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Posts posted by eezstreet
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why not sv_fps 125?
Because then clients with low FPS would crash.
And I also don't like having hitches on every server frame.
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I meant the exporter that Scooper was working on, the part about legalities of modifying the game aren't a big deal since there's like a 0.00000000000000000000000000000001% chance they care.
Lost track of the conversation there XD
But yeah, Scooper's exporter is still pretty important. It's certainly another step forward for figuring out all the complexities of Ghoul 2.
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NOTE: If you don't care much about technical stuff in JKA, best to turn back now, as I will use quite a bit of coder buzzwords here that I don't want to explain at the time of this post.
Okay, so we all know that getstatus and getchallenge are a huge issue. No doubt. But what could we possibly do to solve this?
Well, I have been mulling over a possible solution now, but I have found some new motivations to support talking about it. The solution? A second port.
Traditionally speaking, RTSes and even FPSes have been using UDP as well as TCP for ages. I'm not sure why Quake 3 doesn't do it, but basically the idea is that you use the TCP port to handle getstatus and getchallenge, so that the UDP port (the game) goes unhindered. You'd want to check the last used getstatus request, and simply not send anything back (kinda like how flood protect works in JKA).
Downside? It breaks your server's support for the master server. Sorry. Also, it prevents any clients using base JKA from using your mod. Bad. Also breaks all trackers.
This also has the side benefit of allowing for Peer to Peer Lockstep. Another of JKA's major flaws is that it handles missiles and crowd NPCs (even effects!) under the same respect as a general entity such as a player. That's fine and all, but that has some really bad effects if you want to make a bunch of missiles on screen at once. This could likely fix the issues with the Flechette lagging the game so badly on some servers. No real downside of peer to peer lockstep, other than perhaps people's clients not being able to handle all the awesome graphics at once XD
This brings me to my second point: a second entitystate/playerstate. With the guidance of @@Scooper, I have been working on a system of a second playerstate/entitystate combo which removes the limitation of what values are in ent->s and ent->client->ps. I added some new areas to those: ent->x and ent->client->ns, which do just about the same thing and can be accessed through pmove. The only thing I have left to do is get them organized into the client snapshot and get everything all predicted and lerped properly. They're kinda sticky at the moment, because the server runs at 25 FPS while the client runs at about ~60-90, so obviously some things which are meant to look smooth will look a bit chunky. That is, until the snapshot system is all figured out.
So far, I managed to port this system to JKG, and I will be using it for the saber system as well as moving some values which were previously kept in the userint crap (ironsights and sprint stuff mostly) into it.
There's only one downside to this though: people running on base can't connect to your server, even if they have the mod in question. No can do. The UI does some sort of networking before the mod even gets loaded, so you'll wind up with an error about illegible messages or some such.
Fighter likes this -
Never established contact with LA due to their cryptic contact info.
Disney might be easier to contact however.
Cloud Senatu, therfiles, Jango40 and 1 other like this -
- SP code calls a function at 0x20152300, which literally does NOTHING at all, in 113 instances. Some of these instances, are in very FPS dependent areas (the SP game calls this function a total of 7 times in one frame)
- Raven often forgets that dual and staff sabers are treated as a style in several places, and as a result, a lot of style code is totally broken
- Some flags in EFX will cause the game to instantly crash to desktop (at least in SP anyway)
- SP code calls a function at 0x20152300, which literally does NOTHING at all, in 113 instances. Some of these instances, are in very FPS dependent areas (the SP game calls this function a total of 7 times in one frame)
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Assuming Disney bought LA (not just LucasFilm), what about the SP and engine source for JA?
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I'm unsure of whether or not the cvars are saved with the savegame structure. Then again, I don't know the savegame structure.
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sets = shows up in "Server Info" part whenever you are in the join menu. technically unused in SP.
setu = unused, does the opposite of sets.
seta = saves to your configuration, so you don't need to reset it. good for stuff like /helpusobi and /sv_master1-5 that don't stay when you restart the game
set = just sets a cvar, nothing fancy about it
Darkish likes this -
- A lot of the virusses people claim KotF contains are FUD rather than fact. For example, KotF's uninstaller is virus-free.
note: KotF's uninstaller/installer setup has been changed in the last few years, so idd
- A lot of the virusses people claim KotF contains are FUD rather than fact. For example, KotF's uninstaller is virus-free.
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802 existing cvars + 422 "possible new" cvars = 1224 cvars
note: session data is also kept in cvars, and there's at least 35 or so oddball UI cvars floating around that aren't directly given a vmCvar_t in the code.
afi likes this -
Not enough...
Nice find!
I'm hacking that at some point. Requires 4 engine patches to fix, but I don't have the willpower right now to actually attempt it atm.
therfiles likes this -
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idd, the spawn command in sp is so lacking. The above code should work for MP, with the obvious modifications needed. If I ever RE the spawn command function fully, I'll let you know (I have the address for it located, just a matter of hooking it as a JAMod or whatever plugin)
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File was denied temporarily due to a problem. It's getting fixed.
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Wouldn't clients have to add master.jkhub.org somewhere?
The JKA All Seeing Eye uses JKHub master server and Raven master servers. So yeah, kinda.
I thought the All-Seeing-Eye broke...at least it did for me.
I would appreciate a step-by-step guide...since I'm about to shift all my servers to Linux VPS. But only if you have time.
I'm referring to this:
http://jkhub.org/files/file/1407-the-jka-all-seeing-eye/
(not to be confused with the Yahoo! one)
Also, all you have to do is edit the server.cfg and change "sv_master2" to "master.jkhub.org"
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Or you fail to see one. (It's "decency" BTW)
Indecent people who are incapable of decency will not listen to decency.
I would think everyone would want to know how to prevent Tim from popping up in their servers and spamming, and I doubt @@SiLink would want to post 999999999 PMs and clog up his inbox over it. Just seems easier to me imo.
On a side note, "I AINT DOIN IT NO MATTER WHAT" is basically the same exact thing as what SiLink has been saying. You can't explain that! etc
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modelscale or scale keyword in the .npc file should do the trick.
Link likes this -
Be sure to set sv_master2 to master.jkhub.org. That way, your server will show up in The All Seeing Eye.
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The All Seeing Eye:
http://jkhub.org/fil...all-seeing-eye/
Lets you see tons more servers that most likely would not be shown due to servers not showing up because of Raven's crappy master server hosting. Does not allow people to see JKG servers, because they use a special hijacked protocol.
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Since when does Autodesk make games?
EDIT: on a side note, that Notes thing looks almost exactly like Kismet. Do not want.
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What he's done is irrelevant, I'm not posting his IP publicly even if I think he's the biggest tool in the toolbox.
Yet you still provide no reason.
therfiles likes this -
vid_restart reloads the game. Not sure if that's what you're after.
therfiles likes this -
All you have to do is pass the spawnflags (as well as other map related things) into level.spawnVars, and then increment level.numSpawnVars as well.
So basically your command should look like this:
void Cmd_Spawn_f( gentity_t *ent ) { gentity_t *spawnedEnt; // ...some kind of positioning crap and stuff here strcpy(level.spawnVars[0][0], "spawnflags"); strcpy(level.spawnVars[0][1], va("%s", [b]your_spawn_flags_here[/b])); level.numSpawnVars++; G_Spawn(spawnedEnt); }
Fighter likes this -
@: I see no mentions of his trapped uninstaller anywhere.
As far as the startup menu is concerned, JKG's launcher doesn't require the base assets, nor should any other kind of start menu, unless KotF is modifying the base folder. As a -mod- (NOT an expansion pack, Tim is NOT from Raven Software by any sense of the phrase), Tim shouldn't be doing that either.
Why he didn't just make a new folder for KotF on Gamedata and then launch the game with +fs_game KotF is beyond me.
therfiles likes this
(SP Mod) JK3 Unofficial Patch and Expansion
in Dusty's Patch Discussion
Posted
The datapad code for the inventory from JK2 still exists in full. Most of the inventory items work as well, except for the light amplification goggles (which may have been broken due to shaders? not really sure) and the bacta (which they mysteriously decided to start treating like a medpack for some reason. possibly to be used in the Hoth mission with all the bactas in it)