Yes, it was a FitzSDL issue. The server / mod works fine.
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Remake Quake 2009 Multiplayer Demo RELEASE
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I noticed that when players leave the server, there is no "ghost-removal" which means that the mod still takes the votes of players who left long ago into account (until the map changes that is) making it impossible to vote for a new map if you are the only player left on the server..
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My limited QuakeC knowledge is that this is the more or less the required fix in client.qc in ClientDisconnect:
Someone like Rook or Bam or Zop would be better source:
Code:bprint (" left the game with "); bprint (ftos(self.frags)); bprint (" frags\n"); sound (self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE); set_suicide_frame (); setmodel (self, string_null); setsize (self, '0 0 0', '0 0 0'); self.effects = 0; self.classname = "disconnected"; self.health = 0; self.solid = SOLID_NOT;
The code above really just makes it so there isn't some white ghost player that is solid.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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RMQ .def and .fgd files for mapping:
def
4shared.com - online file sharing and storage - download remakequake.def
fgd
4shared.com - online file sharing and storage - download remakequake.fgd
These are snapshots, of course, as the project is unfinished.
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Wow, cool stuff. I had a look at the dm maps first. I liked them, the rooms seem higher and cleaner, the maps feel less cramped for some reason. Changes are small but seem to make sense.
I also played e3m1rq. Love that map, it's got a great style with all the rocks, rain, acid. Creates a dense, Q2-like atmosphere. 18:05, 3/8, 107/0. (Don't ask me about the last one, it's not a typo. It's what the intermission screen told me.)dfsp*spirit
my FPS maps
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RMQ doesn't display the total monster count. Darkplaces will just show "Kills: 107" while other engines will say "Kills: 107/0".
The dm maps are a little larger - then again, players also generally move faster today than they did in 1996. In RemakeQuake, you have several additional movement options.
Glad you enjoy it.
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Originally posted by Baker View PostMy limited QuakeC knowledge is that this is the more or less the required fix in client.qc in ClientDisconnect:
Someone like Rook or Bam or Zop would be better source:
Code:bprint (" left the game with "); bprint (ftos(self.frags)); bprint (" frags\n"); sound (self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE); set_suicide_frame (); setmodel (self, string_null); setsize (self, '0 0 0', '0 0 0'); self.effects = 0; self.classname = "disconnected"; self.health = 0; self.solid = SOLID_NOT;
The code above really just makes it so there isn't some white ghost player that is solid.
Code:/* =========== ClientDisconnect called when a player disconnects from a server ============ */ void() ClientDisconnect = { local string pl,s; local entity e,tmp; if (!(self.style & CA_CONNECTED)) return; if (!(self.style & CA_KICK_TARGET)) { s = ftos (self.frags); pl = strings_szplural(self.frags); if (self.frags > 0) bprint6 (self.netname, " left the game with ", s, " frag", pl,"\n"); else bprint2 (self.netname," disconnected.\n"); sound (self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE); } // PRACTICE OBJECT e = find (world, classname, "practice_object"); if (e != world && e.movetarget == self) { remove (e); bprint ("Practice object \bremoved\n"); } if (self.next_team) { RemoveFromTeam(); } if (self.style & CA_BALL_CARRIER) DropQball(0); if (ca_gametype & CA_ELIMINATION_MODE)//R00k: Hmm, might cause a problem to respawn everyone who this guy killed? { e = find (world, classname, "player"); while (e) { if ((self == e.enemy) && (e.player_flag == STATE_DEAD) && (e != self)) { tmp = self; self = e; observer_end (); self = tmp; } e = find (e, classname, "player"); } } setname (self, ""); self.effects = 0; self.team2 = TEAM_SPECTATOR; self.frags = 0; //self.cnt = 0; self.hack_timeout = 0; self.finaldest_x = -30; self.state = 0; self.myip = string_null; self.takedamage = DAMAGE_NO; self.airborn_pos = 0; self.afk_time = 0; self.cc_queue = 0;//R00k self.cc_queue_vote = 0;//R00k admin_disconnect_notify (self); observer_disconnect_notify (self); self.style = self.style - (self.style & (CA_KICK_TARGET | CA_CONNECTED | CA_AFK_CLIENT | CA_MUTED)); self.nextthink = -1; self.think = SUB_Null; set_suicide_frame (); setmodel(self, string_null); setsize (self, '0 0 0', '0 0 0'); self.classname = string_null; self.health = 0; motd_top5 = string_null; motd_top6 = string_null; };
in StartFrame, i have this...
Code:if (time >= ca_lagcheck) { player = nextent(world); while (player != world) { if (player.classname == "player") { if ((player.style & CA_CONNECTED)) { if (time > ((player.finaldest_x) + 5)) { msg_entity = player; WriteByte(MSG_ONE, SVC_STUFFCMD); WriteString(MSG_ONE, "impulse 39\n"); } if ((time >= (player.finaldest_x + 15))&&(time < (player.finaldest_x + 16))) { player.plag = TRUE; player.hack_timeout = player.hack_timeout + 15;//client lagged, refresh botscan if (!((player.style & CA_OBSERVER) && (boss.state != CA_MATCH_WAITING))) { bprint2 (player.netname," is \blagged\b.\n"); bprint("\[lag protection activated\]\n"); } } if (time > ((player.finaldest_x) + 25)) { player.style = (player.style | CA_KICK_TARGET);//sanity check ca_kick_mode = KICK_NONE; kick_player(player); } } else { if (!(player.style & CA_NEW_CLIENT))//R00k v1.52 clean { local entity tmp; tmp = self; self = player; ClientDisconnect(); self = tmp; } } } player = nextent(player); } ca_lagcheck = (time + 5); }
Code:void (entity p) kick_player = { local string temp; local entity oself; if (p.style & CA_ADMIN) { p.style = p.style - (p.style & CA_KICK_TARGET); ca_kick_mode = 0; return;//crashproof! } if (!(p.style & CA_CONNECTED)) { p.style = p.style - (p.style & CA_KICK_TARGET); ca_kick_mode = 0; return; } if (p.style & CA_NEW_CLIENT) { p.style = p.style - (p.style & CA_KICK_TARGET); ca_kick_mode = 0; return; } if (!(p.style & CA_KICK_TARGET)) { ca_kick_mode = 0; return; } if(debug) bprint("kick_player called\n"); p.takedamage = DAMAGE_NO; if (ca_kick_mode == KICK_KICK) { announce2 (p.netname, " was kicked!"); stuffcmd (p,"echo You have been kicked from this server by an admin.\n"); temp = ftos(p.colormap); localcmd3 ("kick # ", temp, "\n"); } else { if (ca_kick_mode == KICK_BAN) { bprint2 (p.netname, " was banned!\n"); banent = p; utils_make_scheduled_event(ban_kick_client,0.05); } else { if (ca_kick_mode == KICK_NONE) { bprint2 (p.netname, " lost connection to the server.\n"); temp = ftos(p.colormap); localcmd3 ("kick # ", temp, "\n"); } } } oself = self; self = p; ClientDisconnect(); self = oself; ca_kick_mode = 0; };
Code:if (self.impulse == 39)//reply to lag detection { self.lagcheck = self.finaldest_x; self.finaldest_x = time; if (self.finaldest_x - self.lagcheck <= 5 ) { self.lagcount = self.lagcount + 1; } if (self.lagcount > 2) { self.lagcount = 0.00; self.plag = 0.00; } } else
Hope this helps.Last edited by R00k; 03-16-2010, 10:15 PM.
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I actually REALLY like the remake.
Even though it doesn't sound like regular Quake,
I find the Place of 2 Deaths remake very peaceful.
The Clustrophobopolis is pretty good - I like that giant spinning cog replacement, though I don't like those glowing orange pillars.
Rubic is quite nice - needs a visible starry night skybox though.
You should also get rid of the pentagrams from the levels.
Nailguns need ricochet sounds. Chainsaw sound needs fixes. Remove all the Q3 sounds; they really ruin the atmosphere.
The health vials in MP should have a different pickup sound than SP's.
Less candles.
The remake scrags sound weird and their 'shadow tele' effect doesn't fix with Quake.
Monster VOs should be redone - the current ones sound a bit unprofessional (except for the Enforcer)
Maybe some ejecting shells for the shotgun (double barred shotguns don't eject)Last edited by Ranger; 06-15-2010, 11:13 PM.
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Multiplayer patch released.
Format : pak1.pak
Usage should be clear to anyone who plays Quake.
http://www.quaketastic.com/upload/fi..._MP_patch1.zip
Blog post:
Point Release The Realm of Blog Magic
10 MB download. We fixed practically all issues that were reported.
There is a new move. You can now Dash like in Warsow, in addition to the walljump that existed before. Bind a key to "boost".
Bots do it, too - on higher skill levels. They'll pretty much wipe the floor with even decent players. And they'll also let you know that you suck, as usual.
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