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Post by raztk on Apr 11, 2015 12:55:15 GMT -5
Thought it's something along those lines. So be it. :-)
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Post by raztk on Apr 12, 2015 12:29:49 GMT -5
Finished The Reckoning. Smooth as silk. :-) Just a suggestion if I may: if you ever decide to improve the current HUD, it'd be nice to see the status of all ammunition types, just like in Quake 1.
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Post by knightmare on Apr 13, 2015 3:54:03 GMT -5
You mean something like Lithium's ammo HUD, or smaller numbers like Quake 1's? That would be complicated by additional ammo types that the missionpacks add, and wouldn't work with vanilla Q2 servers in multiplayer. The latter approach would require smaller versions of the ammo icons, while the former shouldn't be done in CTF mode, as it would clutter the screen too much.
BTW, you can use a key bound to "alternate attack" (+attack2) to make grenades from the grenade launcher explode on contact with surfaces, instead of bouncing. This also detonates all prox mines in the Ground Zero missionpack.
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Post by raztk on Apr 13, 2015 11:46:33 GMT -5
Something like Quake's small numbers would be fine, I think. I don't know anything about that Lithium HUD... where do I get it and/or how do I activate it? ...And thanks for the tip about the Grenade Launcher, can't believe I didn't know that!
EDIT: Okay, I see it's some kind of server-side modification, but I don't if/how I can use its ammo HUD in KMQ2.
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Post by knightmare on Apr 16, 2015 14:16:46 GMT -5
You would have to port the Lithium mod to KMQ2, or else add its code to an existing KMQ2-compatible DLL source. But that uses full-size HUD numbers, not small ones like Q1. Small numbers would require adding support for a new number type to the HUD layout parsing. Maybe in the next major release...
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Post by knightmare on Apr 16, 2015 23:00:36 GMT -5
I've got the .loc file support working. This is a modified version of Jitspoe's implementation from Paintball2, and it supports both the 1/8th precision integer and floating-point formats I've seen in .loc files. Locs are loaded from a locs/ folder under both baseq2 and the current mod dir. Output of .locs is in the former format. I've also made a few other changes: - Capped connect message size to 1200 bytes in multiplayer to fix problems with clients geting hung up on connect. This can be changed with the cvar sv_baselines_maxlen. Acceptable values are from 400 to 1400. - Multiplayer network messages are now limited to 2800 bytes (does not apply to local client on a listen server). This can be disabled by setting the cvar sv_limit_msglen to 0. Doing so is only recommended for LAN games. - Added download speed counter by Frank Sapone. - Added new null model (visible when cl_drawlocs is enabled). - Gamma ramping now switches off and the desktop resolution is restored when alt-tabbing out of the game. Binaries: www.markshan.com/knightmare/downloads/kmquake2_020_update7.zipSource code: www.markshan.com/knightmare/downloads/kmquake2_020_update7_src.7z
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Post by raztk on Apr 17, 2015 4:46:45 GMT -5
When I launch KMQ2 and immediately press F9 to load the quicksave it crashes with: "recursive error after: SZ_GetSpace: overflow without allowoverflow set". If I wait for the id logo to come up and then press F9 it loads fine. Should it happen (guess not?) or can this be fixed?
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jaydolan
Quake 2 Mapping Club
Posts: 161
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Post by jaydolan on Apr 17, 2015 7:12:24 GMT -5
- Multiplayer network messages are now limited to 2800 bytes (does not apply to local client on a listen server). This can be disabled by setting the cvar sv_limit_msglen to 0. Doing so is only recommended for LAN games. So by default the new max message length is 2800, or you have to toggle a cvar to make it so? My understanding is that, even today, 1400 bytes is the greatest common denominator for UDP over IPv4. Is it that you're allowing messages to exceed this size for LAN games only? That should be okay. I took a different approach in Quetoo; I did something similar to what R1Q2 does, and I break large packets into multiple ones, and sequence them. So for any given server tick, a client may receive 1 to N packets. This way, as long as no single payload within the server packet exceeds 1400 bytes, everything is hunky dory and overflows will never happen. If, for example, an SVC_FRAME were to exceed 1400 bytes, you're still screwed But that's generally not why overflows occur, so this method helps quite a bit.
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Post by knightmare on Apr 17, 2015 12:10:50 GMT -5
When I launch KMQ2 and immediately press F9 to load the quicksave it crashes with: "recursive error after: SZ_GetSpace: overflow without allowoverflow set". If I wait for the id logo to come up and then press F9 it loads fine. Should it happen (guess not?) or can this be fixed? Ack! Never try forcing the game to load a save before it has finished initializing! Lay off the caffeine. Surely you can wait the less than half a second it takes for everything to load? This will happen in previous builds, too, if you so abuse them. BTW, that's a properly handled fatal error, not an actual app crash. If you want to automatically load a quicksave on startup, you can add "+load quick" to the target field of your shortcut and KMQ2 will load the save once initialization is complete. So by default the new max message length is 2800, or you have to toggle a cvar to make it so? My understanding is that, even today, 1400 bytes is the greatest common denominator for UDP over IPv4. Is it that you're allowing messages to exceed this size for LAN games only? That should be okay. 2800 is the new limit for multiplayer games, and it's the same limit Daikatana uses without problems. Previously there was no specific limit for multiplayer, and it apparently caused connection problems for some people. A limit of 1400 would cause more frequent packet overflows due to the larger 24-bit transmission format for coordinates, among other things. The limit for single player and the local client on a listen server is much, much higher. The higher limit can also be enabled for LAN games (sv_limit_msglen 0). This has to be manually set, as I haven't been able to find a good way to grab the subnet mask in Windows. Darkplaces-style sequenced packets are something I intend to do in the next major release, and that will require a new protocol.
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jaydolan
Quake 2 Mapping Club
Posts: 161
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Post by jaydolan on Apr 18, 2015 8:35:42 GMT -5
Interesting! Even in like 2007, when I was experimenting with larger packet sizes, I ran into problems as soon as the connection hopped over some crappy NAT'ed router. It seemed like 1440 bytes was the practical ceiling. Oh well, good to know!
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Post by knightmare on Apr 18, 2015 13:06:52 GMT -5
In my experience, serverframe updates exceeding the MAX_MSGLEN is the most common source of packet overflows, especially from having lots of entities in a map. Ever play Mark Shan's Q2 unit 1492 Anno Domini? It's packet overflow city in that arena map near the end.
Recent optimizations I did to Daikatana's MSG_WriteDeltaEntity() nearly eliminated packet overflows in coop (it was sending lots of stuff as floats).
So splitting an svc_frame update into multiple payloads along entity delta boundaries would be a much better approach.
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macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Apr 21, 2015 7:39:47 GMT -5
hi macanah here ok the location file support works fine in r1q2 the locations are bound like this -- bind 2 "say_team dropping SSG SG at $$loc_here; drop super shotgun; drop shells; drop shotgun "
in q2pro they r bound like this -- bind 1 "say_team dropping RG at $loc_here; drop railgun; drop slugs"
notice there r two $$in r1q2 and only one in q2pro $ maybe they both work in kmquake2 but i only tested the r1q2 example
as well maybe u could change it so when a player alt tabs in game that it displays the desktop properly
ok bye from macanah
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Post by quake2dday on Apr 25, 2015 20:55:55 GMT -5
What are your future plans for kmquake2 knightmare. Any chance you be adding Q3 support like Echon did to make EGL work with Q2 and Q3 map type's. I read R1CH ended up fixing EGL 0.3.1 to work with the new protocol 35 also. You think its a possible addon in the future of kmquake2?
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Post by knightmare on Apr 25, 2015 21:32:57 GMT -5
id Tech3 BSP support is already on my todo list, but it will be the Jedi Academy variant I'll be focusing on, as it has support for switched lights. Regular Q3/RtCW BSP support may come too, if it's not too much of a difference.
KMQ2 already has its own network protocol, which its client handles alongside vanilla Q2's. I don't want to juggle a third protocol on top of that.
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macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Apr 30, 2015 5:33:16 GMT -5
hi KM maybe put cell shading in as an option you could look at the source for q2pro and quake2max as they both have cell shading option.
bye from macanah
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