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  • I think the main problem is armor accumulation, perhaps the armor limits should be lowered to 100 (except for the pent), and their absorb rates can be kept as in Quake.

    However I like PapaSmurf's idea of 400 RA from pent pickups.

    It's worth noting that the Malice TC for Quake had NO armor of any sort, and no megahealth, 100 health was all you could ever have.

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    • Originally posted by LordHavoc View Post
      That sounds like packet loss?
      it only happens on whitehot. it doesn't happen on any other hdz server (dm.quakeone.com, rage.quakeone.com, ctf.quakeone.com, ctf.clanhdz.com, etc.)

      Comment


      • Originally posted by PapaSmurf View Post
        it only happens on whitehot. it doesn't happen on any other hdz server (dm.quakeone.com, rage.quakeone.com, ctf.quakeone.com, ctf.clanhdz.com, etc.)
        I think it has something to do with the Darkplaces Server. That's what whitehot runs on, as opposed to the Proquake Server, which 99% of servers run on.
        e|------------------------0---------------
        B|---------------0^1----------------1----
        G|---------------2------2------0^2-------
        D|---------------2-------2--2-------------
        A|---------------0------------------------
        E|----------------------------------------

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        • Originally posted by the_f0qer View Post
          I think it has something to do with the Darkplaces Server. That's what whitehot runs on, as opposed to the Proquake Server, which 99% of servers run on.
          Without some network debugging info I can't act on this report, as it does not happen for me in testing - I've never seen any such behavior.

          Comment


          • Originally posted by LordHavoc
            Originally posted by PapaSmurf View Post
            1) I think this is a darkplaces server thing, but ammo/health pickup still lags, ie, when you pickup ammo/health it doesn't register (visually) that you picked it up for 1 second.
            That sounds like packet loss?
            I get this effect too at Whitehot. If I pickup 25 health, my HUD doesn't immediately update ... it takes about 1 second (it seems like).

            Would recording a demo be sufficient to capture enough information to be useful?

            It's only a tiny issue, but I agree with PapSmurf that I definitely notice it.
            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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            • It's something I notice when using winpro

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              • I just tried out whitehot with winquake.exe, and the HUD update is even worse. I pick up ammo, and it doesn't register on the HUD until i fire a weapon. Or if I pick up health, it won't register for several seconds later.

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                • I made a new beta build with some serverside features and fixes affecting whitehot:
                  • Fixed the jump-slide bug in sv_gameplayfix_qwplayerphysics.
                  • Fixed a bug that ate bandwidth whenever the hud changed (and may be responsible for the delayed hud updates).
                  • Added sv_gameplayfix_delayprojectiles which should probably be set to 0 to appease the players complaining about the lagged rockets and nails, however this makes rockets (and their trails) start in midair, as people are familiar with in other engines (alternatively the sys_ticrate could be lowered to reduce this problem, but that increases bandwidth beyond what dialup users can deal with).

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                  • Originally posted by Baker View Post
                    It's only a tiny issue, but I agree with PapSmurf that I definitely notice it.
                    I wouldn't call this a tiny issue.

                    Demos would show it yes, but perhaps it is fixed.

                    Comment


                    • Originally posted by LordHavoc View Post
                      I made a new beta build with some serverside features and fixes affecting whitehot:
                      • Fixed the jump-slide bug in sv_gameplayfix_qwplayerphysics.
                      • Fixed a bug that ate bandwidth whenever the hud changed (and may be responsible for the delayed hud updates).
                      • Added sv_gameplayfix_delayprojectiles which should probably be set to 0 to appease the players complaining about the lagged rockets and nails, however this makes rockets (and their trails) start in midair, as people are familiar with in other engines (alternatively the sys_ticrate could be lowered to reduce this problem, but that increases bandwidth beyond what dialup users can deal with).
                      Awesome.

                      I have to admit that the rockets starting at the player point of origin bugged me a little because I wasn't used to it. And I'm glad to see the HUD change issue has been addressed too.
                      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


                      • That hud delay occurs for me on qrack as well (not just on whitehot) but maybe i'm wrong about this.. what happens is that if i pickup a bagpack (on any server) it takes about 1 second to show if there was a rocketlauncher (or any other gun) in that bagpack.. i dont remember proquake having this behavior.. im allready used to it now.. but these last posts reminded me

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                        • Originally posted by =peg= View Post
                          That hud delay occurs for me on qrack as well (not just on whitehot) but maybe i'm wrong about this.. what happens is that if i pickup a bagpack (on any server) it takes about 1 second to show if there was a rocketlauncher (or any other gun) in that bagpack.. i dont remember proquake having this behavior.. im allready used to it now.. but these last posts reminded me
                          So you mean the flash on the RL icon takes 1 second before it occurs? Never seen any such behavior in any engine.

                          If you meant the announcement of what you picked up as text in the notify area at the top of the screen, THAT can be lagged (because it is reliable messaging).

                          Comment


                          • Originally posted by LordHavoc View Post
                            • Fixed the jump-slide bug in sv_gameplayfix_qwplayerphysics.
                            NOOOOOOOOOOOOOOO!

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                            • Originally posted by LordHavoc View Post
                              So you mean the flash on the RL icon takes 1 second before it occurs? Never seen any such behavior in any engine.
                              yeah that is exactly what i mean.. i'm sure this has nothing to do with the dp server tho.. as it happens on any server..

                              since i use r_drawviewmodel 0 this is the only way to know if i have the RL after i pickup a bagpack.. its not really a big problem tho as i just assume there is one in there and use it as soon as needed.. in case there wasnt a RL in there it just fires another weapon.. but still.. its a bit inconvenient.. maybe r00k knows more about this?

                              edit:
                              i just tested this some more.. as it turns out the delay also happens on weapon pickup (even with the impulse 9 cheat) both in SP and DM.. maybe it has to do with the custom hud items and the rightside mounted hud.. ammo/health/armor has no delay btw.. just the weapon icons.
                              Last edited by =peg=; 07-03-2007, 09:35 AM.

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                              • Originally posted by RocketGuy View Post
                                NOOOOOOOOOOOOOOO!
                                I second that nooooooooooooo

                                what do you mean by "fix"?

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