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NAB622

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Posts posted by NAB622

  1. Our host is migrating our web server to a new datacenter. The process is supposed to take about 10 minutes for our server, but in case something goes wrong, it will take longer. Just wanted to be clear that this is planned downtime and not ParaTracker disappearing just after it got off the ground.  :)

     

    I'll probably start the migration some time in the next 24 hours.

     

     

    Maybe its just a temporary bug in a recent update in Firefox that will be fixed soon? It worked fine up until last week.

    It may also be HTTPS related. Hard to say. I still haven't thought of a workable fix, unfortunately.

    Smoo likes this
  2. Yes, i noticed some overchanging about that in a map where i get a cathedral doing entirely by MD3 building prefabs. with indoors full of misc_model objects. after i builded all colliders with physic clip manually (argh! how i hate that of JKA \ Radiant >.< how i desire a nice autocollide system of q3map2 for misc_models ) i noticed a large fps drop when player is inside the map areas more full of map objects entities. (maybe i need to place some area portal shader? i placed hint shaders in strategic points of hallways, but they not fixed the problem)

     

    You don't just need areaportal and hint. You need to make structural walls to hide what's inside the building. On top of which, unless things have changed in the years I've been gone, building something that large out of models is a very bad idea in any Quake 3 game. ;)

     

    The part of the original question I was addressing is, there is a hard-coded limit of 256 entities that can be in the same visible area as the player. They don't have to be in front of the player - they can be anywhere. In most cases, good vis practice will fix the issue. I was merely pointing out that it is beneficial to put target_ entities outside in a completely sealed place, because they are invisible but still count toward that limit. (Except target_speaker and target_position obviously. Those need to stay.)

  3. There is an important distinction to be made between the maximum entity limit, and the maximum number that can be rendered in one area. They are completely unrelated.

     

    When you are referring to the number of entities than can be rendered in a single area, misc_model and misc_model_static do count, as I've had many issues with them in the past. Target_ entities also count. If you want to be safe, you should move as many target_ entities as possible outside the map and surround them with a hollow box of caulk.

     

    To check your map against the maximum entity limit, just bind a key to spawn mutant rancors and count how many you can spawn before the game crashes. For lack of a better tool, at least it works. 

  4. After thinking on it a bit, I'm not sure it can be fixed satisfactorily. ParaTracker parses the CSS twice during load.

     

    The first time, it parses the levelshot animations and adds them to a list for use later. This part can easily be fixed.

    The second time, it finds the width of the player table, and sets the "Name Score Ping" headers bar to match. This part cannot be fixed reliably. I can add the default width to the CSS skins, but it will cause the labels to misalign under certain conditions.

     

    Given this, it will always be slightly broken in firefox, I'm afraid. On a side note, firefox has been in a massive decline for many years.

  5. Cagelight and I talked some more, and he liked the idea of incorporating an element from Morrowind. So disregard my post above; this is far more interesting.

     

    We still need something to replace Drain. if anyone has any ideas I'm all ears.

     

    Also, any user can choose any force power they want. There is no limit on light side or dark side abilities. There is also no force point system.

     

    Force powers will now have several casting types.

    I know this is complicated, but we would like to simplify this with a special menu and several default binds, to make it far less intimidating.

     

    Self will apply to the user only, and uses the least energy. (Yes, you will be able to lightning yourself.)

     

    Touch will affect anything the player touches. It will use the energy equivalent of self.

     

    Cone will affect a small area in front of the player, facing forward. It will use a moderate amount of energy.

     

    Area will force the user to put away their lightsaber or gun, and both hands will be used to cast the power. It will use a large amount of energy.

     

    Projectile will use a huge amount of energy and will be fired toward the player's crosshairs. The effect will diminish greatly over range. The distance will likely be a server side Cvar, so it can be changed on a per-server basis.

     

    Toggle powers can be used indefinitely, as long as the user has force energy left to cast with. Multiple toggle powers can be used simultaneously. Also, force energy will continue to recharge while a toggle power is being used, but it will be diminished.

     

     

    Neutral powers

     

     

    Saber Attack and Saber Defend have been removed from the list.

     

    Saber Throw

    This power is not affected by the casting type. Throws the user's light saber. The intensity will determine how fast the blade spins. Also, the blade should spin on two axes, not just one.

     

    Jump

    This power is not affected by the casting type. Jump as high as the default force jump 3. When you fall from any height, a burst of force energy will be used to break your fall and you will not take damage. As long as you have force energy left, you can also lunge a short distance in any direction mid-air.

     

    Sense

    This is a toggle power, and it is not affected by the casting type. A player can sense every other player and NPC around them, even through walls. Players will also get an “Alien sense” feature (Tremulous) that shows where people are, specifically behind them. If the user is targeted by a darkshear, a warning will display….somehow.

     

    Push

    This power is continuous. It will affect projectiles, bullets and darkshear. Also, force speed has been removed because "Push self" should fill the gap nicely.

     

     

    Pull

    This power is continuous. It will affect projectiles, bullets and darkshear. If the user has another player or NPC’s weapon directly in the center of their crosshair while casting in projectile mode, they can pull the weapon from their hands.

     

    Levitate (Replaces speed)

    Levitate is a toggle power. You will press the button once to pick up whatever object is in your crosshairs, and again to let it go. You can move and carry objects around, but depending on the mass of the object, the user's movement will be nerfed.

     

     

     

    Light Side Powers

    Absorb

    This power is continuous. Force absorb will absorb all incoming force energy. It should cause the user to be unable to attack while absorbing the energy, just like in the movies. No blue glow around the user, either - just a hand going up to stop the energy being thrown at them. Depending on the magnitude of the absorb, some of the energy absorbed will be converted into force energy for the user. The force energy meter will be allowed to overcharge. The overcharge will not dissipate until the energy is used. Also, force energy will not recharge any further while it is overcharged.

     

    Heal

    This power is continuous. Meditate for up to 5 seconds, heal for 2 for every uninterrupted second, must meditate for 50% of maximum time or no healing will occur??

     

    Field (Replaces protect)

    This power is continuous. Players can project a field of force energy. For every 1 HP of damage dealt to the shield, 1 force energy will be taken from the user.

     

    Mind Trick

    This power is continuous. Victims of a mind trick can still negate a mind trick with force sense, or by dealing damage to the  person who cast it on them.

    When tricked, a fake player will appear to the affected player. The fake player will appear to continue doing whatever the user was last doing (Standing, walking). So if the user was too close to a wall, the mind trick will be obvious when the fake player runs into it for no reason. Sounds from the casting player are much quieter to any affected players.

     

     

     

    Dark Side Powers

    Grip

    Immobilize target, deal 5 damage per second. If someone uses force push on the user, they will be freed.

     

    Drain

    Uhhhh....not sure what to replace this with.

     

    Lightning

    Basically same as before. Lightning should be blocked, at least mostly, when a person holds their lightsaber in front of them and doesn’t move it

     

    Darkshear (Replaces rage)

    Charging time is 1 second. Spend 100 force points to launch a dark spear approximately the damage of a concussion bolt. A loud sound will play during the charge, and a thunderclap will sound when it is fired. The screen will shake slightly during charging. If the button is released before the darkshear is fired or the user is knocked back, the energy will dissipate. Force energy is not taken from the user until the darkshear is fired.

    Smoo likes this
  6. I forgot to mention - there will be no restriction between dark side and light side powers. Users will allowed whatever powers they want. They will be labeled for light side, dark side, and neutral, but it is of no consequence.

     

     

    Saber throw is not going anywhere. I love saber throw.

     

     

    Speed is hard to control and honestly kind of useless in JAMP. If you have suggestions for making it less useless, I am all ears. I would *much* rather have levitate over speed, though, if I had a choice.

    Edit: honestly I would rather have a 'force slow' attack than force speed.

     

     

     

    Levitate will have the ability to throw objects at every level. Levitate will interact with push and pull. So if you want to throw something, just levitate it and push it. Kind of like how the movies always do it. And if you see an object coming toward you, you can push back on it. Again, just like the movies. If you see someone throwing their light saber, pull on it to make them drop it. The goal here is to make the force abilities as organic as possible, to give players creative freedom to use or misuse them however they see fit.

     

     

     

    Heal and drain pose a bit of an issue for gameplay. Both of them are simply too powerful, and FAR too instantaneous. I'm perfectly fine with players having the ability to heal themselves, but it needs a lot of refining. I'm not sure what to do with it honestly.

     

     

     

    Force freeze? Do elaborate. I don't recall any such power, but then again I hated Episode III and only watched it once or twice.

     

     

     

    New saber styles will not happen in JAOWNT for a while, if at all. I'm okay with having *lots* of new styles, but there is a LOT of background work that we need to actually succeed in before that will happen. It is certainly something we'd enjoy, but why waste the effort doing it with Ghoul2 when you can make a better system that is far easier and modular. Cagelight and I both share a disdain for Ghoul2, and I'm sure most other coders do as well. I'm not willing to make a whole new move set in ghoul2, just for it to be outdated or useless the minute I'm finished with it.

     

     

     

    At some point we WILL be tweaking the weapons a lot, but that is not happening yet. Right now we’re in the planning phase for the force powers, and I would hate to make highly controversial changes without at least getting some kind of input first. Believe me, this is merely the tip of the iceberg.

  7. According to Cagelight, this error is caused by Firefox not allowing Javascript to parse the CSS. If I recall correctly, there are two places where this is done in ParaTracker. Worst case scenario, we might be able to substitute a default value if the CSS part fails.....I'll have to sleep on this one, though.

    Circa likes this
  8. With ParaTracker done, I hope to get Linux installed on my computer soon (Again) and get moving on this project in earnest with Cagelight.

    Since there is already a working physics engine, and the force powers are both dated and boring, Cagelight and I were talking about what to change about them. The goal is to make the force powers interact with both the physics engine, and other force powers. Here is what we came up with so far.

     

    This post is outdated! Please see below. Ignore this.

     


    The force point system is being removed completely. Levels will remain, but points are gone. Also, there is no limit on what powers you can choose. If you are light side, you can still use dark side abilities, and vice versa.

    Some force powers will be continuous. When a continuous power is activated, the user's force energy will continue to recharge, but at a reduced rate. The point is that you can have something like sense and pull activated at the same time indefinitely, until you run out of energy.


    Jump

    Level 1: Basic jump. Jump as high as the default force jump 3. Maybe just a tad higher.

    Level 2: When you fall from any height, a burst of force energy will be used to break your fall and you will not take damage.

    Level 3: As long as you have force left, you can also lunge a short distance in any direction mid-air


    Push
    This power is continuous. It will affect projectiles, bullets and darkshear.


    Level 1: Basic push. The area of effect is greatest at the center of the crosshairs, and quickly drops off beyond that point.

    Level 2: Larger area of effect. Faster pushing speed.

    Level 3: Much larger area of effect. Speed is so fast that objects can be thrown as projectiles.


    Pull
    This power is continuous. It will affect projectiles, bullets and darkshear.


    Level 1: Basic pull. The area of effect is greatest at the center of the crosshairs, and quickly drops off beyond that point.

    Level 2: Larger area of effect. Faster pulling speed.

    Level 3: Much larger area of effect. If the user has another player or NPC’s weapon directly in the center of their crosshair, they can pull the weapon from their hands.


    Levitate (Replaces speed)
    Levitate is a toggle power. You will press the button once to pick up whatever object is in your crosshairs, and again to let it go.


    Level 1: Pick up an object and hold it for several seconds.

    Level 2: Pick up an object and move it around for several seconds.

    Level 3: Pick up an object and move it around indefinitely.


    Sense
    Sense is a toggle power.


    Level 1: When standing still, a player can sense every other player and NPC around them, even through walls.

    Level 2: Players can move around while using sense.

    Level 3: Players get an “Alien sense” feature that shows where people are, specifically behind them. If the user is targeted by a darkshear, a warning will display….somehow.



    Absorb
    This power is continuous.


    Force absorb costs no force energy, and will absorb all incoming force energy. It should cause the user to be unable to attack while absorbing the energy, just like in the movies. No blue glow around the user, either - just a hand going up to stop the energy being thrown at them.

    Level 1: The user will have to aim at the incoming attack.

    Level 2: 35% of the incoming energy is converted into force energy for the user. The force energy meter will be allowed to overcharge. The overcharge will slowly dissipate over time.

    Level 3: 90% of the incoming force energy is converted into force energy for the user. The force energy meter will be allowed to overcharge. The overcharge will not dissipate until it is used. Also, force energy will not recharge any further while it is overcharged.



    Heal


    Level 1: Meditate for up to 5 seconds, heal for 2 for every uninterrupted second, must meditate for 50% of maximum time or no healing will occur??

    Level 2:

    Level 3:


    Protect - Needs replaced

    Mind Trick
    Players can still negate a mind trick with force sense. When tricked, a fake player will appear to the affected player. The fake player will appear to continue doing whatever the user was last doing (Standing, walking).


    Level 1: Only one player can be affected at a time. Sounds will play from both the fake player and from the casting player’s actual location.

    Level 2: Two players can be affected at once. Sounds from the casting player will be muted.

    Level 3: Unlimited number of players can be affected. Sounds from the casting player are muted to affected players.



    Grip
    Grip, levitate, push and pull must be made to team up somehow...


    Level 1: Slow opponent, deal 1 damage per second

    Level 2: Slow opponent further, deal 2 damage per second

    Level 3: Immobilize opponent, deal 5 damage per second


    Drain


    Level 1:

    Level 2:

    Level 3:


    Lightning


    Basically same as before. Lightning should be blocked, at least mostly, when a person holds their lightsaber in front of them and doesn’t move it

    Level 1: Little bit of lightning.

    Level 2: More lightning.

    Level 3: Lots of lightning.


    Darkshear (Replaces rage)
    Darkshear will need to charge for approximately 1 second before firing. A loud sound will play during the charge, and a thunderclap will sound when it is fired. The screen will shake slightly during charging. The effect should reduce over distance somewhat. If the button is released before the darkshear is fired or the user is knocked back, the energy will dissipate. Force energy is not taken from the user until the darkshear is fired.


    Level 1: Charging time is 1 second. Spend 100 force points to launch a dark spear approximately the damage of a concussion bolt

    Level 2: Charging time is 1.5 seconds. Bolt moves 2x as fast as a concussion bolt, deals 125% damage

    Level 3: Tap: bolt moves 3x as fast, 200% damage. Hold: Charging time is 3 seconds, bolt instantly hits target, kills whomever it hits, will slightly home towards nearest target in front of it, but only very slightly


    SaberAttack


    I really don't see any point in having levels for this.


    Saber Defend


    I really don't see any point in having levels for this.


    Saber Throw


    I really don't see any point in having levels for this. Most people won't throw any more once they realize other people can force pull/push on their light saber.

     



    Feedback is welcome! If you have any idea what to replace heal, protect or drain with.....please speak up!

  9. This happens if your gametype is not set to Siege, since that's what MB2 is built on. In that case, just type /g_gametype 7 in main menu first and then /devmap <mapname> and you're good to go!

     

    Ahhhhh, I did not know this. I will give it a fresh go after I finish with SoF2. Thank you, that helps a lot.

    Smoo likes this
  10. I downloaded and started MB2 for the first time ever, hoping to get levelshots. Apparently, cheats are not allowed (So I can't noclip to get levelshots, or even explore the maps to find nice things for levelshots) and I can't start the maps in base openJK due to a vehicle extensions error, and I have no desire to pick through their assets removing vehicles to get it to work.

     

    Is it even possible to use noclip in MB2?

    Alternatively, if someone is willing to provide levelshots to us under MIT license, we will accept them.

     

    Otherwise....I think I'm done with MB2 and will move on to games/mods that are easier.

    Smoo likes this
  11. Try this CSS file. I fixed that issue for you as per Cagelight's instructions, but I also added a few other styles that were missing from minor updates.

     

    http://paratracker.dogi.us/Circa2.css

     

     

    Even though I didn't want to initially, I also made the ParaTracker logo / version number a clickable link that opens the setup page. I hope that's okay with everyone. If you don't like it, just speak up and I will remove it. After a bit of thought, it just....made sense to have it.

    Circa likes this
  12. ParaTracker 1.4 is live. Any bugs, let us know. If you need assistance setting up things like a custom skin, let us know.

     

    Big changes this release are:

     

    Refreshes are now butter smooth (no page reload)

    The player list can be sorted several different ways

    The color of the scrollbar can be customized

    An analytics button has been added directly in the tracker

     

    Website:

    http://paratracker.dogi.us/

     

    Sample:

    http://paratracker.dogi.us/?ip=dogi.us&port=29070&skin=Metallic%20Console&filterOffendingServerNameSymbols=true&displayGameName=true&enableAutoRefresh=true&levelshotsEnabled=true&enableGeoIP=true&scrollShaftColor=039&scrollThumbColor=079

    Smoo and Srethem like this
  13. If all goes well, we will be updating some time tomorrow or the day after. The utilities will be organized nicely on the new page - use them to your advantage!

     

    This might be a bit bumpy, so if something breaks, let us know and we'll fix it.

    k4far likes this
  14. Off-topic from the last several posts: Analytics looks like it's pretty much done, minus a little polishing. If anyone would like to do some bug testing, feel free.

     

    Here's a sample from SO's server:

    http://testbed.dogi.us/ParaTracker/utilities/Analytics.php?ip=so.jk3.in&port=29070

     

    And here's one from my favorite CoD4 server to track:

    http://testbed.dogi.us/ParaTracker/utilities/Analytics.php?ip=66.150.121.164&port=28931

     

     

    Click around on the graph to see more data on things.

    Edit: You can also link people to exactly what you're looking at, since parameters are set in the URL. If you have any issues, post a link here!

    Edit 2: Analytics data has been reset. Don't bother with it for a few days.

  15. @@NAB622 that looks mostly correct to me, although TFFA and CTF should be 4 and 5, respectively.

     

    Fixed.

     

    (Also, it doesn't use any of those bitmasks you mentioned; I don't even think they exist?)

     

    Removed.

     

    If you know/learn of any other differences between JKG and base JA just give us a shout.

  16. Currently, every server that is tracked by any user will continue to be tracked until it is offline for seven days. After that, the users will have to re-track the server, although the old data will remain.

    It is theoretically possible to use a JA master server; however, I have no knowledge of how to do this, and it is impractical given that we are tracking 10+ games. The load on the web server would be incredible.

    k4far likes this
  17. By bitflags, I mean things like g_forcePowerDisable. See this link for the reason I am asking.

    http://testbed.dogi.us/ParaTracker/ParaTrackerDynamic.php#bitValueCalculator

     

    I hate to ask you to spell this out, but unfortunately I do not know C yet (And I am also very very tired) - if I'm reading this right, the gametypes for JKG would be something like this:

     

    0 - FFA

    1 - Duel

    2 - Powerduel

    3 - Single Player

    4 - RPG City

    5 - RPG Wilderness

    6 - Team FFA

    7 - CTF

    8 - Warzone

    9 - Ninelives

    10 - Ticketed

    11 - Roundbased

     

    Yes? If so, I will add them just like that.

    Smoo likes this
  18. I am still working on the most useful part of it, which will show how many players there are per map hour. Basically, it will be an easy way to see what maps people like most.

     

    The other thing I could see it being used for is to tell when a server is normally busy, so players know when to show up.

  19. So we're still at least two weeks from release I think, but I wanted to get opinions on the final feature we're adding. ParaTracker is now continuously tracking every server that the users make it aware of, and saving the info to a database. We are still working on displaying the data to the clients, and this is where we need opinions.

     

    Circa, the following link is your server. The blue dots are the player count, and the pink bars are the map being played. Each map is a unique height.

    http://testbed.dogi.us/ParaTracker/utilities/Analytics.php?ip=so.jk3.in&port=29070

     

     

    To see how it looks with more data, here's a popular CoD4 server with a map rotation every 15 minutes or so:

    http://testbed.dogi.us/ParaTracker/utilities/Analytics.php?ip=66.150.121.164&port=28931

     

    There will be controls for viewing different data times and viewing a few other parameters but I am not there yet. For now, I would appreciate your feedback!

    Smoo likes this
  20. Circa - I modified your CSS file to be compatible with the upcoming release. I tried not to touch anything without good reason, however I did remove the float: left; property from the color classes at the bottom, since it broke the player list when teams were added. I understand you probably won't use it for teams, so feel free to add it back if you like.

     

    Link:

    http://testbed.dogi.us/ParaTracker/Circa.css

     

    It will probably need edited one more time in the future, but in the meantime it won't break anything when we update the back end.

     

    Edit: The new css file may break things, specifically the player list, so hang on to the old one.

    Smoo likes this
  21. We still have some time left before release, but I wanted to know if anyone has an opinion on the new layout of the tracker utilities. Click the button at the top of the page to open them.

     

    http://testbed.dogi.us/ParaTracker/ParaTrackerDynamic.php

     

    Most of the games that we plan to support are already added. All we need now is levelshots and to finish analytics. After this release, ParaTracker is intended to be maintenance only; we do not plan on adding any more features. We will do bug fixes and game support, but that is all. So if you want something added, now is the time to speak up. 

     

    As always, opinions are welcome.

    Circa and Smoo like this
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