      News: JCR's excellent ctsj_jcr map is being ported to OOT

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