Site Navigation
QuakeOne News
» Latest News
» News Archives
» QuakeOne Movies

QuakeOne Help
» File Downloads
» Quake Help
» Quake Servers

QuakeOne Community
» Forums
» Chat *new*
» Poll Booth
» Memberlist
» Member Map

Site Info
» Community Rules
» Moderator List

» Buy Quake

Visit QuakeOne.com On Facebook!Visit QuakeOne
on Facebook

Log in
User Name:

Password:

Not a member yet?
Register Now!
Online Users: 347
2 members and 345 guests
Mindf!3ldzX
Most users ever online was 2,542, 06-04-2016 at 12:58 AM.
Go Back Home > Forums > Quake Help > General Help > Maddening problem with Quake Mission Pack 1 and DarkPlaces. Search Forums

Closed Thread
LinkBack Thread Tools
Unread 08-04-2013, 11:55 AM   #1 (permalink)
Grunt Victim
USER INFO »
Posts: 1
+/-  Reputation: yellowblanka is on a distinguished road
Join Date: Aug 2013
Currently: Offline
Maddening problem with Quake Mission Pack 1 and DarkPlaces.

First, pertinent specs:

Windows 7 Home Premium 64 bit w/latest updates
GeForce 660 w/recent drivers
Latest stable version of Darkplaces

I recently bought the Quake pack on sale on Steam and thought I would load the first mission pack up in Darkplaces, and while it does load up there is a maddening bug that doesn't seem to go away, no matter what I do. The rubble that is created on the first mission when you fire the rocket into the pipe to expose the pump room quickly kills my character. Now, I know I can simply walk around it, fire a rocket from outside the pump room etc, but I'd like to sort out this bug before I play any further. I had been launching the game via a shortcut that linked to "c:\games\darkplaces\darkplaces.exe" -game hipnotic, I tried shortening it to -hipnotic, and the issue still remains. I downloaded an EXE loader a member had posted - issue remains. I tried 3 separate older versions of Darkplaces, and the rubble still hurts my character. I know this is not the intended behavior as while running the expansion pack through steam using the original Quake Windows client, I can walk through the rubble without being damaged. I think I know WHY it does this as in the readme file for the game they mention collapsing rubble as a new environmental hazard, and for some reason on my machine darkplaces/my config of darkplaces seems to think that the rubble from the explosion should be damaging. I know I could simply run the game through steam, but then you of course have to deal with the limited resolution and sub-optimal performance of the original Windows client. Any help would be greatly appreciated as I have done everything I can think of to mediate this issue to no avail. It should be noted that I started the level over as well to see if it was some weird issue with my save, and the issue still remained.

*Edit* - I just tried running the expansion with darkplaces-sdl.exe and the issue still remains.

Last edited by yellowblanka; 08-04-2013 at 12:02 PM..
Unread 08-04-2013, 04:54 PM   #2 (permalink)
Night Gaunt
damage_inc's Avatar
USER INFO »
Posts: 410
+/-  Reputation: damage_inc is on a distinguished road
Join Date: Dec 2012
Currently: Offline
In Darkplaces while it's exploding it does damage you, but didn't kill me. Also for ME... when I walk over/stand on the rubble I suffer damage. I fired up the DirectQ engine and didn't have this issue.

No help, I know Hope someone helps get it sorted for you.
__________________
Name's damage_inc, and killing is my business. Don't worry though, it's nothing personal! Oh wait... maybe it is
Unread 08-05-2013, 11:05 AM   #3 (permalink)
Chthon
Seven's Avatar
USER INFO »
Posts: 3,175
+/-  Reputation: Seven is a jewel in the roughSeven is a jewel in the roughSeven is a jewel in the rough
Join Date: Oct 2007
Currently: Offline
Hello yellowblanka,

I just looked into the QC code to see what is behind this bug.
Definition is inside HIPRUBBL.QC
The rubbles do 10 damage points as long as they fly through the air.
But only 1 time. Then they will do no damage anymore.
As soon as they are lying onground, they also do no damage anymore.

I tested these engines:
Quakespasm
Qrack
DirectQ
FTEQW
ProQuake
EngineX

All these engines follow exactly this behaviour.

Only Darkplaces behaves differently. You are correct.
Rubbles do 10 damage points even when they are lying on the ground.
They only do this 1 time as well, though.


If you want DarkPlaces behave like all the other engines, I made a quick fix for this (which is engine independent and also works for all other engines):
With this QC edit, the rubbles will only add 10 damage points when they are flying through the air, as they should.
But as soon as they bounce on the floor or against a wall, they will no longer do any damage.
That is almost identical to the original condition, if this is satisfying for you.

In HIPRUBBL.QC find the function: hipRubbleTouch () and change it to:
Code:
void() hipRubbleTouch = { // if ( self.ltime < self.pausetime ) // return; if (other.takedamage) { T_Damage (other, self, self.owner, 10 ); sound (self, CHAN_WEAPON, "zombie/z_hit.wav", 1, ATTN_NORM); // self.pausetime = self.ltime + 0.1; self.touch = SUB_Null; } else self.touch = SUB_Null; };

As far as I know, there is no other bug in Darkplaces for Hiponotic.
DP build 20130301 fixed the goldkey bug in Hip1M1.
That was the only other issue in Hipnotic.

Have fun,
Seven
Unread 08-05-2013, 11:19 AM   #4 (permalink)
DarkPlaces Author
USER INFO »
Posts: 246
+/-  Reputation: LordHavoc is on a distinguished road
Join Date: Jul 2006
Currently: Offline
I always found this bug quirky and annoying but assumed it was due to more reliable touch functions in darkplaces.

But when I look at hiprubble.qc it actually has code to prevent retouch (the self.ltime comparison to self.pausetime and update of self.pausetime to be greater than self.ltime).

I wonder how that self.pausetime logic is failing? It looks like it should work to prevent the retouch.

Of course it's also a file full of bugs, the self.pausetime assignment in hipThrowRubble is particularly hilarious.
Unread 08-05-2013, 04:45 PM   #5 (permalink)
DarkPlaces Author
USER INFO »
Posts: 246
+/-  Reputation: LordHavoc is on a distinguished road
Join Date: Jul 2006
Currently: Offline
I may have misread your bug report - are you saying that one piece of rubble can repeatedly damage you? Or are you just referring to the fact that walking over stationary rubble does a lot of damage to you in darkplaces?

The walking over rubble issue is known, I haven't decided if it's a bug or not as it could be desired behavior in mods to detect that the player has stepped up on top of the rubble and is thus touching it.

One way to avoid this would be to make the engine ignore touches against point entities (no size). But I'd like to find out why it was ignored in Quake first.
Closed Thread

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT -6. The time now is 06:16 AM.


eXTReMe Tracker