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  • #46
    see, i dunno exactly what y'alla re talking about that. Ive been out of qw for too many years now to keep up with this stuff. I dunno what walk prediction is either...

    however, I have noticed that just playign around on my own client that there is a slight bunnyhop. Not fulls peed like qw, and it's much harder to control while conc jumping. What's the deal with that?

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    • #47
      Originally posted by Baker View Post
      I've not tried that and someday I will definitely need to experiment with that. I think that for something non-competitive it would be fine.

      In a competitive game, I think a problem that would quickly be encountered is that that an experienced Quakeworld player would be able to utilize the bunnyhop and would get to fire sooner due to using predicted shots, in effect allowing the to shoot earlier than someone using the realtime minus ping that effectively is how NetQuake works.

      At least this is how I'd theoretically think it would probably work.
      It wouldn't really be a problem with FTESV, I think. Quakeworld does not have shot prediction, only walk prediction - and pretty much any NQ engine these days worth its weight in salt (IE DP) does too. If FTE runs the progs as a netquake one, player physics will be adjusted according to NQ standards no matter if it's a QW or an NQ client.

      Comment


      • #48
        Originally posted by avirox View Post
        It wouldn't really be a problem with FTESV, I think. Quakeworld does not have shot prediction, only walk prediction - and pretty much any NQ engine these days worth its weight in salt (IE DP) does too. If FTE runs the progs as a netquake one, player physics will be adjusted according to NQ standards no matter if it's a QW or an NQ client.
        That information makes me a lot more interested in see how it works as a server.

        I was under the impression that Quakeworld players would be able to exploit Quakeworld physics and bunnyhop all over the place and shoot first while NQ protocol players amble along around like helpless targets. :d

        Quakeworld does not have shot prediction
        Are you sure? What I mean by this is that, for example, rockets are fired from a predicted time which is why the animation is out of sync in Quakeworld. Or at least that was always my understanding.
        Last edited by Baker; 11-22-2008, 05:30 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 ...

        Comment


        • #49
          well to be honest, that was my worry as well(the bunnyhopping). They just ran tf 2.5 on fteserv and it did have bunnyhopping. Now from what i noticed, when i ran a quick game on my qrack client(just went to the map 2fort5). It allowed me to bhop as well, just not as fast. And trying to conc jump, made it uncontrollable cuz it was so fast.

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          • #50
            Maybe it is because using a Quakeworld client, you get a 0 ping NetQuake bunnyhop (think like Speed Demos Archive/Quake Done Quick demos) and a NQ clients gets a <insert your 50 ping here> bunny hop.

            Either way, I still have to add the vote-map in and make a Team Fortress-like Qrack setup pak.0.

            Players can decide/debate over what server.exe and protocol the servers run and that was going to happen anyway.
            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


            • #51
              Originally posted by Baker View Post
              Players can decide/debate over what server.exe and protocol the servers run and that was going to happen anyway.
              Yea and it sound slike most are in favor of doing fte serv that way you can use a netquake or qw client. However, when they were testing earlier, some were having problems ocnnecting with glquake. Could that be due to having to make a shortcut with -game nqtf? I dunno if glquake.exe was ever developed to have that feature or not...

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              • #52
                Originally posted by ShockLTK View Post
                Could that be due to having to make a shortcut with -game nqtf? I dunno if glquake.exe was ever developed to have that feature or not...
                Even glquake would work with the NQ Teamfortress .exe or .zip file I made.

                Originally posted by ShockLTK View Post
                However, when they were testing earlier, some were having problems ocnnecting with glquake.
                glquake shoud never be used to play online. Ever.

                GL ProQuake 3.50 is the absolute minimum NetQuake client (which has been NAT-fixed for 6 years) [but someone who want the glquake look should use ProQuake 3.99].

                Glquake is horrible. It should not be used under any circumstances.

                Glquake doesn't have an NAT fix for starters, which means it can't connect if someone is using an NAT router (=every router that is sold for the last 5 years or even if someone is using a DSL modem, almost all of the DSL modems include a built-in NAT router) .

                Glquake is used by about 1% of NetQuake players in the same way that qw 2.30 is is not used with Quakeworld.

                NetQuake players popularity of clients probably works about like this:

                1. ProQuake (50% - 60% of players)
                2. Qrack (30% of players)
                3. DarkPlaces (about 10% of players)
                4. JoeQuake ( maybe 3% of players)
                5. Everything else (1% - i.e. the people that don't know what they aren't doing group)

                ProQuake, Qrack, DarkPlaces, JoeQuake = NAT-fixed clients

                I'm just explaining that glquake is not a client used by anyone for NetQuake nor should it ever under ANY circumstances EVER be recommended to anyone for NetQuake. There are 50 severe things wrong with glquake/winquake that make it totally unacceptable. It doesn't have ping in scoreboard, ProQuake/Qrack/JoeQuake have 65536 degrees of aim and glquake/winquake only has 256, glquake crashes on texture mismatches, I could go on and on and on.
                Last edited by Baker; 11-23-2008, 12:15 AM.
                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
                  you can bunny hop in net quake, just ask peg and pol,

                  also i switched my engine based so now im building off of proquake 3.40

                  and according to the readme

                  ===========
                  What's New?
                  ===========

                  Proquake 3.40 introduces the following features/improvements/fixes:

                  Client:

                  - Connect to 3.40 servers through routers/NAT/IP Masquerading
                  - Fullbright shaft in glpro
                  - r_polyblend in wqpro (same as gl_polyblend in glpro)
                  - Support for more graphics modes in glpro
                  - Four button mouse support
                  - Mouse wheel support
                  - QuakePro+ "bestweapon" command

                  Server:

                  - 3.40 clients can connect through routers/NAT/IP Masquerading
                  - iplog supports multiple servers
                  - Limit of 64 entries per IP address to prevent iplog spamming
                  - Clients aren't kicked from cheatfree servers if they don't have the map

                  Comment


                  • #54
                    people were unable to connect because apparently Spike changed up the way FTE servers handle NQ and DP clients. I needed to set sv_listen_nq to 1 (and sv_listen_dp to 1 as well). I think with those set, even GLQuake.exe can connect (but like Baker said, I'd never suggest it :p).

                    Comment


                    • #55
                      Originally posted by avirox View Post
                      people were unable to connect because apparently Spike changed up the way FTE servers handle NQ and DP clients. I needed to set sv_listen_nq to 1 (and sv_listen_dp to 1 as well). I think with those set, even GLQuake.exe can connect (but like Baker said, I'd never suggest it :p).
                      I want the complete feel of netquake so i'll be running winquake on my desktop and im downgrading to windows 95 on my laptop so i can play on dos.

                      Comment


                      • #56
                        Tonight is when.

                        I got on sort of a streak working on some other things that was far too good to interrupt, but those diversions are now complete.

                        /I had to operate a streak-oriented basis .. come Wednesday, the Thanksgiving weekend hits and for 5 days I will lose all control of my free time, so if I get close to completing something, I better complete it otherwise I'll have to wait a week and then start over all over again trying to remember where I left off.
                        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


                        • #57
                          Originally posted by ShockLTK View Post
                          I want the complete feel of netquake so i'll be running winquake on my desktop and im downgrading to windows 95 on my laptop so i can play on dos.
                          that's the spirit

                          Comment


                          • #58
                            I think I have about half of this vote-map issue figured out, probably an hour or 2 on tracking down the other half.

                            Note to self: TeamFortress_MOTD is where the aliases need to get sent in tforthlp.qc.
                            Last edited by Baker; 11-24-2008, 07:31 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 ...

                            Comment


                            • #59
                              I just about have the Qrack Team Fortress.pak done:

                              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
                                Download: Qrack Team Fortress gfx pak file. - 18 MB

                                Instructions: unzip put the pak3.pak file in c:\quake\qrack and rename it if necessary to the highest # pakx.pak file if necessary. i.e., if the folder has a pak1.pak and no pak2.pak, name it pak2.pak ...
                                If someone who is both a Team Fortress player and understands Qrack well (like LockNLoad) could check this and see if anything else should be added into it, that'd be great.

                                This has replacement textures and .lit files for some maps, but I know nothing about whether or not better looking Team Fortress models exist, for instance.
                                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

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