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RAGE updated with entity occlusion

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  • #16
    also, i would request that the anti-wall be removed until this is fixed, as it might prevent players from playing on said server.

    there is another "bug" i've found with the anti-wall. It's hard to explain, but basically if the other player can't see your head, then you can't see them. Even though you would normally be able to see their feet. Baker, hop on dm.clanhdz.com and i'll try and show this to you.

    Edit: Here is a screenshot:

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    • #17
      Just for clarification, there are 2 different types of anti-wallhack servers exes running.

      1) The code I added a month ago. This runs at Speaknow, Shmack, Bomber. Speaknow and Shmack have been running version 1 for over a month and you can't even tell it's on.

      2) Rook's new code. Runs at Rage and the HDZ servers. The code is different, there might be a difference in how they work. Rook just wrote version #2, it is just now getting live server usage as far as I know.

      there is another "bug" i've found with the anti-wall. It's hard to explain, but basically if the other player can't see your head, then you can't see them. Even though you would normally be able to see their feet. Baker, hop on dm.clanhdz.com and i'll try and show this to you.
      I believe you.

      I know the version I worked on, this is not true [or at least I'm about 99.9% certain, I did a ton of testing]. There is a sv_cullplayers_notify variable that can be turned on in mine that prints on screen whether or not another player is visible and I spent a lot of quality time with that on.

      The version that Rook has made, which is overall better than mine, might need some tweaking.
      Last edited by Baker; 01-19-2008, 02:38 PM.
      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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      • #18
        I would like to see r00k's entity occlusion implementation tested on dm.clanhdz.com:26001 rather than on 26000

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        • #19
          I've changed the way it displays on the server browser so the version I added to ProQuake is marked in yellow and the version Rook made is marked in blue to differentiate them.

          1. My version
          2. Rook's version

          I was thinking of doing this beforehand, since his screens all entities and not just players and I have to say that after it is roadtested and tweaked if needed (seems to be the case), I'd rather play on a server that screens everything and not just players.

          In fact, it would reduce bandwidth and improve connections for dialup users as a result.
          Last edited by Baker; 01-19-2008, 04:31 PM.
          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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          • #20
            I'm unaware that Dredd is running anti-wallhack.

            Bomber is for sure but unless Avalanche himself changed Dredd over to anti-wallhack I wouldn't bet on it.

            Anyway I don't have time to check it right now going to dinner and a movie! later
            QuakeOne.com
            Quake One Resurrection

            QuakeOne.com/qrack
            Great Quake engine

            Qrack 1.60.1 Ubuntu Guide
            Get Qrack 1.60.1 running in Ubuntu!

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            • #21
              the effect that entity occlusion has on projectiles and particle trails makes it look weird. You can see gaps in rocket trails if you go behind a wall and reappear to look at your trail.

              Additionally, I think the boundries on entity occlusion or set a little tight, meaning you see players and other entities "pop" into view rather than appear more naturally.

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              • #22
                Originally posted by Phenom View Post
                I'm unaware that Dredd is running anti-wallhack.

                Bomber is for sure but unless Avalanche himself changed Dredd over to anti-wallhack I wouldn't bet on it.

                Anyway I don't have time to check it right now going to dinner and a movie! later
                The HDZ servers, according to QView, use the same .exe name and Rook updated the wqpro. Dredd was using that.

                I rcon'd "quit" to restart Dredd to try out the new type of anti-wallhack.

                [Rook wasn't aware that Dredd was on HDZ. He thought it was just Rage + the CTF servers, if that matters to you.]
                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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                • #23
                  R00k, perhaps add 1 to each maxs and -1 to each mins?

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                  • #24
                    True, the method i am using is quite basic.

                    The core of which is Bakers code with one change.

                    Baker is using an extensive bsp trace which is more robust.
                    I was trying to use code that is available in quake already... though
                    its like holding a shotgun with one hand. Works, if your drunk and shooting the barn, less if your shooting duck for dinner.

                    Basicaly the code i use culls entities too early. unless your using runspeed 200 you wont notice. Or rockets will cut out between structures etc. Lord Havoc has an optimized recursive hull check that i didnt use, in this venture but use in Qrack. Maybe it will clean up some loose ends....
                    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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