Very low priority: Auto fire oddity
Hi Baker,
My apologies but despite my best efforts I've still not been able to pin down the specific circumstances surrounding the "spawn firing" oddity so that I can intentionally recreate it. However, just in case it helps, I've noticed that it occurs mostly when you first begin a new map. You were right in that it only appears to happen on a RuneQuake server and it seems difficult to predict. Peg (thx matey) and I have been trying to test it on the Bigfoot server and intially noticed that during low traffic the problem did not occur once.
However today I was testing on the same server this afternoon and it happened on 2 maps in succession with only 3 players connected. There was virtually no packet loss and 0 dd's.
Again, it's only a very minor thing and not worth spending a significant amount of time on it, if indeed it's not down to the RQ mod itself, but interestingly whilst talking about it to another player (ISDN Satan) he mentioned that he occassionally has the same problem when using the pq client (he was using 4.47 and I'm using 4.43).
If I spot a known pattern I'll post in here in case it helps you/Slot
Kind regards
Monty
(Apologies if I dont respond to any replies for a while as I'll be in the USA for several weeks and connectivity may be limited)
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Ah. Since I'm not up to speed on the QuakeC side of things, I wasn't sure how that was sent.Originally posted by R00k View Postpq_teamscores is just an encoded writebyte that is parsed thru the PQC_TEAM_FRAGS message; much like a clc_ message or svc_ message is sent. No qccx trickery
in quakeC it looks like this
Code:void (entity e, float tm, float tf) pqc_team_frags = { local float msg_type; if (e) { msg_entity = e; msg_type = MSG_ONE; } else msg_type = MSG_ALL; if (tf < 0) tf = tf + 65536; WriteByte (msg_type, SVC_STUFFCMD); WriteByte (msg_type, 1); WriteByte (msg_type, PQC_TEAM_FRAGS); WriteByte (msg_type, 16 + tm); // team WriteShortPQ (msg_type, tf); // frags WriteString (msg_type, string_null); };
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pq_teamscores is just an encoded writebyte that is parsed thru the PQC_TEAM_FRAGS message; much like a clc_ message or svc_ message is sent. No qccx trickery
in quakeC it looks like this
Code:void (entity e, float tm, float tf) pqc_team_frags = { local float msg_type; if (e) { msg_entity = e; msg_type = MSG_ONE; } else msg_type = MSG_ALL; if (tf < 0) tf = tf + 65536; WriteByte (msg_type, SVC_STUFFCMD); WriteByte (msg_type, 1); WriteByte (msg_type, PQC_TEAM_FRAGS); WriteByte (msg_type, 16 + tm); // team WriteShortPQ (msg_type, tf); // frags WriteString (msg_type, string_null); };Last edited by R00k; 07-16-2010, 12:43 AM.
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We'd need pq_teamscores support for sure, somehow.Originally posted by R00k View PostThis would be very interesting, for adding persistent stats. I have successfully built a version of CRCTF that runs on FTE and DarkPlaces, opening a route to persistent stats but that would require all servers to switch to DP or FTE ,not necessarily a bad thing, just not a popular choice among the current player base. We dont NEED qccx anymore anyways, IF the server supports EBFS, just use FTEqcc
EDIT:
ProQuakExplorer??
Ah, didn't see this ..Originally posted by rev View PostOk, just so I know i'm understanding this clearly:
what is currently available on the quakeone.com site, "Live Server Browser" is now going to be in the PQ mod? with an easy way to join the server the user sees is being played or is most populated?
Yeah it sorts by number of players.
Probably will be in by ProQuake 4.60 or thereabouts.
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This would be very interesting, for adding persistent stats. I have successfully built a version of CRCTF that runs on FTE and DarkPlaces, opening a route to persistent stats but that would require all servers to switch to DP or FTE ,not necessarily a bad thing, just not a popular choice among the current player base. We dont NEED qccx anymore anyways, IF the server supports EBFS, just use FTEqcc0. Integrate RocketGuy's RQuake server support into ProQuake (finally). I had always held off due to the Frikfile support (which requires EBFS which breaks qccx, but RocketGuy has beaten that problem). And the other optional modifications like port range capability.
EDIT:
ProQuakExplorer??And if this goes faster than I think, maybe even add the real time HTTP server browser.
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Ok, just so I know i'm understanding this clearly:
what is currently available on the quakeone.com site, "Live Server Browser" is now going to be in the PQ mod? with an easy way to join the server the user sees is being played or is most populated?
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There will hopefully be 2 [maybe 3] releases of ProQuake today [I need to do things incrementally in case of bugs].
The list of stuff I want to have in it [doesn't mean I will be able to do it quick enough, though]:
1. gl_texturemode changes instantly. Yeah, few people use this, but for completeness. And list the valid ones if no mode is specified. One of the gl_texturemode settings looks all pixelated and sort of WinQuake-like and one of the other settings looks smoother [possibly with an fps cost]/
2. MH's Chase cam fix at least for chase_active 1 [as opposed to chase_active 2].
3. Mac OSX build. [Will not have map download ... for now. The reason is that I can make the map download work statically linking, but only for Intel Macs. Which means the binary isn't a "Universal binary" which doesn't support older PowerPC Macs.] Eventually, I want to get map download working without statically linking even for the Windows build so ProQuake will still run without zlib1.dll and libcurl.dll. But that will take some extra play time.
4. color 14/15 as a server option. Maybe sv_allcolors 1 or something? Not sure of the cvar name.
5. Get the namemaker back in ProQuake. I removed it around ProQuake 3.99s or so and neglected to add it back in.
6. Stop looping ambient sounds on disconnect. Rarely happens. Need to be able to replicate it first to verify aguirRe's engine fix works [I'm sure it does, but I want to be able to verify it. Also stop the CD music if it is happening.
7. Reload the console background on gamedir change. Unless something I'm not considering is stopping me.
8. Add contrast support to software renderer. JoeQuake has this.
9. Fix load game interpolation issue on first frame. Surprisingly, with the old QER GLQuake interpolation, just clearing the interpolation doesn't work but JoeQuake fixed that so I need to see what was up with that. I already have dropped QER transform in GL in favor of MH's renderer neutral transform interpolation.
10. A bit more work on the mouse code.
And if this goes faster than I think, maybe even add the real time HTTP server browser.
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"developer 1" prints messages that give extra information on what the engine is doing, mostly for debugging and such.Originally posted by Wolv View PostHmm. That's weird. I've been playing with it for a while now. I thought it was just something you implemented. Pretty annoying at times. ;p Thanks though.
It'll look like this basically. Efess already did everything on his end to support the server browser feed.Originally posted by rev View PostI haven't read the entire thread, but noticed something about EFESS and live server browser. Is this something that is going to be put inthe mod itself, sort of liek Qrack has? if so, will the option to join servers from a list be part of the feature?

It is basically a modified version of the Qrack server list, except the server list isn't maintained by the player but rather pulled off the QuakeOne.com server browser.
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Qrack uses an interface to a file called server.lst in the /quake folder.
This file is used to serve as "bookmarks" or "favorites" for the multiplayer option.
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I haven't read the entire thread, but noticed something about EFESS and live server browser. Is this something that is going to be put inthe mod itself, sort of liek Qrack has? if so, will the option to join servers from a list be part of the feature? I hate typing out full dns's to connect to servers and i know it's a simple bind command but it would be freakin sweet to see these things combined. No complaints either way though. You could end production of proquake at version 4.34 (the 4.35 loss of fps post kinda scared me) and i doubt you would have a single dissatisfied PQ'er.
I would like to give a sincere thank you to you and those like you that continue to keep this old game extremely entertaining. Well done everyone. Well done Quake 1 Classic.
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Hmm. That's weird. I've been playing with it for a while now. I thought it was just something you implemented. Pretty annoying at times. ;p Thanks though.Originally posted by Baker View PostSounds like you have "developer 1" in your autoexec.cfg or config.cfg
Type "developer 0" in the console or simply remove it from your autoexec or config.cfg.
The "developer" cvar doesn't normally save to config.
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It's good to see this at the top of your list. Remember that you should still have the source to my quick and dirty solution in your email. Remember to check error codes from the WINSOCK call so that having a port conflict doesn't cause the game to close with an error message. It should instead inform the user.Originally posted by Baker View Post0. Integrate RocketGuy's RQuake server support into ProQuake (finally). I had always held off due to the Frikfile support (which requires EBFS which breaks qccx, but RocketGuy has beaten that problem). And the other optional modifications like port range capability.
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Sounds like you have "developer 1" in your autoexec.cfg or config.cfgOriginally posted by Wolv View PostErr, maybe this was discussed at some point in this thread, but how do I turn off the notifications? Like "Dropped 1 data gram(s)".
Type "developer 0" in the console or simply remove it from your autoexec or config.cfg.
The "developer" cvar doesn't normally save to config.
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Err, maybe this was discussed at some point in this thread, but how do I turn off the notifications? Like "Dropped 1 data gram(s)".
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Alot to answerOriginally posted by Baker View PostI'm going to be revisiting the interpolation and making the GL version more similar to your software renderer version.
[But yeah, I already knew that .... hehe
]
Well ... I'm not into forcing anything on anyone so it'll be optional, of course.
Possibly. There is the "time" console command in ProQuake 4.
The main reason why I haven't done it is that feel knowing the time and enjoying playing a game are mutually exclusive concepts and a general desire to keep the on-screen presentation clean and simple.
But I'll consider adding this.
The treatment of gl_overbright is going to be handled with a great deal of care, obviously. I will do plenty of testing in the FPS department for both with the feature ON and OFF. I'm not quite done with gl_overbright yet.
My main interest in the experimental 4.35 having it was to see it in action in ProQuake, heheh. MH made an aguirRe Enhanced GLQuake with the feature and I wanted to spend 30 minutes absorbing it into ProQuake for a look.
This feature might be excluded for a few builds.
I need to give the lightmap code some attention. Part of that will come with implementing a texture manager where it will be need to be streamlined anyway.
Thanks!
But hey Baker you are doing a great job I can't say this enough !!!
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