Digital Paint Discussion Board
Paintball 2: The Game => Paintball 2 Discussion => Topic started by: jitspoe on July 18, 2005, 09:31:37 PM
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Some people have been curious what I've been up to, so I'm starting this thread to post updates on the little things on an arbitrary basis. This isn't intended to be a discussion thread, but rather a place to dump information about what I'm currently working on, so please don't post questions or request that I work on something else instead. If you have a request, post it in the request/feedback forum.
That said, you're probably well aware of some of the recent stuff I've been working on, namely reflective water with fragment programs, skeletal animation support, rscript support on skeletal models, the jersey, etc., so I'll just start with last night:
Last night was a pain -- one of those nights were you spend many hours to implement one small, yet difficult, feature. I had to do it the quick and dirty hack way, too, since I want it done for dpcon. Aside from tweaking the rigging on the model (which needs constant work as vertexes never seem to go where you want them to), I worked on attaching a weapon model to the player hand. Quaternions, matrices, vectors, transpositions, translations, Euler angles, arctangents, Greek symbols... I was up until 6am, and my brain is still fried. I was supposed to be done with that crap when I got out of college. ;) These things never seem to work out the way they're supposed to. I'd get the yaw right, but the pitch would be wrong and it would spin the wrong way, then I go to figure out the whole thing is whacked out -- fortunately I'd experienced that before and it was due to the world matrix being different then the model matrix or some such crap -- basically I had to switch the rows and columns around, but there were other issues beyond that. And the fact that I couldn't figure out which Greek symbol corresponded to yaw/pitch/roll because every site I brought up on google said something different didn't help. Nobody can explain the frustrations of matrix mathematics. You have to experience them for yourself.
Anyway, I got it all squared away:
http://www.digitalpaint.org/images/devel/biggun.jpg
Heh heh, that's what the carbine ground weapon looks like at its actual size (what you see spinning around on the ground). Obviously it's been scaled down and textured now.
I did a crappy face texture that'll need to be redone after dpcon when I have more time. Also figured out how to get animations in. The character will probably need to be completely reanimated properly after dpcon (if I can even get it animated in the first place).
Good news. The bounding box fits the new player model perfectly. No more shooting through heads... at least while it's standing, making a crouching animation low enough might be a completely new story.
Tonight's plan, if I'm still functional:
- Update the dpcon page with detailed directions and photos (the place is kind of hard to find).
- Whip up a quick map that does a better job of showing off the water, take a screenshot, and submit it to PQ's POTD -- hopefully generate some last-minute interest in DPCon.
- Invade a small to moderately sized country to further plans of word domination.
- Create some player animations.*
- Sleep.*
* These tasks may not be completed in the time alloted.
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It should totally be a setting to have huge guns.
EDIT:
Ha-ha!
http://www.planetquake.com/images/photo/index.asp?id=496520
You shoulda submitted the sshot earlier.
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Yeah, bad timing there. :( I was hoping to get the news update and sshot up on the same day. Maybe they'll have it up tomorrow.
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Nice gun that would make a great .50cal model, what map was that ss taken on?
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pgp.bsp
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Got the stand and run animations done... at least good enough for the moment. 3ds max is very frustrating at times. Sometimes I'll get these "phantom frames" where even though there's no key frame visible, the model is moving. I found it's best to save each animation as a separate file because max can really screw you over and mess up all your animations. I was able to salvage the run animation because it was only 6 frames so I could manually correct each one, but I had to revert to an earlier version and redo the stand animation. I even deleted all the keyframes and the thing still kept moving. Whatever.
Every once in a while I'll find a handy feature that works better than I expect, like you can anchor a foot, and if you try to lift it up the foot will bend upward and the toe will stay put -- came in useful for the running animation, but then that very same feature started becoming a pain in the butt. Even though I unchecked the button, it was still anchoring the toe midair -- like I'd try to lift the foot up and move it, but the toe would stay put, so then I'd have to move and rotate the toe instead of it just moving with the rest of the foot.
I really wish I could get the pelvis to move. It simply won't. The running looks a bit stiff because of this. I guess what I'll have to do is rotate the whole model then rotate everything but the pelvis.
There's something funky going on with the lerping -- I think it's using a pose from the wrong frame -- when the player is running in game it almost looks like he's limping or skipping a bit, but it's not a problem with the animation itself. I'll look into it after dpcon.
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Hm. Even the three gazillion dollar programs have serious errors. That's why I stick with free ones of the same caliber.(BLENDER!!)
Also, the sshot you chose just looks amazing. Good job on that one.
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Yeah, when this is all said and done, I'm going to figure out how to get stuff out of blender and into .skm format.
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You could write your own import/export script! There might already be one, actually.
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Unlikely, but if there's an SMD export script, I'm set.
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Got a lot of animation done tonight.
The limp/skip in the running animation turned out not to be a problem with the lerping/interpolation code. Instead it was the fact that the export creates a single frame for the reference pose and that was offestting all the rest of the frames, so the run animation had the last frame of the stand animation in it. I need to tweak up the jump animation because it looks kinda goofy - almost like he's trying to knee you in the face, hehe. Other than that, just the death animations need to be done to at least make it playable. I may even have time to make a custom map for the new game mode! Unlikely, but I may!
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u do the darn thang :p
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You tell us what the game mode is!
EDIT:
OH WAIT I KNOW!!!
Keep the flag for as long as possible to get points but when someone kills you you drop the flag and the next person to get it does the same thing, repeat.
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Finished the player animations last night -- at least got them done enough to play with. Some of the death animations are pretty entertaining. :) I also adjusted the hues and made some quick jerseys for the other team colors. It's going to need a lot of tweaking after dpcon, but as it stands, it's way better than the old model. Everything but the new game mode is ready to go.
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Are the death animations the same, or did you make them different?
Also, when will the new build be released?
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They're different. When it's more done. :)
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Yay! New death animations!
Are the wave animations the same, jitsey-pie?
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No.
I think this week I may just take a vacation from my hobby. :) I've completely burned myself out staying up until like 6am every day last week. Well, maybe I'll work on maps for the new game mode. We'll see. I definitely need to get some rest, though.
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wee NEW MAPS!!!!! What your burned out with dp con just around the corner. Suggestion, get your rest, say your prayers, take your vitimans your you will get schooled.
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I'm burned out with dpcon just over.
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omg jits im likein the new mode idea (ill keep shh) but DUDE I BOW DOWN TO YOU! Without you and this game i would be out gettin iin trouble possably into drugs so you should go FAST please............
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omg jits im likein the new mode idea (ill keep shh) but DUDE I BOW DOWN TO YOU! Without you and this game i would be out gettin iin trouble possably into drugs so you should go FAST please............
Way off topic, but Im sure when Jitspoe gets back he would be honored to hear this first and then tell you wait in line with the rest of us. :)
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WHAT'S THE GAMEMODE?!?!/!
boo-hoo.
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Pong.
I guess the next thing I need to do is get some dpcon pics and descriptions up. I should have taken more pictures. I meant to, but it's hard to play and take pictures at the same time, y'know? :)
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you can be an obserber and take some good pics :)
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But then you can't play.
And pong? Really? No.
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i was thinking the same thing but you can sacrifice a good pong game for us right
;)
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Finally got the dpcon pics up. Amazing how simply updating a web page can take hours.
I also threw in a small feature for the next version: team-specific buttons and doors (just put a teamnumber on them and only that team will be able to open/trigger them).
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jitspoe what about a team-specific jail spawn it has to be possible because in xbmap you can but i dont know how
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Yay for jits.
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Team specific jail spawns have always been there. Just add a teamnumber like any other spawn point.
I fixed the water jump code so you can get out of the water more easily on renoir and summer. I tried to get it so you could jump out of thewater moving backwards or sideways, too, but it never quite worked right.
I need to fix the crouch up hill bug, the slide-uncontrollably-uphill-if-you're-moving-too-fast bug (it's really bad on the KOTH map I was working on -- you keep overshooting the hill, lol), and I'm thinking of tweaking the downhill movement so instead of stopping your vertical movement when you hit the ground, it adjusts it according to the angle of the ground, so you can actually run downhill instead of bounce downhill. I may have to do some client/server versioning checks for that, though, otherwise the prediction will be seriously whacked out unless all servers and clients update at the same time.
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Thanks does it fix Dt's trick in the middle of Summer, the water under the bridge that you can not get out of? Oh btw saw the dpcon pics great job and it look fun ;) , one thing though CUT YOUR HAIR HIPPY!!!
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That's further down on the todo list. ;)
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wow leave jit's hair its sweet makes him look like a skarer so shh
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which request DT krewl trick or your hair:)
Capt,Jitspoe is looking more and more like Kid ROCk :)
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I wasn't aware that you couldn't get out of the water under the bridge. This is more for the rivers.
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Water quality degrades over time due to lack of precision. I managed to reduce it some.
I added a nice little feature where if the map checksum fails, it redownloads it, but saves the failed map so it can swap back and forth between different maps with the same filename.
QExpo is starting this week. I need to set up a booth. I'll probably try to release build 15 during it if I can. Rob (3dblu) just moved, so I doubt he'll be able to work on the player model any time soon, so I guess I'll have to release the high-poly only version for now. I still haven't gotten in touch with Calrathan about the pong code. Pong may have to wait until the next release. I probably wouldn't have time to fix the bugs anyway.
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I wasn't aware that you couldn't get out of the water under the bridge. This is more for the rivers.
Mabey its not summer but its newer dt maps.
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i think it is crimethink.
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Got the pong code from cal tonight, so tomorrow's project will be:
- Merging his code changes with mine.
- Figuring out why the ball gets stuck and stop it from getting stuck.
- Make it reset itself it it does get stuck (or is untouched for a period of time).
- Make it reset if it falls in paint (lava) or a trigger_hurt.
- Fix it so the rounds don't end (so we don't need to run it in debug mode).
- Make the ball higher poly -- thought the old one would be good enough, but it looks pretty blocky.
- Add pong mode to the menus.
- Add pong mode to the mapinfo / rotation / voting.
And that's just for pong mode. :)
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Bleh, didn't get any of that stuff done -- I worked late, had to deal with some immature players, and worked on the qexpo booth (http://qexpo.quakedev.com/booths.php?tag=paintball2) a bit. And it's almost 4:30am.
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haha is that you jits and if it is y is your name nathan and call me!
:o
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Even though I was at a 28-hour LAN party this weekend, I did manage to get some work done on pb2. The pong code has been merged, and I did a bit of tweaking to make the ball easier to control. Hehe, this is going to be nuts. I'll probably set up a pong-only server on EV1 when I release build 15. I still need to figure out a way to get the ball to stop getting stuck.
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Just make it so that if it's not touched for about 30 seconds (or more. One minute?) It resets. That'll be a good enough solution for now.
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lol, that's the exact "solution" we had at dpcon. As you can see from the demo, it didn't work. 30 seconds is a long time to keep like 10 people from touching the ball.
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30 seconds of the ball not moving/not being touched.
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Getting close. I fixed the problem with the ball getting stuck for the most part. As a side effect, I also fixed the problem with grenades falling out of the level.
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YES ready to be realeased jit?
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Ello Johnny
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Haven't updated my ".plan" in a while.
I've been struggling with Linux lately. It seems my Debian install is completely hosed now. Before it was just the video that didn't work. I was at least able to compile... or try to compile... but when I updated, again, not only did it not fix the video drivers, but it apparently uninstalled a bunch of XFree86 development stuff, so I'm missing a bunch of headers and crap and can't even get PB2 to compile on Linux anymore. And now it just locks up when I boot.
I hate linux. I really do.
In other news, I've been researching ways to put some awesome 3D audio in Paintball2. Meh. My results have been a little disappointing. It seems all the cool advancements in 3D audio came and went about 6 years ago. Now all that's left is Creative's cheesy reverb effects.
Aureal had some cool wavetracing technology where you'd actually upload geometry to the sound card and soundwaves would bounce off of it. Creative's EAX just lets you apply echo effects to sounds. I checked out their EAGLE editor that lets you play around with the reverb parameters, but I was rather disappointed overall. So I ordered myself a couple Aureal cards off of ebay to see how they compare. Sadly they never really finished the windows XP drivers, and I have no intention of touching Win98, so it may be a lost cause.
Oh, and the other problem with Creative is that their drivers eat up insane amounts of CPU, whereas Aureal uses almost none.
Meh, I guess before I get into all that, I need to fix up the stuff that's wrong with build 15 and get a solid build 16 out. I also need to get linux fixed so I can get a linux build out. I think I'll try SUSE this time.
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Okay, my sound card AUTOMATICALLY added 3d sound to QUAKE 1 AND 2! It's a great thing, but WHY?
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What sound card do you have? I don't think that's possible without having an updated quake/quake2 executable since quake/quake2 do their own sound mixing.
Also, what are you asking why about -- why it's a great thing? Why it added automatically?
Anyway, I spent all night last night (pretty much literally) trying to get linux to work. I made progress. I even compiled a new kernel, but still no go for xwindows.
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I have no clue what my sound card does, but I seriously have 3d sound in quake 1. Funny.
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What card is it?
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I'll look when I get home. But it's really cool. The 3D sound, that is. It made me confused when jits tried to implement 3D sound into pball, heh.
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Well, I got linux working properly again, finally. All this time the only thing that was wrong was that it wasn't loading the module for my mouse. Apparently xwindows doesn't even start if you don't have a mouse.
Build 15 compiles and runs (after some tweaking - gcc4 is insanely picky). Hopefully the bug with a second person connecting causing the server to crash is gone. I think that was just a bug from an improper compile.
I'm thinking of reworking the sound system to be more modular, like the rendering system, so it's easy to plug in different sound technologies and more cross-platform compatible.
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Are you compiling the linux builds with the Makefile provided in the src zips?
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Should be the makefile in the linux directory of the source zip.
It turns out somebody made an SDL build of the linux version (and never told me!), so I'm going to grab his code and give that a go. Perhaps that will fix some of the issues people are having.
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Ahh, I was having the hardest time trying to compile it from /
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I was getting errors along the lines of "Could not find debugi386/a3d/..a3d.o"
In order for it to compile I had to perform:
mkdir debugi386/a3d
mkdir releasei386/a3d
Might want to make some adjustments in the Makefile ;]
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Fixed the foreign keyboard support, hopefully. That was more work than I bargained for, but it should be better than what most games provide now. :) Test it and leave feedback in the build 15 thread, please: http://dpball.com/forums/index.php?topic=1057.0
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Spent most of yesterday re-making the texture wals for BSP so that hopefully the lighting will work better. I should have a new BSP pack out soon with these and the updated entity file.
I finally got around to making a fence texture (for cobo), and in doing so, discovered a nice little bug in the rscript code. Somehow I forgot to initialize some values. I hate stuff like that. I spent the better part of the night trying to figure out what was wrong, only to find it was some tiny oversight that took 2 seconds to fix once I figured out what it was.
I also worked on tweaking pong a bit. The ball has a little upward velocity when you kick it and doesn't rely solely on the player velocity, as when you're online, it's much more difficult to jump-kick the ball. Next I need to make it so it can bounce off of multiple surfaces in a single frame so it doesn't wedge itself in corners so much and won't have such slow/choppy movement when rolling on the ground.
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Yay!
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*cobo feels special :)
(special in a good way :P )
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What, there's a bad special?!
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Yes, you and all your classmates that rode on the short bus were a bad special. :)
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darn. I was wondering why half of our bus was missing...
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Well, the weekend was somewhat productive. I studied R1Q2 some and carefully went through a list of known security holes to make sure paintball2 had no vulnerabilities.
I've been trying to get the pong ball to bounce multiple times per frame if it needs to (since 10hz physics make the ball lag and jerk all over the place). So far my attempts have failed, but they often yield humorous results. I also discovered that the "bounceback" cvar applies to the pong ball, too. Set it to 2.1 and watch the ball act like flubber!
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You didn't know that?! I TRIED TO TELLYOU!
Also, I think pong is best with bounceback at 0.5 or something.
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Finally got the pong ball movement cleaned up the way I wanted to. It's much smoother now.
Bounceback has to be higher than 1.0 to bounce at all, otherwise it just hits a wall and stops. 1.5 is the default.
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Ooh. I think I meant 1.5 or 1.25 then...
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finally fixed the pong ball sticking problem. This is why I'm not actively planning to implement better physics -- you spend weeks trying to resolve some tiny little bug like that.
I also fixed the sticky strafe-jump "bug" where you miss jumps and lose speed. This will require an update on both the server and the client. It's kind of funny. The way q2 physics should have worked was you'd have a brief time after touching the ground in which you couldn't jump. This meant no bunny hopping, double jumping, or pretty much any kind of trick jump. The game would be very different like that. I doubt many people would like it now, though, after being used to strafe-jumping at 60mph. :)
On the opposite end of the spectrum, I tried disabling the check to see if the jump key was held down. That lets you do all kinds of crazy superjumps just by holding the jump key down. Kinda fun. I'm considering making it a server-side option -- might be good for learning purposes, but I don't know if it would be good if servers started using it all the time...
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Strafe-jump bug? What?
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I came up with a great idea for paintgrens while I was driving home. Picasso was having trouble with the latest release, so I sent him the most current version. In that, the paint grenades can always kill the throwers (but if grenadeffire is 0, they can't kill teammates). I figured this would be the best of both worlds: people wouldn't be able to use cheap throw-at-feet/point-blank tactics (the main complaint about impact grenades), but they also would not be able to intentionally kill teammates. Apparently some people complained to him, though. I wish more people would post complaints on the forum, though. I can't really take "he said she said" complaints that seriously, and I think most of the time, people on the server just whine for the sake of whining and use any kind of change as an excuse for their inability to play well.
Anyway, I'm ranting. On to the idea: Let the players decide. Picasso was saying he wanted people to be able to choose. Since the anti-change whiners prefer the old non-impact grenades, those could be non-self killing (when ffire is disabled). If people tosser impact grenades, though, they run the risk of eliminating themselves.
On another note, as I mentioned in another thread, I implemented the match command finally. I really should have done that as soon as I got the EV1 servers to hopefully standardize the match settings by now... oh well. Kind of funny that people still match using the old public mode settings.
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Post removed
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Let's see, what have I done lately. I implemented the grenade solution I was talking about and added a "nojailffire" worldspawn option. Heh, the conditional that checks if a paintball can kill a player is pretty ridiculous now. :) Hmm, also fixed a bug with the skm model code that cause linux to crash when video modes changed. Fixed some bugs in the stdlogging, too. That was all last night, though. Don't remember what I did before that. I just figured I should post an update. :)
I'm trying to figure out the difference between the way linux (gcc) and win32 (msvc) compiles handle the tracing code. This has bugged me for a long time. It causes a lot of lag/prediction errors on angled surfaces with linux servers.
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I saw you *bump* your year old topic over in one of those dev forums concerning the prediction misses. I hope you can figure it out, it's funny that r1ch hasn't spotted it yet.
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I talked to him about it. He said he's aware of it, but hasn't worked on a fix for it yet.
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Fixed that silly "sitting on a grenade won't kill you" bug. Also added some checks to reduce wasted cycles on unused entities.
Edit: also tweaked and cleaned up the grenade code a bit. Impact grens should be less likely to fling paint halfway across the map.
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Did you make tham not last as long?
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Did you make tham not last as long?
Ye, make them last like 1 second :)
and eiii - Your aim is incorrect!
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That it is.
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That's already configurable.
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"nojailffire" worldspawn option has been implemented. Works on routez_alpha6.
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Hmmm.... we'll have to test it again, I'm certain I was getting shot in jail by someone. Unless it's build dependent, I was using build 14.
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« Reply #83 on: Today at 12:37:36 AM »
Note that the time was after we did the testing. ;) I'll upload the new version tomorrow.
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Man, testing and reviewing maps is time consuming. It's already 3AM and I haven't done anything else yet!
Ok, that's not entirely true. I did finally figure out the magic compile flags to make Linux floating point calculations behave the same as windows (and thus reduce/remove the prediction errors seen on Linux servers): -msse -mfpmath=sse -mmmx. I uploaded the new build to EV1 (http://paintball2://216.127.68.86:27910). I'm sure the higher-latency folks will appreciate it.
Thanks to bug over on the quakesrc forums (http://forums.quakesrc.org) for pointing this out!
So now the strafe jump stopping bug is fixed, the sticky angled walls bug is fixed, the water jumping has been tweaked, and the Linux/Windows collision discrepancies have been fixed. All that's left to fix is that little crouch-up-hill bug!
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Crouch up hill? Bug?
Nothing bad happens when I crouch and walk uphill.
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Post removed
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When you get to the top of the hill you get stuck sometimes, especially if you're moving very slowly.
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I found a couple little bugs in the new water jumping code: couldn't get out of the water in antioch, and sometimes walking up against solid poles (like in renoir) would cause you to jump out of the water randomly. Those have been fixed. Also, I figured out what was causing the "mystery sound" in the middle of renoir. Now I just need to fix it.
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I hear/heard no mystery sound. Where is it?
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You've never heard the funky sound in the middle by the little bridge (under the big bridge)? It's because of the elevators -- the sound origin isn't getting set properly. You'll only hear it when there are other players to activate the elevators while you're in the center.
Another note: the new water jump code lets you get out of the water under the little bridge in crime think (silly dt and his treacherous waters. Quit that. :P).
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Fixed the plat sound in renoir -- at least for the regular q2 sound. It still has the problem with the OpenAL 3D sound. I modified the cl_sleep setting to be more configurable. I've started implementing primed grenades. These could be interesting. More info in this thread: http://dpball.com/forums/index.php?topic=1236.0
I really need to get the model LOD's done so I can release build 16, heh.
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I tweaked the flagcapendsround setting so it won't end the round if there are other flag carriers. This allows for flagcapendsround to be set without flagmustbeatbase and act as a bit of a hybrid between the new and old settings. It also allows 2 carriers on the same team to capture on maps like castle1.
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Now, make it so that entities reset at the end of each round!
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How about shaming cheats, bullies etc?
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This isn't a request thread -- there's a whole forum for that. :)
Got specinvite implemented. specinvite <player id>, then the player you specify can chasecam you. Pretty straightforward. Only applicable when observerblackout or chasecamonly is set.
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I doubt that'll ever be used. I don't really see the point... Enh.
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It's for matches when observerblackout is set, so observers can't voice recon locations of enemy players, but individual players (ie: members of the same clan) can use specinvite to allow the observers to watch them and only them.
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But doesn't that make observerblackout useless? I'm sure you get it, I'm just not feeling good today.
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Hey jitspoe, I came across http://www.r1ch.net/forum/index.php?topic=616.0 regarding prediction misses on the Linux server binaries. Is this what you've been trying to track down?
eiii: I think that observer blackout is most effective in stopping observers of the other clan from seeing me and my teammates' location and relaying it through voice communication back to my opponents. However, I don't mind if my teammate's are aware of my location, since I have confidence in them that they will not be doing any covert operations to help the opponent, so using specinvite I will allow them to chasecam me, instead of staring at a black screen.
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D'oh. I get it. Silly/stupid me.
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I doubt that'll ever be used. I don't really see the point... Enh.
Says you... when was the last time you matched?
It'll ALWAYS be used. Almost every match (vs germans specifically) they have 3 specs viewing our team giving recon.
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...I'm just not feeling good today.
That's my excuse. I didn't understand it.
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Bain: I got the prediction issues worked out earlier, but thanks. Still need to figure out the crouch-up-hill bug, though.
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I think I neglected to mention this before, but I added a localhost_auto_op cvar, enabled by default. If you're running a local (listen) server, you will automatically be opped at level 200. This should make it easier on new players testing out the game, since there always seems to be a lot of confusion as to how to set up logins and whatnot.
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I doubt that'll ever be used. I don't really see the point... Enh.
Says you... when was the last time you matched?
It'll ALWAYS be used. Almost every match (vs germans specifically) they have 3 specs viewing our team giving recon.
heh digi, thats bullsh.it :) last match, there were NO observers on the memi-server, but 4 (altogether) on YOUR server... so dont pick on us. okay, 3 of the 4 were europeans (the 4th was Derrek), 2 even were german (the 3rd european was pinobot... netherlands? no idea... a newb), and those 2 germans were from DOP, which we didnt even know until the match was over. Anyways, you won easily on your server, so whats the point of your harassment there... still mad we beat you on castle1? ;) j/k
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Fixed the problem with sv_maxfps erroneously kicking clients. Also fixed the bug S8N pointed out with exec-ing files missing a linefeed on the last line.
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Tweaked the newmap command to end maps gracefully. It also uses the map from the rotation, if the map is in rotation, so it will reset the votes for that map and use the rotation game mode (if not specified by the newmap command). This will keep a map from coming up in rotation right after an admin has changed to it.
There was also a bug that prevented maps without 1flag support from being used in straight elimination mode. Fixed that.
My next focus is the global ban list.
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Hellz ya
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Personally, new entities would be nice.
Ooh! New thread!
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Translation support (http://dpball.com/forums/index.php?topic=1376.0).
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Haven't updated for a while since I've been home for Christmas.
I found a bug in the translation code -- if you change languages in play, it crashes. Heh, it helps to properly name functions. I had named a function "hash_table_clear", which doesn't just clear the values in the hash table, but actually wipes out the whole hash table. Oops.
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Silly, silly jits. Anyway, how about a list of changes in build 16(so far)?
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I don't feel like putting together a list right now. Most of the stuff has been just tweaks and bugfixes anyway. I try to make the even builds stable. :)
I've been working on an external server browser off and on. It's coming along nicely. I'm trying to make it as bloat-free as possible. Currently the executable is 20.5k. Eventually I'd like to make it into a notifier that can alert people when their favorite map is on, or a friend, etc. Hopefully it will generate some more activity.
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I've been working on an external server browser off and on. It's coming along nicely. I'm trying to make it as bloat-free as possible. Currently the executable is 20.5k. Eventually I'd like to make it into a notifier that can alert people when their favorite map is on, or a friend, etc. Hopefully it will generate some more activity.
Must... not... hug...
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The global banlist has been mostly implemented. It just needs to be thoroughly tested and have the web interface done.
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Added "newmap" to sv commands, so you can do things like "sv newmap arenaball 1flag" from the console. Worked on tweaking the global banlist a bit. It's going to need a lot of testing to make sure it doesn't do things like... accidentally ban everybody.
Fixed that issue where if a map has ended, it stays at the scoreboard until somebody connects, then switches. Now it changes the map regardless of whether or not people are connected.
Fixed the idle check so it will kick lagged out players off of a team, too. (Hopefully. Needs testing.)
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With my new system, I've noticed a problem with the packet rate -- with super high framerates, it sends packets at a higher rate than cl_cmdrate, so I'll have to figure out what's up with that. I have a better idea of how to do it now, though.
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My hard drive is starting to make those dreaded "ker-chink" noises. I backed up the latest code, at least, but I don't have enough space on other drives to back up everything. It's a very unpleasant sound :(
Anyway, I've been making progress today. I tweaked up bain's funname menu with the "apply" button. Added a "clear" button and made the italics, underline, and original/end format buttons work (not sure why the didn't before, but I just made them regular letters for the time being). That whole system really needs to be redone, but that's a project for a later date.
I fixed the ctrl+key combos at the console that were broken because of the foreign keyboard support (ctrl-k, ctrl-v, ctrl-u, etc...). Hope the fix works for all keyboards...
The ban system has been revised significantly. Instead of writing bans to iplist.cfg, it writes them to configs/banlist#####.cfg, where ##### is the port number. Upon server initialization, the config is executed if it exists. This prevents multiple servers on the same machine from conflicting with each other, and, well, it actually works. I also fixed it so "sv addip" and "addip" both work.
There's still lots to do, but I think I'm getting closer to something releaseable.
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Yeah, there was something in my computer making funny noses. It wasn't the CD drive or fan, so I assumed it was the hard drive. I just kinda tipped my computer back and forth, hitting it from time to time. It worked.
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Post removed
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Thanks, but that's too much data to transfer via FTP (and you probably don't have enough space). I've already got another drive in the mail.
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Ever plan to make a global name login / ban system? We have all seen the results of not having one. "He said , She said" Not a very dependable system to depend on.
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The global ban system has been implemented but not tested. The global login has not been implemented. Patience. :)
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ohhhh boy!
/me rubs his hands together in excitement...
GBS (my neat little acronym for the infamous global ban system) is going to be sweet. Hopefully we can tie it into some sort of php feed for PBCup. It'd be a nice feature to implement. Where's my partner in crime, bain-o.
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Since you guys are talking about commands, I want to p1mp THIS (http://dpball.com/forums/index.php?topic=1559.0) thread and try to get everyone to add commands that are missing so I can get a complete listing. This might also be the basis of the command/config user's guide.
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I was working on adding proper support in the client for primed grenades and decided to throw in a old feature request while I was at it: a setting to disable automatic firing (you have to press and lift up a button for each shot you want to fire). I doubt it'll be used, but it was a small change and somewhere, someone might find it fun.
I also threw together a tutorial over at quakesrc for adding more buttons: http://www.quakesrc.org/forums/viewtopic.php?t=6109
jalisko came up with a great idea to use one of them to indicate chatting, so I could put little icons over people's heads when they're at the console typing something.
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Made some good headway today. Got proper client support for primed grenades implemented (and even made it so it uses no extra bandwidth). Fixed a bug in the camera code that made the "Chasing <person's name>" text get sent multiple times in a single frame. Also implemented an r_oldmodels setting so you can use the crappy old md2 models if you just can't get used to the new ones.
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I made some good progress on the external server browser (that's what I do when I have a few spare moments at work). Most of the basic features are in. There are a few things driving me nuts, though. I was trying to add color, like ASE does for full servers, servers that haven't responded in a while, etc., but for the life of me I could not get it to work. I even copied it straight out of an example and went through their code with a fine-tooth comb and could not figure out what was making it not work in mine. The only difference I could find was that their code used a dialog whereas mine manually creates the window.
The other thing that's driving me nuts is that, for some reason, in release mode, the column headings are blank. I thought that maybe it was because of the optimizations I had set, so I set them back -- I even set everything the same as it was in debug mode. No go. So I finally just hit the "reset" button, and then it worked. That was several days ago. Now it's come back to haunt me again. This time using "reset" doesn't fix it! Argh! I've never had so much trouble with a project before -- so many things that just flat out don't make sense.
The last thing is kind of minor. I have an accelrator set so that "F5" refreshes the server list. It works great until you click on the server list, and then it doesn't work anymore.
The other thing I've been busy with is the site move. While gamespy kept most of the stuff intact, the move broke a few things. It took me a while to figure out their new system, but I think everything's straightened out now -- at least for the DP site. I still have a lot to do for my personal site. I also added a new wiki (http://digitalpaint.planetquake.gamespy.com/wiki) while I was at it.
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Did some menu work today. Most of the server options should be easily available from the new game menu.
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It actually snowed today! Amazingly I woke up early enough to see it. I was finally able to record some footsteps in snow... more like a thin layer of sludge, but hopefully it'll be good enough. Probably the best, or rather only, opportunity I'll ever have around here, so I took advantage of it. I'll try to get the footstep sounds in build 17.
It's a good thing people have been posting demos of various things, otherwise build 16 would be crashing when viewing them. Oops. Funny how seemingly completely unrelated things can affect each other.
I've been cranking away on the todo list. There's not really a lot of interest to mention -- just little bug fixes, tweaks, and optimizations. I try to make the even builds the stable ones.
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It's a good thing people have been posting demos of various things, otherwise build 16 would be crashing when viewing them. Oops. Funny how seemingly completely unrelated things can affect each other.
I have no clue what that sentence means.
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Something I changed in the game code caused paintball2 to crash when loading demos because it was trying to access a null client structure. If it weren't for people posting demos on the forums, I probably wouldn't have caught that, and build16 would be unable to view demos without crashing.
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See, the way you phrased it, it sounded like if the people hadn't been posting demos, then build 16 would have crashed when viewing a demo. Oh well.
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Isn't that exactly what I said? People not posting demos would mean I would not have tried to play a demo, which would mean I wouldn't have noticed the bug, which would mean build 16 would be released with a bug making it crash when you tried to play demos.
Anyway...
Yay for late-night LAN parties. Glad I moved all of my development stuff over to the new machine. I was doing some coding during the "breaks." There's really only a small handful of things left on the todo list. I added something to prevent cheap tactics -- you can't grenade suicide if you're the last person alive on your team and the other team has the flag. A few people have expressed concern about this -- 2 players left alive -- each grabs a flag and runs for the cap. One caps before the other and gets 5 points for a capture, then immediately kills himself with a grenade, leaving the other person with only 3 points. That can't happen now. :) I also plan to add this for siege mode's base boundaries, so the whole team can't just suicide when the other team grabs.
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In addition to preventing paintgren suicides from preventing caps, I've made it so people can't base-exit suicide in siege mode to prevent caps.
I added a quick setting to disable the centerprinted kill notifications: cl_centerprintkills 0.
I think the serverbrowser is useable now, so I'll probably throw that in with build 16 as well. Check this thread for more details: http://dpball.com/forums/index.php?topic=1683.0
Added a "g_forcedgamemode" setting, so people can more easily run a server with a single game mode (ie: pong-only server, dm-only server, etc.). Just set it to "dm" or "pong" or whatever game mode you want. Leave it blank to use the map rotation game modes / newmap specified game modes.
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So, what happens if the last player on the defending team crosses the line? It just lets them?
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So, what happens if the last player on the defending team crosses the line? It just lets them?
He'll be thrown back ;)
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Yes, it just lets him. I don't think it will cause too much of an issue, though.
There's one problem I still need to address: disconnecting when a player is about to cap. I'll save that for later, though. I need to get build 16 done.
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Argh. So close, but in addition to the last few things I need to wrap up, some new bug appeared -- some buffer overflow issue. It's always something. >:(
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Between CVS issues and stupid bugs that recently surfaced (which weren't even in my code), I've lost 2 days of development time and 2 nights of sleep, but I think I'm back on track now.
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Added a removetbans command. Also fixed some bugs with tban (needs some testing though). Fixed some more bugs in general, too. Buffer overflows are evil. I really need to rewrite a bunch of stuff to help protect against that, but I'll save it for a later date.
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Sheesh, forgot how much work it is to put these installers together, but build 16 has "gone gold" now. Now it's just a matter of getting everything uploaded, news posted, etc.
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Fixed the attempting to download .md2 files when you already have a .skm.
Fixed match password timing out when allow_match isn't set.
Cleaned up condump command - strips extended codes and formatting out now so you can get readable text.
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Bleh, so much to be done before I can even really get started working on build 17. We'll I've already "started", but it's just been minor bug fixes, like th stuff mentioned above, and today I fixed the flickering problem with reflective water (you can fix it yourself simply by setting gl_ztrick to 0). Most of the stuff I need to do is web related:
- The forum theme I think needs to be completely redone from scratch in order to make sure it's 100% compatible with the new SMF.
- The spam-me-not mod needs to be rewritten for the new version. I can't believe with its popularity and all the SMF users that nobody's updated it. Oh well.
- GBL needs to actually expire the bans after players have "done their time".
- GBL needs a public listing with player names/descriptions.
... eh, went off and did something else, lost my train of thought. I've also been working on the wiki. Man, it's so much faster than dokuwiki and I haven't even optimized it yet. I've got it backing up files now, though there's no way to access those backups from the web interface yet... I still need to add image uploading, and probably some kind of login system as well. I kind of liked the namespaces that dokuwiki had, but those require so much more organization... in a way that's good, because it helps keep things organized, but if you don't lay everything out properly to begin with, it becomes a pain, so I haven't decided if I want to put them in the paintball wiki or not.
Meh, I'm just rambling because I can't sleep.
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Well, the forums seem to be pretty straightened out for the most part. I haven't messed much with the GBL since there haven't been many cheats detected recently. I hope that means less people have been cheating recently. Naturally, I'm continuing to improve the cheat detection. That aspect is probably going to take the majority of the development time now. I haven't gotten any code in for the login system yet, but I have a better idea of where I'll be going with it.
Here are a few misc. things I've changed since my last .plan:
- No longer tries to download .md2 files if the .skm file exists (ie: pongball.md2)
- Fixed paths and case sensitivity in fopen function for better linux compatibility.
- Fixed r_reflective water with gl_ztrick 1 (ztrick just gets disabled, but the screen doesn't flicker).
- r_speeds now account for water polygons and reflective water.
- defaulted cl_sleep to 0 because it caused some framerate/choppy issues with some people.
- Added simple file check to warn people that modifying content will result in a ban.
- Made "build" serverinfo, so you can see what build a server is running from server browsers.
- Screenshots work in the console again.
- Tweaked alpha channel a bit when mipmapping so textures like fences don't disappear in the distance.
- g_consolechat cvar to enable/disable automatic "say" when things are typed at the console.
- Changed "TimeElapsed" to "TimeLeft"
- used EV_OTHER_TELEPORT when moving items back to their origin so they don't "fly through everything" to get there.
- pong_nokill cvar.
- removeip fixed to not require 2 parameters when only 1 is needed.
- particle effect removed for players spawning in DM mode.
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Bain discovered that the cause of Keygrip2 not working with paintball2 was because the window was titled "Paintball 2" instead of "Quake 2", so I added a cvar to change this: vid_windowclassname. Setting it to "Quake 2" will make it work with keygrip, in theory.
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I need it =(
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GreenAffairz: Bain has a copy of the one I hardcoded to be "Quake 2". You could use that. I'm going to be gone this weekend. I don't think I'll have a chance to send it to you.
I've been researching methods for hardware bans. This should certainly make people think twice about cheating as they won't be able to avoid bans by a simple IP change anymore. PunkBuster uses this and from what I hear, it's pretty effective.
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ok thanks jitspoe, ill be sure to get it from Xbain.
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Another update:
- Linux input fixes from jdolan (you may need to set in_dgamouse to 0 if you have problems now).
- Minor optimization in file reading.
- Tried to fix screenshot lag problem.
- bugfix: if you prime a grenade then use tossgren, you can fire now.
- Fixed crash with "rotation clear"
- Fixed crash with only 1 map in rotation.
- Fixed bug where if you switched teams while a shot you fired was midflight, you could get a teamkill, even though you killed what was an opponent.
- Fixed bug where if you hold the jump key down and walk down a hill, it plays the jump sound repeatedly.
- Fixed the idle on connection bug where new players are sometimes put on observer.
I've also been making progress with libgcrypt to get the login system implemented.
Edit: Forgot to mention that I'm tracking most of these bugs and stuff on sourceforge.net: http://sourceforge.net/tracker/?group_id=89601&atid=590703 Primarily because it increases the activity rating on sf.net. :)
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Jitspoe, you really need a development blog, in my opinion it looks alot nicer and is easier for us to read. I have a sample DP template that I made a while ago, I'll set up a sample blog to show you, but I am at school at the moment.
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I could just use the front page news, but nobody reads that. :)
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Would you like an autorun front-end made for this project, one that would launch the installer or the game, play music, and have motion logo?
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lol that sounds flashy. ;D
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I did it with quake II source... its quite nice, ill post some animated gifs later...
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I don't really see the point in an auto-run frontend. Just opening paintball2.exe loads up the game. What else do you need?
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Some uber flashy light effects and sounds :)
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Just found a crazy bug. Sometimes the buffer that holds the entity string for the map isn't null terminated, meaning it sometimes has leftovers from other maps in there, causing strange things to happen. I was trying to put map in rotation, but it kept complaining about finding something like -696 when it expected {. I'm looking at the map file, it doesn't even have a -696. Scratching my head. I'm trying to reproduce it locally, and the error won't happen for me. Trying all kinds of different stuff. Finally modified the code to print the entity string out to a file and see this at the end:
{
"model" "*8"
"classname" "base"
"gamemode" "70"
"teamnumber" "1"
}"-2936 -696 248"
"type" "medium"
}
I check, and that's definitely not in the map file. Part of some other map's entity data was getting tacked onto the end there. Once I realized that, I found I could load 2 particular maps in order (in this case, rome.bsp and kots1_beta3.bsp), and it would have the error. I think this has also been the cause of some weird things like spawns outside of the level/in walls, etc.
Stupid Quake2 bugs. I'm amazed this has been in there for so long and not caused some really serious problems.
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...I've never seen this. How do you reproduce this, exactly?
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Load up rome: http://dpball.com/files/maps/rome.bsp
Then load beta/kots1_beta3: http://dpball.com/files/maps/beta/kots1_beta3.bsp
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I just get an error and it dosent load the map.
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That's the bug. :P
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i thought the bug would be anomalies in the map.
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It would, if the enties that were copied over were in exactly the right place... but the chances of that happening are very low, I would assume. Hell, just having the ent data being copied over is a big enought coincidence.
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Well its not really a coincidence if it happens every time.
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It doesn't. It only happens when you load certain maps in sequence. It's fixed for the next version, though.
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Ahh, well i was saying it wasent a coincidence if you can duplicate it whenever you want.
i was using the literal meaning of it. :-X
edit: Speaking of the next version, estimate on when it comes out? Looking forward to no more error.
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I added something to prevent cheap tactics -- you can't grenade suicide if you're the last person alive on your team and the other team has the flag. A few people have expressed concern about this -- 2 players left alive -- each grabs a flag and runs for the cap. One caps before the other and gets 5 points for a capture, then immediately kills himself with a grenade, leaving the other person with only 3 points. That can't happen now. :)
Which version of the game binary did this debut in?
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I can't remember offhand. I think I listed it in the news. Probably the one that came with build 16.
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Okay, so is all you did is have it dump the map information after the game is finished with it and switching maps?
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Are you referring to the entity issue? If so, all I did was add a null terminator after the entity string.
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Just a small update: I've been making pretty good headway on the database side of things. I'm getting fairly close to tying the game and login server together. It will still be a while before I get it all wrapped up, though, I think. I also spent a little time on the wiki and I'm getting file uploads working, so we'll be able to use images for tutorials and whatnot.
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preety good plan u got there
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wow fire.....
Anyways, good effort jits. :D
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preety good plan u got there
I doubt you've read it all...
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Haven't updated in a while: I'm getting close on the PHP stuff. There are a couple more things I need to do for the clan management, and then I'll try to get something online for people to test.
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I´d sacrifice myself for the test
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I would like to help out with the beta testing of the global login :)
I provided detailed and functional bug-reports when I helped beta-test 15 and 16 ;)
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ya me too.
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I can test too :)
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The testing will be open to everyone when I get to that point.
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A little update. I can't remember what all I've posted recently, so some of it might be redundant:
- Added console timestamps as per request of some admins.
- Linux now checks for libGL.so.1.2 and libGL.so.1 if it can't find whatever gl_driver is set to.
- Removed the netgraph background so you can see the HUD when it's enabled.
- Fixed see-through-wall glitch with high FOV values (as mentioned in another thread).
- Made it so pak files would load from the "pakfiles" subdirectory.
- Made weapon draw with high FOV values, use cl_gun 0 to disable.
- Added more video resolutions.
- cl_customkeyboard uses .kbd files instead of windows layout.
- Players can go idle while eliminated (instead of being thrown into observer as soon as the round starts).
- Team changing flood protection (uses "floodprotect" cvar).
- Increased default sv_enforcetime from 120 to 240, so it's less likely to kick people for time discrepancy.
- The allow_match setting seemed to be the opposite of what it should have been. It works properly now. If it's set to 1, people can use the "match" command.
- Made player id enabled by default.
- Fixed overtime bug.
- g_autorecord, when set to 1, forces demo recording on clients, when set to 2 (default), forces recording when the server is passworded.
- Fixed crash with "sv listuserip"
- Made chase targets show up in siege mode.
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When will you get arround to implementing the Quake 3 map format?
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clearly when hes done with global login, stop bugging him.
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- Made it so pak files would load from the "pakfiles" subdirectory.
Sweet! Does this mean that you'll be making all the core files a .pak file that will have a filesize check done and hopefully eliminate people who modifly the textures and model skins?
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Files don't have to be in pak files to be checked...
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w00t. I assume that is a yes to at least stopping all the kids who love to "mod everything" just like they do with halo on their xboxes...
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This cryptlib looks promising: http://www.cs.auckland.ac.nz/~pgut001/cryptlib/ . Still might be a bit overkill for my tastes. I'd like to find some simple C code that just does Diffie-Hellman and AES. That should be sufficient and add minimal bloat.
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This cryptlib looks promising: http://www.cs.auckland.ac.nz/~pgut001/cryptlib/ . Still might be a bit overkill for my tastes. I'd like to find some simple C code that just does Diffie-Hellman and AES. That should be sufficient and add minimal bloat.
I would like the ability to still be able to customize my junk, though I want you to approve it. Will there be any way that you can approve stuff?
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I found a way to get your installer even smaller for DIAL-UP users!
Code all files in 80kbps VBR .OGG and have an install script use oggdec.exe to crank out .wav files after after file extraction. I tried this on your Alpha 16 and used a UHARC based NSIS installer, and it came to about 9mb! What do you think?
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Ogg FTW!
Make a seperate installer for dial-up users, I want my audio files to be FLAC and at least 4MB's each.
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Uh, were the files usable after that? Ogg vorbis is a lossy compression. You can't use it on data.
Edit: Oh, were you just talking about the audio files? A better plan would be to just add an ogg vorbis decoder to paintball2 and use ogg files directly.
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I'm slowly progressing on both the client and web side of things. I have most of the GUI put together for handling the profile files. I still need to handle the encryption and actual login connection. Then I need to do add the login verification on the game server. *sigh* this is taking forever. It'll get there, though.
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Honestly, you deserve a job at ID. You have done so much work on this engine, keep with it, please. I know some of the community may not act like they appreciate it, but we do.
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Yeah, that's true. We may not even have a problem when you're releasing it. :P
This remembers me of when i wanted to start a "Thank you jitspoe" - thread but still never have done... you don't mind me starting one in the "others" section?
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You don't need my personal permission to start a thread, but you're welcome.
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Quick update: Made it so you can use a local file as a serverlist source. Also did some code rearranging so I can reuse some of the http getting code and made it more robust.
I think the domain change screwed up the directories or something for the dplogin test script, so I moved everything over to where it wanted it. It should be usable once again.
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I actually updated the news with a small status update, though it's nothing really new if you frequent the forums.
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thank you sir
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Some more updates:
- All hardcoded settings have been removed from matchmode/publicmode. Settings change purely based on config files.
- sv_forcesky cvar to disable sky changing on clients (since it's a grey area, we'll let the server admins decide).
- gun temperature resets when you eliminate an enemy.
- guntemp is now a float instead of an int to allow for more fine-tuned tweaking.
- sv_allowednamechanges restricts number of times a player can change names (to reduce potential lag from login server).
- g_commandfile cvar replaces hardcoded commands.txt.
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sounds good, but a question to xbain.
Will you allow the skies to be changed for matching purposes?
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You can expect sv_forcesky to be enabled with custom .ents that will change all skies to pbsky3 with a very fast skyrotate.
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And in return you can expect lawsuits from deceased player's parents because you gave them seizures cause they have epilepsy :p
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Obviously, I have the forums back up and running. I still need to make an official news post about this. My .plan on the planetsuper forums is here: http://forums.planetsuper.com/index.php?topic=1862.0
I've gotten rsync backing up all the file data from the dplogin server. It transferred a gig of data pretty quick. In the future, it will only need to transfer files that have been modified. Handy little program. Now I just need to do mysql dumps and throw everything in chron for daily backups. I'm thinking of dumping the mysql data to the same file every day, then once a week or once a month, write it to a dated file so there's fallback if something's screwy with the daily backup. Having a different backup each day would probably eat up disk space really quickly.
On top of the backup to my local machine, I also have backup software running to copy data to another drive, so once it's all said and done, I'm not planning on losing any data again.
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I agree on overwriting the daily sql backups and do once a week or once a month dated backups. I have a few systems that I do similar to this and havent run in to any issues.
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I'm making good progress on the file hash checks. I've got them logging on the central server. Now I just need to add some verification so people can't spoof it.
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I had some fun with my computer this weekend (sarcasm). I think there's some underlying hardware issue, but it spontaneously rebooted and messed my windows install up (windows would just reboot before it ever finished rebooting). I spent most of Sunday getting it back up and running. I'm glad I got my old windows back up and running because I was not looking forward to reinstalling and reconfiguring the 150 or so applications, tools, games, and whatnot I had on there. I think I had a registry backup, but it still would have been a pain. Then yesterday my internet went out on me while I was in the middle of coding. Came back eventually, but it was annoying. I'm so lost without an Internet connection. :-\
Despite my computer's best efforts to stop me, I did manage to get some more work done on the file checking system.
Also, I think I have all of my backup scripts complete. I just need to get a cron job set up for it. Never done that before, but I don't imagine it can be that hard.
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I had some fun with my computer this weekend (sarcasm). I think there's some underlying hardware issue, but it spontaneously rebooted and messed my windows install up (windows would just reboot before it ever finished rebooting). I spent most of Sunday getting it back up and running. I'm glad I got my old windows back up and running because I was not looking forward to reinstalling and reconfiguring the 150 or so applications, tools, games, and whatnot I had on there. I think I had a registry backup, but it still would have been a pain. Then yesterday my internet went out on me while I was in the middle of coding. Came back eventually, but it was annoying. I'm so lost without an Internet connection. :-\
Despite my computer's best efforts to stop me, I did manage to get some more work done on the file checking system.
Also, I think I have all of my backup scripts complete. I just need to get a cron job set up for it. Never done that before, but I don't imagine it can be that hard.
Will the hashes to be compaired to be easy to modify?
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No. :)
Ohhhh jeeee: ... this is a bug (random.c:528:_gcry_set_random_seed_file)
Received signal 6, exiting...
Hmm, I seem to break everything. gcrypt on linux doesn't appear to like vid_restart.
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Will map and player textures get cross-referenced or will it only be player textures?
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Ugh, every time I start making progress, I get a wrench thrown in. Xfire just came out with a new version, which is good, I suppose, except it's causing OpenGL errors now. I don't know if there's anything I can do on my end to fix it or if it's up to them.
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I hate Linux. It always ends up being a miserable experience whenever I try to develop on it. I have code that works perfectly fine compiled on Windows, but for some reason it's crashing on Linux, and the debugger isn't very helpful, either. All I'm getting is a bunch of question marks. I think it has something to do with the multithreading but I'm not certain. Also, if Paintball2 has the focus when it crashes, I can't do anything. The game has all the input. I can't alt-tab. I can't use the mouse. I can't switch logins. Nothing. Only thing that responds is the power button.
For those who haven't been paying attention, I have build 17 "done" (for Windows), but it isn't going to be a public release. There were to many issues with using HTTP to connect to the login server. I'm going to switch over to a UDP approach and create a UDP login server. This should not only remove compatibility issues (since you have to have UDP to play the game in the first place), but also reduce bandwidth and improve performance. If ever get the Linux version stable, I can move on to build 18 and start the UDP stuff.
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By logins to you mean tty's?
For Quake 3 dev I run a screen session through another tty and then ctrl+alt+f# into into when something crashes to see what happened and then kill it and get your X back...my DeFRaG mod seems to put some stress on Q3 and my computer. XD
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ctrl-alt-f# doesn't always work. Sometimes it does, sometimes all input is nonresponsive.
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More wondrous Linux crashing. I think it's because of the video driver:
Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread -1210079008 (LWP 6540)]
0x088230a6 in ?? ()
(gdb) up
#1 0xbf9929a0 in ?? ()
(gdb) up
#2 0xbf992538 in ?? ()
(gdb) up
#3 0xbf992558 in ?? ()
(gdb) up
#4 0xb681dbb0 in ?? () from /usr/X11R6/lib/modules/dri/i915_dri.so
(gdb) up
#5 0xb68dff1c in ?? () from /usr/X11R6/lib/modules/dri/i915_dri.so
(gdb) up
#6 0x089be214 in ?? ()
(gdb) up
#7 0x089be214 in ?? ()
(gdb) up
#8 0x089b9fac in ?? ()
(gdb) up
#9 0x089b9f7d in ?? ()
(gdb) up
#10 0x089b9f60 in ?? ()
(gdb) up
#11 0x00000018 in ?? ()
(gdb) up
#12 0x098d8d3c in ?? ()
(gdb) up
#13 0x00000000 in ?? ()
(gdb) up
Initial frame selected; you cannot go up.
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As you probably know from the build 17 pre-test thread, I have a functional Linux version now.
I've moved on to working on some UDP solutions for the problems people have had with the serverlists and login server. I have a shell of a server started. It just listens for UDP packets on the q2master port. This is really the approach we should have used a long time ago. I see a lot of potential with this approach.
Here are some potential advantages I'm seeing so far:
- Allows people with HTTP proxies and other weird configurations to use it (obviously, that's the main purpose)
- Automatically detects remapped ports on routers so we won't be seeing all those "My server isn't showing up on the list" posts. It will hopefully just work.
- Less "lag," and no need to make things multithreaded to avoid it.
- Possible to create a more secure protocol to make it more difficult to muck with the serverlist/login server.
Bad part is that I can't use PHP, so any database stuff will become a lot more difficult, though maybe I could make it communicate with some php scripts. I'm not sure if that would be better or worse than trying to access the mySQL database directly with C.
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http://www.sqlapi.com/
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I'm starting work on build 18 and the UDP serverlist/login system. I've put together a little UDP test app here: http://dplogin.com/forums/index.php?topic=5285.msg62970#msg62970
I went ahead and started on the UDP system for the serverlist. It can communicate with the central server and download a list. Currently that list is just read up from a test file, but when the whole system is set up, the game servers will communicate directly with it like a q2master server and we'll probably do away with the old HTTP system all together. This means it's going to be kind of critical for both clients and servers to update in the near future.
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This means it's going to be kind of critical for both clients and servers to update in the near future.
YAY!!!!!!
THere is NO reason for ANYONE to be running anything other than the most current client.
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More progress on the UDP serverlist system for build 18. I threw in a random string for a little more security. If you send a request out to retrieve a serverlist, the packets you get back have to contain this string or they get ignored. This is just a preemptive measure to keep some malicious "serverlist" from sending out spoof server IP's to clients and having them blindly add the ip's to their list.
I came across something really weird when I had the UDP serverlist server up. A bunch of different ip's started sending status packets. I have no clue how or why. I made a thread about it for discussion here: http://dplogin.com/forums/index.php?topic=5384
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Making fair progress on the UDP stuff. I've got a UDP server listening and forwarding the data to the localhost HTTP server at the moment so I don't have to rewrite a bunch of stuff.
On a loosely related note, is there a documented order in which url encoded values are parsed? Like if I have http://www.test.com/test.php?test=123&test=abc, would "test" be "123" or "abc", and is that standardized?
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I think it would be "abc", but its the last "test" in the url.
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Still trudging along with this UDP stuff. In some ways it's good because I don't have to worry about blocking (and dealing with multithreading to avoid it), but at the same time, there is some ugliness with it. I send off a packet and hope for the best. Then maybe I get a packet back, but it's at a different time and in a different place in the code, and may not be in response to the packet I just sent. I've started assigning clients unique id's that are randomly generated on connection to help keep track of who, where, and how responses from the global login server are to be applied.
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UDP stuff for build 18 is progressing well. I still need to re-implement the global ban system and apply a few more tweaks, but after that, it's mostly testing. I should probably try to resolve that random crash to desktop issue before I release build 18 as well.
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Fixed a crash caused by status packets while watching a demo. I think about all that's left for the UDP stuff is the server list. I'm trying to decide if I want to store that in a database or just keep it present in memory on the UDP server.
I'm also trying to figure out what's causing the lag issues on EV1. Upon further investigation, it seems to be a different kind of lag than I've seen in the past because it actually impacts framerate. It's like the sockets are blocking when they shouldn't be.
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Is anything happening with the actualll game play or...
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Fixed a crash caused by status packets while watching a demo. I think about all that's left for the UDP stuff is the server list. I'm trying to decide if I want to store that in a database or just keep it present in memory on the UDP server.
Why not XML?
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Jitspoe hates XML :P
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Hates it, or just doesn't understand it? Interesting.
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Hates it, or just doesn't understand it? Interesting.
Hate.
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Holy smokes, a news update.
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I should have just gotten a Windows server. I don't get paid enough for this crap.
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Holy smokes, a news update.
At the end of the news it said check for updates. Now honestly do you plan on updating that news? :)
I should have just gotten a Windows server.
Windows Home Server FTW ;D
Edit: knoc slaps me around for that comment
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I should have just gotten a Windows server. I don't get paid enough for this crap.
Hmm? For what purpose?
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I should have just gotten a Windows server. I don't get paid enough for this crap.
When I was using a Windows Server, I said the exact Opposite.
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I had xamp up and running in 5 minutes on windows. In Linux I have to deal with crap like this that doesn't even remotely make sense (http://alt.dplogin.com/forums/index.php?topic=6137.0), not to mention all the dependency issues I ran into trying to get everything installed.
Windows: Double click on an executable and click next a few times. 5 minutes.
Linux: Edit lots of configuration files, search google for obscure commands and parameters, edit more config files, scream and break keyboards, execute more commands, try to figure out why things aren't working, read man pages, scream some more, edit more config files, execute more commands, post on forums for help, try to make sense of things, give up. 20+ hours.
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I had xamp up and running in 5 minutes on windows. In Linux I have to deal with crap like this that doesn't even remotely make sense (http://alt.dplogin.com/forums/index.php?topic=6137.0), not to mention all the dependency issues I ran into trying to get everything installed.
Windows: Double click on an executable and click next a few times. 5 minutes.
Linux: Edit lots of configuration files, search google for obscure commands and parameters, edit more config files, scream and break keyboards, execute more commands, try to figure out why things aren't working, read man pages, scream some more, edit more config files, execute more commands, post on forums for help, try to make sense of things, give up. 20+ hours.
Sounds like you're not giving your cat enough attention.
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I think he needs to ditch his dvorak keyboard :p
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Well, most everything is transferred over to this alternative server. Hopefully this works out and I don't have to mess with another relocation. Once everything is set up, this will become the new dplogin.com and the old one will be shut down. I don't want to pay for another month of two servers.
On the subject of paying, I think what I'm going to do on the new dplogin database is start the account numbers at 3000 and reserve the lower-number id's for people who have made donations to help make them stand out a bit more -- kind of like what was discussed here (http://alt.dplogin.com/forums/index.php?topic=2093.msg41759#msg41759). This will also hopefully prevent abuse/garbage from people trying to register a bunch of accounts to get a number that they want.
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OK...
How much for a reserved number?
/me logs in to his PayPal account
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I didn't really have a specific amount in mind. I believe you have already made a donation, so you'd be good to go for a low id number if you want it.
Status update:
As you've probably noticed, dplogin.com points to the alt server now. Once I've given the domain names time to propigate, I'll remove the "alt." stuff on the forums. You can still access the old ip using old.dplogin.com, however that server will probably be shut down tomorrow.
If anybody knows how I can get in touch with delirious, I'll need the dpball.com domain to point to the new server as well. A lot of things still use that. I imagine it will break the server lists, though the redundant lists on the gamespy server might hold it over.
Build 18 is almost done. The new serverlist system currently has some limitations (about 160 servers max) and it doesn't have a delay between pinging servers like the old one did, so pings will probably be inaccurate, but it'll do for now, I think. Only thing is, there are no servers on the list because they need to be updated to the latest version. Also no code yet for server removal. And I think there's still some work to be done on the UDP version of the global ban list. I was hoping to have everything wrapped up by the end of this month, but no dice. Shouldn't be too much longer, though, I hope.
Apache is still acting quirky and I can't get the symlinks for maps and some other files to work. I hope I have everything copied over to the new server. I'm going to request they shut the old one down tomorrow so I don't get billed next month. Be prepared for some downtime. Worst case, the planetsuper.com forums are still up.
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Cancellation request has been put in for the old EV1 servers. No turning back now.
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How much for #1337?
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How much is it worth to you? :) Maybe I should put some of the better numbers up for bid, haha.
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How much is it worth to you? :) Maybe I should put some of the better numbers up for bid, haha.
GREAT idea!!! Or at least make someone pay a premium for a custom number.
In the spirit of John C., I want 666
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Maybe I should put these up on ebay. ;)
In other news, the old EV1 server is gone. Aside from a few quirky permission issues, the new one seems to be working fine. I got in contact with delirious and he has forwarded the dpball.com domain to the new server. Strangely enough, the ping to the new one seems to have gone down for me for whatever reason. That's certainly a good thing. Hopefully it will stay stable.
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Maybe I should put these up on ebay. ;)
In other news, the old EV1 server is gone. Aside from a few quirky permission issues, the new one seems to be working fine. I got in contact with delirious and he has forwarded the dpball.com domain to the new server. Strangely enough, the ping to the new one seems to have gone down for me for whatever reason. That's certainly a good thing. Hopefully it will stay stable.
$13.37?
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Getting close to finished, I think. I have global bans over UDP mostly implemented. The only issue is that the ban message doesn't get sent before the kick, or something to that effect, so if you're on the ban list, you just get kicked from the game with no explanation.
Edit: Think that's fixed now. Still a lot left to wrap up, though.
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What's left on the checklist?
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I need to wrap up the new global ban system and put an interface on it so I can actually add bans. Naturally, I have to get all the old bans transferred over as well. I also have to implement a UDP version of the new build check and probably a handful of other minor things.
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Ok you lost me at UDP, lol. I don't understand computers all too well, but can't wait for it.
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Sounds like a Steam sort of idea.
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I disagree - a global ban shouldn't be tied to the word Steam.
After all, when a Valve® blows, it makes Steam™.
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As you've probably seen, I believe I have the windows version of build 18 done. I still need to get the Linux version done and get all the bans transferred over to the new global ban system (which means coding an interface for it for my own sanity).
There's still a little bug where it seems you can't un-save your password, but at this point, I'm ready to move on. I'm sure plenty of other things will crop up that need attention, anyway.
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*whew* All that work to get another release together and... eh, it seems kind of anticlimactic. I've still got a bit of work to do on the web side of things. The ban list interface isn't done yet and I need to add IP logging for account registration, and then there's going to be the big switch from the test database to the live one. I also need to add a way to change people's global login id's so I can assign donors lower values.
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OK, lots of stuff:
- I need to get the lag issue that several people have complained about ironed out. I think this has to do with either the client side file validation or DNS resolving while communicating with the login server. Maybe a combination of both. I'll try to whip up some DNS caching in the next version to see if that fixes it.
- I need to implement account deletion functionality to cleanly remove all references to a global login account from the database tables.
- I need to implement an account number changing functionality to properly update all tables.
- I'm still not confident the method I'm using for storing a list of hardware ID's is the best approach. I'll probably make a new thread about that for discussion.
With the exception of the first item, all those things must be completed and tested before I switch over to the live database, just in case I screw something up royally.
I have implemented an admin function to change passwords, though, so if anybody needs that, just ask.
Sorry for the inconvenience. There have already been over 2000 accounts registered. I must say, I'm pretty surprised that there has been so much activity. I hope everybody is aware that they will need to re-register.
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Also forgot to mention that I still need to get the global ban interface done so I can add bans. I'll probably have quite a bit of catch up to do once I get that set up...
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From the news:
Despite switching over to a UDP system, Build 18 still had some lag spike issues when contacting the login server. This was determined to be caused by DNS resolving the dplogin.com hostname. I believe the issue has been resolved. Expect a new release some time next week.
Also, I apologize for taking so long to switch over from the test database to the live one. I'm still implementing administration features and doing a lot of testing. I don't want to be testing things like account deletions on the live database in case something goes wrong. I will probably try to coincide the database switch with the build 19 release, just for simplicity.
Additional info:
I've implemented admin functionality to delete and edit accounts as well as delete names from accounts. I still need to add some things like clan deletion and editing as well as account number changing. I also need to get an interface on the global ban system and allow for banning hostmasks and hardware id's.
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What's going into build 19, and how soon is it coming?
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Well, I've been busy lately:
The new global ban system is close to complete. I now have an interface to add bans and a public list will be made available containing the who/what/why for each ban, along with a link back to the corresponding forum thread for discussion. Multiple ban triggers can be grouped together, so if the ban length or something is changed, all the triggers are impacted. Helps keep things organized as well. Currently ban triggers just include IP's and hostmasks with wildcards, but I plan to add hardware bans and regular expressions if necessary.
Lots of stuff done for administration. This is mostly just stuff to make things easier and more efficient for me:
- Player account deletion
- Player account editing
- Player name deletion
- Clan deletion
- Global ban list administration (as mentioned above)
I guess what that means is I think I'm about ready to switch over to the live database. I probably have a large backlog of cheaters put on the ban list when I do that. I will also be releasing build 19 with the lag spike fixes and a couple other small bug fixes as well as a (hopefully) simplified profile menu.
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From the news:
Slight Delay
I should never say when to expect a release. I know better than that. I was planning to have a new version out by now, but I decided it would be better to spend more time on the login interface, since some people seem to be confused by it. There were some things that weren't as intuitive as they should be, since I was originally planning on making account registration in-game and I kind of rushed build 17 and 18 out since I just wanted to be done with them. It also took longer than planned to add and test some of the administration functionality of the global login system. It shouldn't be too much longer before a new release comes out, so stay tuned.
Bug fixed: After loging in, then changing your password and logging in again, it fails, even if the password is correct.
Another bug (in the process of fixing): Login was using the profile file name instead of the profile login name when connecting to the login server.
Tweak: Instead of automatically putting your name in for the login while editing a profile, it uses the profile name and has a button to quickly apply your name.
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Bug fixed: After loging in, then changing your password and logging in again, it fails, even if the password is correct.
I hopped over to the news page to make sure that part wasn't on there so we wouldn't have another thread started :P
And you expected 19 by now? Wow, just a month after 18, keep up the good work! :)
Cheers and good luck,
y00tz
*edit - I editted the last sentence because at first I just sounded like a jerk, which was the opposite of my intention.
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I think everything is pretty much ready for the build 19 release, but I'm going to hold off for a bit. My sister is getting married this weekend, so right now isn't the best time to be putting out a release, switching the database, and all that. I am, however, continuing to test and improve the web aspect of things, which is good to be doing with the test database. I think I've pretty much completed every aspect of the "anti-clutter" code for the account database. Inactive accounts will be overwritten if the IP, name, or email matches what somebody is currently trying to register, so if you screw up and re-register without activating your account, it'll re-use the inactive one you previously created.
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I've added an option to disable ban triggers without actually removing them from the database. This should help keeping a history of things.
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Added a hit log for the global ban system. No interface yet (it probably won't be made public anyway). This should help identify who is getting banned, and if it's the intended cheater or somebody else (in the case of hostmask bans). Unfortunately, I noticed the ban check is being done before the player name is even getting set, so it will only help so much until I get that straightened out in the game itself.
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Switched to live global login database.
Released build 19.
Updated the news.
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I added a little "Why am I banned" link for the global ban system to help people quickly identify which IP they were banned under.
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I added a little "Why am I banned" link for the global ban system to help people quickly identify which IP they were banned under.
Smart. :D
I've been meaning to ask but I've been too embarrassed, "hits" on the ban page... is that times they've tried to play?
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You got it.
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You got it.
So I assume build 20 will be one of your "i like to make the even builds stable" build. So just bugfixes? Perhaps from 20-30 it can be mostly graphical updates :)
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I'll probably be working on the faster downloads first, since that's by far the most requested feature, and I think the most critical one with as many custom maps as there are. After that I'll probably be working on graphical updates. Build numbers will just end up being whatever they are.
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What sort of graphical updates, though? I'm curious. >_>
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High res textures seem to be the big thing. Maybe remodel a couple guns since I have the real ones to work off of now.
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lol! nice gun
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I think I'm going to have to rework how some of the login server is done now. It's really getting pounded. I've noticed it takes about 10 seconds to log in when it should be instant. The problem is, the server is handling so much stuff at once that it's getting backlogged. Client logins, file checks, cheat detection, ban queries, etc. Things like reverse dns lookups are probably taking a while and causing things to get backed up. I could probably make it multithreaded and have one thread just handle all the incoming packets, building a queue, and a handful of other threads taking things off of the queue, doing the necessary queries and whatnot. Ultimately I need to be converting most of the logic over to C, though, instead of passing it on to the old PHP code. That's going to be a major rewrite of a lot of code, though.
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Wow I see how that could be a problem.....
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Just a little update: I've been trying to get a 16bit Linux build working, but I've hit a couple small snags. It works for the most part, but a couple things (such as the map checksums) fail to work properly due to dependency on 32bit values (I guess). Hopefully I'll have this sorted out soon and have a 64bit patch available for download.
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16bit Linux build
Heh, judging by all your recent posts at QuakeSrc, I was thinking you were shooting for a 64bit build...
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Haha, well, percentage wise, a 16bit version is probably almost in as high of demand as a 64bit linux version. I'd throw them both in the less than 1% category, but, hey, I'm a nice guy. I've actually got it working now and played a couple maps with it. Unfortunately there are no X-Fi drivers for Linux, so I can't tell if the sound works or not, but everything else seems to be fine, minus the annoying mouse acceleration that I can almost-but-not-quite get rid of.
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I'm getting pretty close on the fast file downloading system. I actually have something that "works", but I was trying to make use of the existing Quake2 netchan code. Turns out that system discards out of order and redundant packets. Since the download system might be sending out more than one packet on a given sequence number, some of those packets get dropped unnecessarily. I'm currently in the process of switching over to connectionless or "out of band" packets that will behave independently of the game packets.
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Sounds great Jits hope you get it as good as possible.
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I'm getting pretty close on the fast file downloading system. I actually have something that "works", but I was trying to make use of the existing Quake2 netchan code. Turns out that system discards out of order and redundant packets. Since the download system might be sending out more than one packet on a given sequence number, some of those packets get dropped unnecessarily. I'm currently in the process of switching over to connectionless or "out of band" packets that will behave independently of the game packets.
Any estimate yet of the effective maximum download speed this will provide? 1000kb/s is all good in theory, but how fast is it going in practice?
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That all depends on the server and client. I imagine the dedicated servers could handle 100-300k/s to broadband clients. Also, the theoretical limit is more like 40,000k/s now.
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40,000k/s
That'll be good for a few years yet then xD
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40,000k/s
That'll be good for a few years yet then xD
and maybe by then I'll be off of dialup.......
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And we'll all be on OC-192s!
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Calrathan got out his networking book and I've implemented something that looks more like TCP now. It's not really any faster, unfortunately, but local transfers run ~800KB/s-2MB/s. Top transfer rate from cable modem to cable modem was 42KB/s. I still have a bunch of tedious little things to do to clean up the code and add error checking and stuff. Unfortunately a tornado knocked the power out, so I won't be getting anything done tonight.
afk, tornado.
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well anything is better than 10
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I'm getting pretty close. The "fun stuff" is pretty much all gone now. :( I just have tedious things left to do. I think what I'll do is provide the fast transfer functionality in the next build, but with a separate command, so we can test file transfers on different servers and see if there are any adverse effects. If everything goes well, I'll make the fast transfer mode the default (so when you connect to a server with a new map, it uses the fast download system).
In addition to all the security checks, I still need to add some method to limit the transfer rate for servers that may not have sufficient bandwidth to transfer files quickly and run a server.
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I hope you'll have the beta server jammed pack with maps so we can test this.
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Just empty 10 meg maps! YEA that would be sweet
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I have successfully downloaded an 800mb DivX movie over the paintball2 fast download system. Thanks to jitspoe, I now have a covert channel for sneaking prelease builds of games out from work.
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Well, I've been making slow progress. I haven't had any really long coding sessions lately as I've been busy with things in real life (just got a level 10 upgrade for my automag - gonna play some real paintball this weekend, heading home next weekend, went to AWA last weekend, went to a big CCGA lan party the weekend before, etc.)
The actual file transfer portion of the new download system has been done for a while, but there are lots of tedious little things to do. I've gotten most of them done. I'll just dump what I've got on my "todo" list -- I have a special text file just for this where I keep notes of snippets that need to be checked/added/deleted, things to do, etc. If I don't write stuff down right away, I forget about it, which leads to bugs, security holes, etc. So here you go:
Com_Printf("Fileid mismatch: %d != %d\n", (int)fileid, (int)cls.download3fileid);
keep track of last fileid so that doesn't pop up at the end of a download.
if (fileid == cls.download3lastfileid) // fileid of a previous download. Ignore it
return;
// Update rate
timediff = realtime - cls.download3lastratecheck;
if (timediff > 1000) // check every second
{
float rate;
rate = 1000.0f * (float)cls.download3bytessincelastratecheck / (float)timediff;
if (cls.download3rate)
cls.download3rate = 0.75f * cls.download3rate + 0.25f * rate;
else
cls.download3rate = rate;
cls.download3bytessincelastratecheck = 0;
}
download3lastratecheck - need to set this to the start time
CL_StopCurrentDownload(); gets called at the end and beginning of each download, so the previous fileid would get overwritten with -1 if multiple
files are downloaded in a row.
#define DOWNLOAD3_MAXWINDOWSIZE 128
//if (windowsize < num_chunks)
if (windowsize < DOWNLOAD3_MAXWINDOWSIZE)
#define DOWNLOAD3_DEBUG
#define DOWNLOAD3_MINRESENDWAIT 1000 // 1 second before attempting to re-send a packet.
CL_RequestNextDownload(); - not sure if I need my own function for this or not.
ditch download3_delay?
chunk_offset = atoi(Cmd_Argv(2)); // downloaded offset - todo, not used. This is handled in the dl3confirm
Need to make the client request hr4 files if highres textures are enabled.
Fix COM_StripExtension and other extension function to get everthing after the LAST period.
md5sum the whole file?
disable sv_maxfps check during downloads - no longer applicable with out of band?
if we go the tcp/window route, remove the code to actively check download3's as fast as possible.
test LoadFileOrAlternate()
//float download3_delay; // time/window between sending chunks (increases as packets are lost, decreases as
packets are received)
//int download3_lastsent;
//int download3_lastdrop; // time the last packet was dropped.
// sv_client->download3_lastsent = Sys_Milliseconds();
// newcl->download3_delay = DOWNLOAD3_STARTDELAY;
// cl->download3_delay *= 1.09f;
Need to make the download system download both skm and skp files.
//SV_NextDownload_f();
be sure to free all data structures
Put stuff in the lastfaileddownload table for failed download 3's so they don't spam the console.
disable transfer rate display with old mode, so it doesn't show bogus values. (done? test.)
//#define DOWNLOAD3_DEBUG
cl_download3 or cl_fastdownload cvar to enable/disable new download system
Server side rate control
sv_fastdownload or sv_download3 option to enable/disable fast download system
Add check so client knows if server supports download3
May have some duplication. Sometimes I think of the same thing twice. I wouldn't really bother reading it. I just felt like posting it. I guess it's too late at this point.
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I have a special text file just for this where I keep notes of snippets
I wish my todo-text was special :-\
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This is for you y00tz:
#define todo-text
#include special
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Getting closer:
cl_download3 or cl_fastdownload cvar to enable/disable new download system
#ifdef USE_DOWNLOAD3
cvar_t *sv_fast_download; // jitdownload
#endif
#ifdef USE_DOWNLOAD3
sv_fast_download = Cvar_Get("sv_fast_download", "0", 0); // jitdownload - todo - enable by default
#endif
#ifdef USE_DOWNLOAD3
cvar_t *cl_fast_download; // jitdownload
#endif
#ifdef USE_DOWNLOAD3
cl_fast_download = Cvar_Get("cl_fast_download", "0", 0); // jitdownload - todo - enable by default, archive
#endif
#ifdef USE_DOWNLOAD3
if (cl_fast_download->value)
{
CL_Download3_f();
return;
}
#endif
#ifdef USE_DOWNLOAD3
extern cvar_t *cl_fast_download; // jitdownload
#endif
Server side rate control
sv_fastdownload or sv_download3 option to enable/disable fast download system
Add check so client knows if server supports download3
#define DOWNLOAD3_DEBUG
CL_RequestNextDownload(); - not sure if I need my own function for this or not.
Need to make the client request hr4 files if highres textures are enabled.
Fix COM_StripExtension and other extension function to get everthing after the LAST period.
//SV_NextDownload_f();
Compile and test on linux
md5sum the whole file? - done? test again.
md5sum = Com_MD5Checksum(sv_client->download, sv_client->downloadsize);
MSG_WriteLong(&sv_client->netchan.message, md5sum); // md5 checksum of the file, for validation.
cls.download3md5sum = MSG_ReadLong(&net_message);
// Verify that the file downloaded correctly
Com_Printf("MD5 sum check on downloaded file failed. %d != %d. Re-downloading.\n", md5sum, cls.download3md5sum);
Cbuf_AddText(va("download3 %s\n", cls.downloadname));
test LoadFileOrAlternate()
be sure to free all data structures
Need to make the download system download both skm and skp files.
//#define DOWNLOAD3_DEBUG
-
Closer yet...
Need to make the client request hr4 files if highres textures are enabled.
Fix COM_StripExtension and other extension function to get everthing after the LAST period.
Compile and test on linux
md5sum the whole file? - done? test again.
md5sum = Com_MD5Checksum(sv_client->download, sv_client->downloadsize);
MSG_WriteLong(&sv_client->netchan.message, md5sum); // md5 checksum of the file, for validation.
cls.download3md5sum = MSG_ReadLong(&net_message);
// Verify that the file downloaded correctly
Com_Printf("MD5 sum check on downloaded file failed. %d != %d. Re-downloading.\n", md5sum, cls.download3md5sum);
Cbuf_AddText(va("download3 %s\n", cls.downloadname));
test LoadFileOrAlternate()
be sure to free all data structures
Need to make the download system download both skm and skp files.
//#define DOWNLOAD3_DEBUG
make svc_download3start dynamic, retrieved through extension system
Try to standardize extension system with other Q2 engine mods.
If using download3, remove attempts to download all the file types - this is handled server side.
-
A little something to wet your appetites:
- If the server supports fast downloads, the client will make just one download request (instead of requesting jpg, tga, pcx, etc. separately)
- If you have highres textures enabled, it will request the hr4 version.
- Server finds the best match it has (in this case, there was no hr4 version, so it downloaded the low-res version).
- Of course downloads are hella fast, bandwidth providing.
And the continually shrinking/changing todo list:
Fix COM_StripExtension and other extension function to get everthing after the LAST period.
Compile and test on linux
be sure to free all data structures
Need to make the download system download both skm and skp files.
Should probably add in checks to download necessary files for r_scripts as well.
//#define DOWNLOAD3_DEBUG
make svc_download3start dynamic, retrieved through extension system
Try to standardize extension system with other Q2 engine mods.
-
With those kind of speeds I am thinking good bye to cable servers, unless you plan on letting the server admin limit the speeds.
-
With those kind of speeds I am thinking good bye to cable servers, unless you plan on letting the server admin limit the speeds.
sv_fast_download_max_rate
Though hopefully it still means goodbye to cable servers. ;)
-
darn, jits beat me to it.
-
I think you need to make an OSX pball version. Would that be really hard to do?
-
I think you need to make an OSX pball version. Would that be really hard to do?
Without a Mac? Yes.
-
jitspoe just torrent mac os x and then dual boot.
-
Wasted a lot of company time and did a lot of skimming, but I finally got through all the new threads on the forum. I just felt that was an accomplishment worth mentioning with as far behind as I was. :)
And an update on my download todo list:
// === jitskm - check if SKM exists
// jitskm ===
// todo - check for skp (or animation.cfg?)
RegisterModel - where does it load the skin? need to make skm do the same.
if (strstr(filename, ".pcx") || strstr(filename, ".jpg") ||
strstr(filename, ".tga") || strstr(filename, ".wal"))
file_ext = COM_FileExtension(filename);
if (Q_streq(file_ext, "pcx") || Q_streq(file_ext, "jpg") ||
Q_streq(file_ext, "tga") || Q_streq(file_ext, "wal"))
#ifdef todo
todo;
#else
void Q_strncatz (char *dest, const char *src, size_t size);
#endif
if (LittleLong(*(unsigned *)precache_model) != IDALIASHEADER)
{
// not an alias model
FS_FreeFile(precache_model);
precache_model = 0;
precache_model_skin = 0;
precache_check++;
continue;
}
Need to make the download system download both skm and skp files.
downlods them both, but only one at a time, then causes error. :\
Should probably add in checks to download necessary files for r_scripts as well.
//#define DOWNLOAD3_DEBUG
make svc_download3start dynamic, retrieved through extension system
Try to standardize extension system with other Q2 engine mods.
Compile and test on linux
test old client on new server
test new client on old server
buffer svc_'s with reserved before svc_download3start
server side - if skm or md3 is requested and doesn't exist, download md2
Admittedly, I've been playing more Quake Wars than coding recently.
Edit: And I'm not going to bother with anything mac-related until it gets voted higher on the feature vote thread.
-
Is build 20 is gold master status now? :D
-
Edit: And I'm not going to bother with anything mac-related until it gets voted higher on the feature vote thread.
The only people who would vote for a mac port are those that aren't around to vote for it :P
-
The only people who would vote for a mac port are those that aren't around to vote for it :P
And what does that tell you about mac users? :P
-
That we'll be talking about them even a month after they've posted?
-
Hmm, I guess it's time for an update. Admittedly I've been slacking on PB2 development lately. Build 20 is almost complete, but between all the new games that have come out recently, LAN parties, real paintball, and some of my new "toys", I haven't gotten much coding done. Here's the TODO list at the moment:
make svc_download3start dynamic, retrieved through extension system
Try to standardize extension system with other Q2 engine mods.
Compile and test on linux
test old client on new server
test new client on old server
server side - if skm or md3 is requested and doesn't exist, download md2
try to download .skin files first
// todo - if skm, check for .skin file and/or necessary textures
// we don't need to close the file or anything here, do we?
Should probably add in checks to download necessary files for r_scripts as well.
ditch svc_extensions
-
Quake Wars and the Angel fighting for your time? :P I do have a question, why does it scan for md3s?
-
You really need to draw the line and do away with backward compatability.......
-
You really need to draw the line and do away with backward compatability.......
I agree.
-
Quake Wars and the Angel fighting for your time? :P I do have a question, why does it scan for md3s?
Figured I'd throw that in there so other engines could use the code.
-
Well, I think I'm about done with the fast download stuff, but between the holidays, changing jobs, moving, etc., I'm not sure when I'll realistically be able to wrap it up and release it. I'm also having problems with Linux, as usual. Can't even get xwindows to load.
"The display server has been shut down about 6 times in the last 90 seconds. It is likely that something bad is going on. Waiting for 2 minutes before trying again on display :0."
Edit: And for those of you who may not know, I accepted a programming position at s2games.
-
You did accept it? Awesome, congratulations.
-
Congrats Nathan!
Best of luck on the new quest.
-
Thanks.
I hate Linux. I did finally get it working after enough tinkering with config files and apt-getting things, but by that time it was like 5am - no time to do anything with it.
-
For me, the initial set-up was hell, and I can't imagine anyone not tech-savvy (or at least extremely willing to learn) being able to go through it. From then on, though, it's been pretty clean. And I love the eye candy. ;D
-
congrats on the new job
be sure to read the employment contract very carefully when it talks about intellectual property developed on your own time or developed prior to your employment. i've seen lots of agreements that have blanket statements where people sign away their rights to patents/copyrights in stuff they made long before starting work without realizing they were doing it.
-
So long as you're allowed, I could look over any contracts you have to sign if you'd like :P I have some law background myself, and am in contact with at least one lawyer who specializes in areas that require lots of contracts.
-
Yeah, I think Calrathan made EA rewrite their contract, or maybe it was UMich, since it basically said everything he ever touched belonged to them. :P
-
My no compete says after I quit I can't compete for business on behalf of the company for 2 years.... :D
-
lol, i only 1 year on mine :P
-
/me took a red marker through his and they never came back with a counter proposal.....
-
:)
-
lol, i only 1 year on mine :P
Yes, but mine is that I can't compete on behalf of the company I'm leaving :D
-
???
-
Well, I'm pretty close to a release, if I can just get this stupid Linux installation to behave. All the development libraries disappeared for no apparent reason. I don't even have stdio.h. Apt-get won't let me re-install them, either, without switching over to "testing", since the version of libc6 I have is newer than what the dev library wants. I can't install the stable version of libc6, though, either, because it wants to uninstall like over a gig of stuff, including apt and other essential things. It gives me warnings that I probably don't want to do that and have to type in "Yes, do as I say!".
So I've switched back to testing to install libraries, which is probably going to break xwindows again. I'm really sick of this crap. I use Linux for like 5 minutes a month, but I have to spend like 8 hours fixing it so that I can use it for those 5 minutes.
-
I'm really sick of this crap. I use Linux for like 5 minutes a month, but I have to spend like 8 hours fixing it so that I can use it for those 5 minutes.
Odd, I've only had a few difficulties with Linux, and those have been with the initial install (video card not working). Everything else has worked great. Maybe Linux just hates you. :)
Out of curiosity, what distro are you using?
-
In Soviet Russia, Linux distro uses YOU!
-
lawl @ knack... I use Linux and yeah the only problem i had was the video card not working...
-
3.13 MB received in 5.63 seconds. 569.89 KB/s.
So hot. That's the kind of transfer rates I'm getting from the EV1 server. I finally got linux running long enough to compile and test it. I'm using Debian.
-
Please build x86_64 linux binaries for this release (we're running 64bit servers now...).
-
Please build x86_64 linux binaries for this release (we're running 64bit servers now...).
You're trying to kill me, aren't you? :P
-
Just thought that with the recent discussion, it would be the most appropriate time to ask.
-
You're trying to kill me, aren't you? :P
Yes. But thats besides the point.
:D
-
Found a bug in the downloading code that causes .tga files not to be downloaded. Combined with the mapinfo file bug bain found, I guess I'm going to go ahead and re-package the windows version. Not sure if it's worth increasing the build number or not.
-
Modeled my friends stingray really quickly before I move:
(http://digitalpaint.planetquake.gamespy.com/images/devel/stingray_new_01.jpg)
-
Oooh. Nice.
-
Wow that looks great :D What program(s) do you model with?
-
I know that blue. That's the blender blue.
-
I know that blue. That's the blender blue.
Thats what I was thinking.
-
I recognize the Blender background, but that says nothing along the sides of the modeling software.
-
I know that blue. That's the blender blue.
Indeed it is. This was kind of my "learn blender and make a model in RIGHT NOW" project. I had only tinkered before. It's not that bad. I could get used to it. I really wish I was using wings3D when I got to the handle, though. I think I'll stick with wings when it comes to more organic and mirrored models. It just handles things a bit better and is easier to tweak with. I also prefer the way wings handles extruding and scaling.
Anyway, on with the usual updates: As I'm sure most of you know, I was offered a job in California, and after I quit my Kodak job and packed up to move out, they retracted the offer. I'm debating what to do now. I don't know how realistic it is, but it would be cool if there were some commercial gain to be made from paintball2 allowing me to work on it full time. I have a couple ideas, but I don't know if they'd generate enough revenue to live off of. I'll post a new thread about it soon.
-
good job jits.. looks nice
-
Well, I was going to try getting the new voting system that sk89q worked on set up, but something went quirky with the login system - or more specifically, the reverse DNS started going really slow, so I had to add another database table to cache DNS names. Hopefully that takes care of it.
Oh, and happy new year.
-
Curiously, is the affected code in PHP?
-
Very stylish and modern affect too the Stingray, should be called the Stingary II
:P
-
Very stylish and modern affect too the Stingray, should be called the Stingary II
:P
It would replace the current Stingray.
-
Aah, okay. :)
-
Wait, does the stingray look exactly the same as the ttracer? Or at least use the same model?
-
Or at least, very similar, as I noticed during my vwep adventures. To elaborate, I think the ends are different slightly... Since when I pasted one model over another in Blender they did not entirely line up near the tip of the barrel.
-
Stingray and trracer look completely different. Trracer is a pump gun. Stingray is semi-auto.
I used the original stingray, not the Stingray II for the model, because I think it looks cooler. Stingray II looks like this: http://www.newpaintball.com/images/stingray2.jpg -- it doesn't have the long, sighted barrel.
On another note, I've put some google ads on the forums for a little test run to see if it's even worthwhile.
-
I mean in-game. >_>
-
Curiously, is the affected code in PHP?
I was using the gethostbyaddr function in PHP, yes. Now I have a ReverseDns function that caches the names in a database for 1 day:
function ReverseDns ($iptext) {
$ipdec = ip2dec($iptext);
$query = "SELECT `domainname` FROM `dplogin_dnscache` WHERE `ipdec` = '$ipdec' AND ADDDATE(`timestamp`, INTERVAL 1 DAY) > CURRENT_TIMESTAMP LIMIT 1;";
$result = mysql_query($query) or DieClean("Query failed: ReverseDns(): $query");
if (mysql_numrows($result) > 0) {
return mysql_result($result, 0);
} else {
$domainname = @gethostbyaddr($iptext);
$query = "INSERT INTO `dplogin_dnscache` (`ipdec`, `domainname`) VALUES ('$ipdec', '$domainname') ON DUPLICATE KEY UPDATE `domainname` = '$domainname', `timestamp` = CURRENT_TIMESTAMP;";
$result = mysql_query($query) or DieClean("Query failed: ReverseDns(): $query");
}
}
-
You may want to check out the following function (from a comment on php.net/gethostbyaddr) that has a timeout for the DNS lookup. You need the sockets library installed and the IP of your DNS server.
function gethostbyaddr_timeout($ip, $dns, $timeout=1000)
{
$timeout *= 1000;
// random transaction number (for routers etc to get the reply back)
$data = rand(0, 99);
// trim it to 2 bytes
$data = substr($data, 0, 2);
// request header
$data .= "\1\0\0\1\0\0\0\0\0\0";
// split IP up
$bits = explode(".", $ip);
// error checking
if (count($bits) != 4) return "ERROR";
// there is probably a better way to do this bit...
// loop through each segment
for ($x=3; $x>=0; $x--)
{
// needs a byte to indicate the length of each segment of the request
switch (strlen($bits[$x]))
{
case 1: // 1 byte long segment
$data .= "\1"; break;
case 2: // 2 byte long segment
$data .= "\2"; break;
case 3: // 3 byte long segment
$data .= "\3"; break;
default: // segment is too big, invalid IP
return "INVALID";
}
// and the segment itself
$data .= $bits[$x];
}
// and the final bit of the request
$data .= "\7in-addr\4arpa\0\0\x0C\0\1";
// create UDP socket
$handle = @fsockopen("udp://$dns", 53);
// send our request (and store request size so we can cheat later)
$requestsize=@fwrite($handle, $data);
@socket_set_timeout($handle, floor($timeout/1000000), $timeout%1000000);
// hope we get a reply
$response = @fread($handle, 1000);
@fclose($handle);
if ($response == "")
return $ip;
// find the response type
$type = @unpack("s", substr($response, $requestsize+2));
if ($type[1] == 0x0C00) // answer
{
// set up our variables
$host="";
$len = 0;
// set our pointer at the beginning of the hostname
// uses the request size from earlier rather than work it out
$position=$requestsize+12;
// reconstruct hostname
do
{
// get segment size
$len = unpack("c", substr($response, $position));
// null terminated string, so length 0 = finished
if ($len[1] == 0)
// return the hostname, without the trailing .
return substr($host, 0, strlen($host) -1);
// add segment to our host
$host .= substr($response, $position+1, $len[1]) . ".";
// move pointer on to the next segment
$position += $len[1] + 1;
}
while ($len != 0);
// error - return the hostname we constructed (without the . on the end)
return $ip;
}
return $ip;
}
I had the same problem on one of my login pages. gethostbyaddr kept freezing for one of my members and causing the page to timeout with a blank page.
On another note, you can use __FUNCTION__ (http://us.php.net/manual/en/language.constants.predefined.php) to do:
DieClean("Query failed: ".__FUNCTION__."(): $query");
-
On another note, I've put some google ads on the forums for a little test run to see if it's even worthwhile.
So do you want us all to click on the ads a few times a day?
-
So do you want us all to click on the ads a few times a day?
I agreed to terms that said I can't ask anybody to do that or click on the links myself. :P
sk89q: cool, thanks for the tips.
-
Where are these ads located at? Because I don't seem to see them.
-
Where are these ads located at? Because I don't seem to see them.
You probably have them blocked with AdBlock or something.
-
You probably have them blocked with AdBlock or something.
Good call.
-
But if say y00tz was to tell us to do it...
-
any plans to hard code your game and get rid of console and mods?
-
any plans to hard code your game and get rid of console and mods?
No. The console is extremely useful, and I hate it when games don't have it available.
-
On another note, I've put some google ads on the forums for a little test run to see if it's even worthwhile.
At least it's not deceitful advertising.
-
That reminds me, time to click a few links
-
That reminds me, time to click a few links
The sole reason I use IE ;)
-
Time to click a few links which I am intensely interested in and am planning on using services from.
-
Some of them are actually quite useful, I get ads for my local paintball field o.O
-
I know you're in the process of a job transition, but from clues on the forums, it looks as if b21 is gold, can you confirm or deny?
/me awaits the Sony "we don't comment on rumors and speculation" cop-out
-
The optimizations are back in the next build?
http://dplogin.com/forums/index.php?topic=10850.0
-
Are they? Crap, I'll look into it. Build 21 is pretty close to being finished. I'm just doing some testing then it needs to be packaged. Had a bug with the scores not resetting in TDM, but that's been fixed, so I think it's about good to go.
Edit: Doesn't look like there are any prediction errors, but I'm running the debug build.
-
Someone should inform the IRC admins aswell, so they can make new commands (!scrim ctf, !scrim tdm and why not !scrim siege)
-
...are the ads gone?
-
Post removed
-
Are they? I thought it was just something on my end.
Edit:
:(
Hello Nathan Wulf,
While going through our records recently, we found that your AdSense
account has posed a significant risk to our AdWords advertisers. Since
keeping your account in our publisher network may financially damage
our advertisers in the future, we've decided to disable your account.
Please understand that we consider this a necessary step to protect the
interests of both our advertisers and our other AdSense publishers. We
realize the inconvenience this may cause you, and we thank you in
advance for your understanding and cooperation.
If you have any questions about your account or the actions we've
taken, please do not reply to this email. You can find more information
by visiting
https://www.google.com/adsense/support/bin/answer.py?answer=57153&hl=en_US.
Sincerely,
The Google AdSense Team
Looks like some people were trying a little too hard to "help out."
-
Adbrite time! :D
-
:'(
-
From what I've read on some different forums, you're pretty much SOL once you get that email. I tried to appeal it, but it's apparently pretty rare that people ever get to use AdSense again, or even get a response. It was doing well enough to be worthwhile -- up into the 3 digit range.
-
3 digit range.
As in $XXX.XX?
-
oh dear. I can safely say that I thought that that might happen. It's a real shame that people had to do the honourable thing :D oh well. I'm sure there's some other way to raise money through advertising.
-
As in $XXX.XX?
Yeah. But I don't get any of that now. :P
-
Aw, I'm sorry mate.
I wonder if are frivolous mocking of the ads brought this upon you... :(
-
/me thinks y00tz created an ad-click program to automajically click ads that pop up
-
I'm mostly disappointed because I wanted to see what the ads in the "bra" thread were.
-
:P
-
NIce Jitspoe But Can u Download it? XD
-
Whaaat is with you and asking about downloading things that aren't downloadable.
-
Just a status update: Still trying to track down the socket binding problem with running servers on vista. I don't really want to make another release until I get that fixed, but all of my test apps to reproduce the issue have not produced any errors, so I'm at a bit of a loss as to what's causing the problem.
-
So this is only related to running servers on Vista, not just the client?
-
"Vista SP1 to hit Windows Update Tuesday"
in the notes from microsoft it says they fixed access to raw sockets or something like that? May be worth testing again once they release it...
-
Any other features being added possibly from the feature vote thread or just that?
-
Just trying to fix stuff so I have a stable release.
-
"Vista SP1 to hit Windows Update Tuesday"
in the notes from microsoft it says they fixed access to raw sockets or something like that? May be worth testing again once they release it...
That sound good. Then again, when have mac ever had to fix anything as fundamental as access to ports! Sorry, I'm windowsist
-
That sound good. Then again, when have mac ever had to fix anything as fundamental as access to ports! Sorry, I'm windowsist
Results 1 - 10 of about 15,500,000 for mac networking ports problems.
-
Yes, but that could return results like 'mac networking problems don't exist' or 'there are no such things as mac networking problems'
-
Yes, but that could return results like 'mac networking problems don't exist' or 'there are no such things as mac networking problems'
There surly isn't THAT many stupid donkey mac-fanboys...I hope.
-
Check the news. :-\
-
Finally! gtfo already.
-
Check the news. :-\
Scared me for a second man. You got me though, good one. Man someone might jump off their roof before finishing reading it though.
-
I never realized how much work you do until I read that, it's amazing what you do for us.
-
Ugh, I hate chores and errands. I have so much crap to do right now that I don't feel like doing. A pile of mail and papers still left to sort through. Apparently my vehicle tax got lost in the shuffle when moving, so I have to deal with that being delinquent. There's also another form I have to fill out to get my income tax refund sent electronically. I need to ship my sister her birthday present now that I finally got it. I need to fill out some paperwork for the big scenario game I'm going to this weekend as well as get all of my gear organized and attempt to finish my shotgun mod -- gotta run to Lowes or something and hope I can find some screws, metal plates, and such that will work as well as figure out what to do about the stuff I ordered that was out of stock. I've got a new gun on the way as well, which I expected to be here by now, so I need to find out what the status of that is. I also need to hang up laundry, get a haircut, and schedule some appointments for the dentist, doctor, etc. since I haven't had a cleaning or physical in like years. Still have a bunch of stuff to do to settle into my new apartment, too. Piles of old stuff to sort through that I haven't looked at in years. Need to figure out what to keep and pitch or give away. Also need to run some wires to the speakers and figure out what to do about the projector screen. Plenty of stuff to do for paintball2 as well. I haven't checked the cheater list in a while. There are a few small things to fix so I can put out a more stable release. Several new maps to look at or at least put up on the beta server. I need to get things rolling for a new committee election, too, since we're getting kind of short handed. I should probably put out a BSP fix for the "inprogress" directory. I've also got some contract work from before I got my new job that I'm still trying to get out of my hair, and I told my old boss that I'd try to take a look at some problem data since they're struggling to keep up with just one developer now. Turns out my Duke Power account never got set up correctly, so I had to fax some stuff, but the fax number I got wasn't correct. Surprised I still have power, actually. I guess nobody noticed. I've also got to take the trash out and do some grocery shopping since I'm out of food and rather hungry. Need to run some backups. I also wanted to write some reviews. I need to make some enhancements to my TODO list to help organize and prioritize things better. Need to RMA a dead hard drive. Have some addresses that still need updating for investment accounts and whatnot. Need to get my new address paypal verified. Need to wash dishes. I'd also like to update my "personal" website one of these days with all (or at least a small portion) of my goings on. Plenty of new (and old) games to check out, too. And I still haven't made my bed 100% since I moved in. I also need to shave.
Sad thing is, it seems like I just do one or two things, then all of a sudden it's 1:00AM and the next day brings 5 more.
-
You do too much, your not superman you know.
-
Time to put other people in change of catching cheaters as well...?
Also do a complete opensource to certain people so they can play around with stuff and maaaaybe develop as well.
-
How can we help out?
-
How can we help out?
Well, most of the stuff right now only I can do (unless you come over and help me do paperwork, which I probably wouldn't be comfortable with anyway).
Oh, look, it's past 1AM... again... seems all I did was buy groceries and pay bills today.
-
Ahem, for the record, I'm good at paperwork and I'm not (that) awkward to be around... to be honest, I think I'd be a good person to fish with. Except the gear is expensive, and the bait is frankly a bad investment since it doesn't yield, grow, or even live.
I digress....
Oh, look, it's past 1AM... again... seems all I did was buy groceries and pay bills today.
Why don't you give up your man-painting ways, sell the racecar, by a sedan-ier car, and get a good woman to (cook for you and) do the boring errands? Worked for me.
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Somehow I doubt getting a woman in my life will increase my free time by any stretch of the imagination. ;)
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Lies. After the usual 6 months of clinginess, girls tend to say stuff like, 'Oh my God, this room is a mess - I'll have to spend all day cleaning it'
Win-win.
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Lies. After the usual 6 months of clinginess, girls tend to say stuff like, 'Oh my God, this room is a mess - I'll have to spend all day cleaning it'
Win-win.
My wife would so female dog-slap you into the next decade it wouldn't even be funny.
I accuse her of getting her management skills from CHef Ramsey......
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Well, I keep getting carried away with sound stuff. With the exception of new sounds, there won't be much new in build 23. It's nice to come home from work and just work on whatever I feel like. The quality of sounds has really been bugging me for a while, plus I've been able to get my hands on most of the weapons used in the game. The new build will include PGP sounds and new autococker sounds (some people complained about those, and a friend actually had one of the older models of the autococker, like what's in the game). I've also got some new footstep sounds in there. The old ones were really harsh. I also changed the attenuation model in the software sound rendering so that it's exponential instead of linear. That way people don't sound like they're right next to you when they're all the way across the map. I also added sound effects for players entering the game and disconnecting as well as different sounds for global chat and team chat. Just random little tweaks that I thought of, but they're actually pretty helpful.
The only problem with the new attenuation is that the regular round start/flag cap/etc sounds sound a lot louder and worse in comparison. I'll either have to reduce the sound volume on play back or make the new sounds quieter when I get around to replacing them.
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Anything new for us deaf? :P
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Anything new for us deaf? :P
Yes!!!
Shock pads that get strapped to your left and right forearms to let you know what side of the screen the sound is comingfrom.
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Aww <3
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Hey Jits.. I see your plenty busy.. maybe these guys can help :D
https://getfriday.com/index.php
They are a team of ppl to help you 'get friday'. I heard a radio station talk about their service (one of the host actually used the service) and was suprised at how cheap they charge for what they actually do ;)
BTW did you miss me? still got those DPII Tshirts? i need a new one :\
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Oh snap, he's back.
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Oh snap, he's back.
I dont thing i remember you... should I? im old skool Cookie. Apparently there was someone else using it at one point :|
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No, I used to play paintball/read the threads years ago and remember you.
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Post removed
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Ahhh ok :D well i havnt not been on for years, althought i was pretty active back in the day. now that life is settling down, i can play again :D ***Cookie*** rawks! :D
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I dont thing i remember you... should I? im old skool Cookie. Apparently there was someone else using it at one point :|
Yeah after hearing about you I thought he seemed quite a bit different even though I have never met you but definitely glad to :D
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Hey Jits.. I see your plenty busy.. maybe these guys can help :D
https://getfriday.com/index.php
They are a team of ppl to help you 'get friday'. I heard a radio station talk about their service (one of the host actually used the service) and was suprised at how cheap they charge for what they actually do ;)
BTW did you miss me? still got those DPII Tshirts? i need a new one :\
Hmm...
/me sends them the feature request list. ;)
An interesting concept. Unfortunately most of the tasks I have like that require things like bank account passwords, SSN, etc. Things I wouldn't give to other people. :P
On topic:
I've just put up the linux build 23 files. I still need to make an official release. Looks like vwep is the next big thing to work on.
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Looks like vwep is the next big thing to work on.
:D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
It's been a long time coming.
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Check out the QExpo booth: http://qexpo.tastyspleen.net/booth.php?id=89
I've got some pictures of the vwep progress.
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sweet!!!
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:o
There hasn't been an update in this thread in forever.
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/me will be relieved when vwep is finally finished so that work can commence on +grapple
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Yes, looks good.
But pls not a new build only with this feature. Make a real BIG build, with a lot of features, tweaks and bugfixes :)
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You want to wait 10 years for the next build? :P
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You want to wait 10 years for the next build? :P
No thanks, I'd prefer multiple small builds.....
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You want to wait 10 years for the next build? :P
Not 10 years :)
Make more pretest builds. Build 24 pretest 1 with vwep, pretest 2 with a second feature/tweak/bugfix, pretest 3 with the next one,...
And if u have enough things together, make a good and big build 24 final.
What was the optimation, u removed in the build 20a linuxserver because there are too much lags? Maybe fix it and bring it back?
Is it normal, that our logfile is full of something like this?: [22:29:02] Info string length exceeded \location\Berlin, Germany\e-mail\info@OTB-Clan.de\admin\T3RR0R15T, Chef-Killer, prince\website\http://www.OTB-Clan.de\pb\!1!4!5!7!9!12!13!14!15!16!20!23!24\pr\!0!2!3!6!8!10!11!17!18!19!21!22\mapname\anubis\TimeLeft\17:23\_scores\Red:10 Blue:10 \gamename\Digital Paint Paintball 2 v1.912(160)\gameversion\DPPB2 v1.912(160)\elim\5\needpass\0\gamedate\Jul 2 2008\hostname\[OTB] Speed - www.OTB-Clan.de\protocol\34\timelimit\20\fraglimit\50\version\2.00 i386 Jul 2 2008 Linux (23)\gamedir\pball\game\pball -- maxclients -- 32
It comes in the logfile sometimes? everytime? a player click at the server in the standalone serverbrowser. How can i turn it off? It shouldn't be logged in my opinion. Nobody needs it :P
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What's the difference between build 24 pretest 1, build 24 pretest 2, build 24 pretest 3 and build 24, build 25, build 26? I don't understand why you keep pushing this. If there are 20 different versions of build 24 floating around, it makes it impossible to track down bugs and whatnot. The whole point of a build number is to increment it every time you compile a release.
As for the info string length exceeded, there's just too much data your server is sending out with all the server variables and whatnot. Maybe cut down the client slots.
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I discovered a bug in the blender smd exporter script I found. I was trying to figure out why the lighting wasn't quite right on the pgp model before I skinned it. Then I discovered it wasn't the engine code that was wrong, it was the normals on the model. I've fixed that, but there's another bug in the smd to skm conversion script. Well, it isn't really a bug, but when it checks if two vertexes are close together, the espilon is too high, so on high-detail models, vertexes that shouldn't be merged together end up being merged, causing holes and other issues. I'll have to fix that later. Unfortunately all the vwep models that y00tz set up have the lighting normals issue. I don't think I'm going to bother fixing that (unless y00tz or somebody else wants to go through and straighten them all out after I release the exporter/converter tool fixes) since I'm going to be making all new weapon models anyway.
It looks like the smd exporter doesn't support bones/animations, either, so I may end up trying to write a direct blender to skm exporter. Only probem with that is when I try to make skm's with multiple levels of detail (unless I just make them all separate files).
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Huzzah! Now I just have to skin it.
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VWEP includes "Feature 10099 - High-Polygon Weapon Models" ?
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VWEP includes "Feature 10099 - High-Polygon Weapon Models" ?
Just the pgp, since there was no pre-existing 3rd person pgp model. I was just saying I'm not going to bother spending a lot of time getting the old models to look good if I'm just going to make new models.
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Will you (when implemented) make an option to have to old ones/not have vweap?
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Will you (when implemented) make an option to have to old ones/not have vweap?
I don't have plans to.
Finally got it textured (Man, Blender makes things 100x's harder than they need to be):
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The hand is to catch any balls that don't come out right.
But yeah, very nice! I dare say incredibly nice.
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Post removed
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The hand is to catch any balls that don't come out right.
But yeah, very nice! I dare say incredibly nice.
lol, yeah, I haven't figured out what to do about the fact that the left hand obviously isn't going to be in the same place for every gun. Perhaps I'll have different animation sets for each weapon.
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Nice, poly count?
p.s. could you render the wire frame for us sometime?
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385 vertices 356 triangles
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That's a pretty fancy gun you got there, jits.
So good to see all this effort going towards improving this game. :D
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I love the new texture. Very realistic looking.
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nice work jits
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OMG SPIKED MODELS!!!!
HAX!!!!
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nathan wulf?
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nathan wulf?
You must be new to these here parts cowboy...
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I still refuse to believe that Jit's last name is Wulf. That'd just be too awesome.
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I still refuse to believe that Jit's last name is Wulf. That'd just be too awesome.
I saw his name here http://jitspoe.planetquake.gamespy.com/
And, yeah, i am new ... XD
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I still refuse to believe that Jit's last name is Wulf. That'd just be too awesome.
Then it's just too awesome. My first online handle was "CyberWulf", but I kept running into conflicts with other people using the name on IRC, so I picked something a little more... unique. It would have been funny if I still had it during the time I worked with CyberDog. A little bit of trivia for the day.
I've been getting some better sound recordings of the guns I have access too. Not sure what all I'm going to get in the next release. I'd kind of like to put out releases on a monthly basis. I pretty much have everything to do a vwep release. I might go ahead and get that out.
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w00t!!!!!
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nice...looking forward to the vwep's
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...My first online handle was "CyberWulf", but I kept running into conflicts with other people using the name on IRC...
Also, you'd have the furries all over you.
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Well, I'm obviously not going to get a September release out. My parents came to visit for my birthday, and I've been playing games and stuff (Hey, can't work ALL the time).
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U plan to make full versions or updates monthly and a full version, if some new things are working 100% ?
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Not sure what I'll release each month, but I'd like to put SOMETHING out, just to keep things moving and show progress being made. Speaking of updates, I've put out some test builds of 24.
I had a smoke grenade left over from a paintball scenario game this weekend, so I recorded that. Smoke grenades are like 10x's cooler with sound effects.
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Will there be a new server build this month?
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I'm trying to fix a bunch of little bugs, then I'll put out a new release.
On another note: I now have a genuine Spyder SE, so I can get some accurate sound recordings and build an accurate model.
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I've fixed the logging for siege round ends. Turns out I never converted that code to the new event-driven system I implemented back in build 11 / 1.80. I converted everything over, so it should correctly report round ends to the client, log them, centerprint the messages (and cache them for improved bandwidth). Hopefully I didn't screw anything up in the process. I had to reorganize the logic quite a bit.
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I'm really looking forwarded to the new update.
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When is the new build coming out? I have been hearing rumors about build 24 already out.
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When is the new build coming out? I have been hearing rumors about build 24 already out.
Yes, the first pretest build.
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So who gets to test theses beta builds and how long does it take to find all the bugs and get them fix? What do you have to do to be able to beta test the new builds?
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go to the general development forum and scroll half-way down the page.... or use the search.
anyway, heres the link for the thread:
http://dplogin.com/forums/index.php?topic=15163.0
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Thank-You for the link
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Well, between the holiday, a multi-day paintball scenario game, and getting sick, I didn't manage to make a November release. I still need to wrap up a couple bugs, compile a new linux version, and get VicouZ' code changes in. Glad somebody is working on some client features so I can focus more on the game server/login features and bugs.
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+1 for the V-man!!!
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Sounds like a nice x-mas build :D
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yayy!!!! A christmas present! I never get one of those!! ...seriously....
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Sorry, but I won't be releasing a Christmas build. Life has been pretty crazy lately. My lease is expiring in a couple months and the rent is getting jacked up, so about 3 weekends ago, I was looking at apartments. Then two weeks ago, while I was driving back from a paintball event in Myrtle Beach, my car fell apart, which resulted in an interesting story involving a one armed man, a midget, and a black crack w***e in a town surrounded by swamp in Nowhere Carolina. So last weekend I was out buying a car, then, BAM! It's Christmas.
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Well, things have been pretty busy in my life. We've been in crunch time at work, so no weekends or holidays. What little free time I've had, I've been using to try to keep up with banning cheaters and whatnot. Today, I lucked out, though. We got several inches of snow, and since the Raleigh area basically shuts down (snow is so rare that they don't have equipment to clear it) when it snows, I got the day off of work. I'm still kind of in high gear from crunch time, so I've been working away at Paintball 2. I went out and recorded some footsteps in the snow with my new microphone while I still had the chance, and put some very basic surface specific sounds in the game. I think it sounds great. I'm working on getting the code additions ViciouZ and Zorchenhimer have made into the build now.
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Next build is just about ready, I think, but due to bad timing, I'm in the middle of moving right now and may be without 'net access for a couple of days.
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Good.
U fixed new bugs or some/all bugs from the feature vote page too?
EDIT: Idk, i u use the develpoer setting, but there are a lot of "FindFile: can't find XXX" things with an "S_Update_: overflow" at the end.
U also include the step_snow0.wav --> step_snow3.wav files?
EDIT2: Pls check the b25 testserver.
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good luck and i hope you get everything ready and done.
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Good.
U fixed new bugs or some/all bugs from the feature vote page too?
Not all bugs have been fixed on the feature vote. If I tried to fix everything, it would probably be a while before you saw another release. :) I tried to fix the new issues introduced in build 25.
EDIT: Idk, i u use the develpoer setting, but there are a lot of "FindFile: can't find XXX" things with an "S_Update_: overflow" at the end.
U also include the step_snow0.wav --> step_snow3.wav files?
I tried that. A lot of those errors are simply because the textures are in different file formats, so it will check for tga, then jpg, then pcx, etc. If textures aren't visually missing, there shouldn't be an issue. I'm not sure about the S_Update_: overflow message. I also got that, but I didn't hear any problems with the audio.
EDIT2: Pls check the b25 testserver.
Forgot to do that - PM me on IRC so I can check it when I get home.
As for new stuff, I went out to play paintball again this weekend. I think I have recordings for all of the guns now. Hopefully they turned out well. I also got some recordings of paintballs hitting a bunch of different surfaces. I'll try to wait on those until I get a solid release out.
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Forgot to do that - PM me on IRC so I can check it when I get home.
I must sleep now, but it kicks me for exceeding sv_maxfps.
And there is a bug with the ball model. Maybe it is the same, if u connect. If not, i can upload a screenshot tomorrow.
Do u think, u can release the b25/b26 server files in the next (two) week(s)?
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I must sleep now, but it kicks me for exceeding sv_maxfps.
And there is a bug with the ball model. Maybe it is the same, if u connect. If not, i can upload a screenshot tomorrow.
Here:
http://www.otb-server.de/sshot561.jpg
http://www.otb-server.de/sshot562.jpg
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I'm not sure what's going on with the ball. I'll check to see if I have the same problem. What's your cl_cmdrate set to? Do you have sv_maxfps problems on other EV1 servers? There was a server that went down and started eating all the CPU (http://dplogin.com/dplogin/featurevote/feature.php?id=10063) that could have been causing problems, too.
Status update:
Still busy settling in to my new apartment, but I did some testing with the PNG file downloads to make sure those went well. Seems like everything is working. Unfortunately, the compression ratio isn't all that grand - maybe 10-20% more than RLE-compressed TGA's, but oh well - it's in there. I just need to get the build put together.
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My cl_cmdrate is set to 60.
No problems on another ev1 server.
I saw the same (sv_maxfps problem; not the model problem) on our server a year or so before. So its not a problem from the last build. I think there is a bug, which makes crazy things, if nobody play at the server for a time. After ~24h = crazy entities, 1/2 empty scoreboard,... and after a week ? = sv_maxfps, model bugs,...
The "after ~24h" things are away with a newmap, the other ones too? Idk.
Is there already a feature vote for to fix it?
Maybe this helps a little bit: Automatically Change Map After Set Time Period (http://dplogin.com/dplogin/featurevote/feature.php?id=10175)
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Yeah, I changed the map and it fixed the problems. I think after a time, floating point precision issues start kicking in.
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As you've probably noticed, I'm spending a lot of time tracking down players with modified content this month. It's more time consuming than it should be. The queries alone can take more than 40 minutes. I try to get 1 ban in per day (except on the weekends, since I'm usually out of town). I also have the new ban policy in place, so there have been a lot of emails, pm's, etc. tracking down cheat distributors.
Well, enough on that topic. Wish I didn't have to spend any time on it at all. Speaking of the weekends, the weekend before last, I stayed at a friend's house after playing paintball. He has a bunch of stuff in his yard that we were able to record for surface specific splat sounds. I've put most of those in the game for the next build. The best is the barrel. Something about it gives a really immersive quality to the game, I think. I also implemented a pretty simple interpolation algorithm for resampling the low-quality sounds, which helps a bit. I added a setting to scale their volume as well. By default, they're scaled down 50%, so they won't be ripping your eardrums apart while you're trying to listen to the quieter, non-clipped, higher-quality recordings.
Last weekend, I was at a LAN party - I'll have to post pictures when they're online - they had everybody playing Paintball 2 with mask on. :) Anyway, I was able to test and track down the death-crouch bug and get that fixed. I might see if I can get auto-balance in for the April build as well.
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Good you have fixed the crouch bug. It was getting really annoying sometimes.
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i like the surface-specific splat sound idea. great job.
also i have another idea you might consider. some people are saying they don't like the new shooting sounds for build26. i myself don't have a problem with them as i think the new shooting sounds are less loud/annoying. though the people that would disagree would say its hard to tell where your getting shot from now because the sound is not as loud therefore making it hard to hear incoming paintballs beside you.
would be cool if there was a command or setting in the menu to toggle between old sounds (build25) and new sounds (b26).i'm not sure if this is possible or would be too complicated to implement. like for example if someone wanted the old gun sounds but all the new stuff from build26 and future builds.
also one more question, how many different surface splat sound effects will be in the new build? (barrel, crate, stone wall, etc..)
edit: also sorry forgot to mention, thank you for continuing to update this game and you're the reason why this is the #1 paintball game in the world IMO
kudos to you.
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What was making the crouching bug?
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What was making the crouching bug?
It was trying to play the shooting animation, even though you weren't shooting anything.
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Any updates on ur plan jit?
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If there was, he'd post it here.
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I've actually been meaning to post something. Things have been busy. We're currently in crunch time at work, so I've been working late and on weekends. Also, IGN is shutting down their hosting, so I'm in the process of switching all the main site content over to a different server. Links will need to be updated from digitalpaint.planetquake.gamespy.com to digitalpaint.org. I have a bunch more surface-specific footstep sounds, but with how much people complain about sound changes, I want to polish them up a bit more to avoid changes in the future. Next release should have grass, asphalt/cement, wood, thin metal/barrel, thick metal, snow, dirt, and sand footstep sounds. I'm also working on team auto balance, and I've thrown in a couple other misc things (notably the admin mute and nextmap commands because I frequently find myself wishing I had them). I'm a bit behind the committee, so expect a number of bans coming soon, too.
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Three good features :)
I don't think the footstep sounds are a problem. That are new sounds, not some replaced ones.
Also, IGN is shutting down their hosting, so I'm in the process of switching all the main site content over to a different server. Links will need to be updated from digitalpaint.planetquake.gamespy.com to digitalpaint.org.
Will u host the site on an own server now? Or on another free hosting server?
Btw: u have a screenshots pm.
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I love the surface specific sounds. I think they add a great deal of depth to it. I'm looking forward to the admin mute option as well, if it is what I think it is.
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Some things for ur todo list:
- Forum update to 1.1.10
- Forum mod: Aeva (http://custom.simplemachines.org/mods/index.php?mod=977)
- Forum mod: Thank-O-Matic (http://custom.simplemachines.org/mods/index.php?mod=710)
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Forums have been updated. I think I'm about done with the footstep sounds. I've been doing a bit of play testing to see if any issues stand out. I added a "s_nojump" cvar that plays another footstep sound in place of the jump sound. I can't say I miss the jumping sound. Not sure what I should default the setting to. Also got rid of the hard landing smack/grunt. Sounds better to just have the thump, since there's no falling damage anyway. Made it play a surface specific footstep at the same time so it sounds a little more natural. Not as good as having hard landing sounds for every surface, but not bad, either.
Also forgot to mention that I did some work on the login server to optimize name validation. Anybody notice that the logins are much faster now?
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. Anybody notice that the logins are much faster now?
Yes i did actually, :) Nice job, It goes like 3 times faster for me now :D
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Yes I did, I thought it was because I cleaned up my computer, lol. Thanks Jitspoe's.
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Also forgot to mention that I did some work on the login server to optimize name validation. Anybody notice that the logins are much faster now?
Not really, but i had no login problems in the last time. So, good job :)
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Also got rid of the hard landing smack/grunt.
That sound was funny though :(. Reminds me of playing q2.
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I think if you remove the jump-grunt DP2 is officially no longer a Q2 mod.
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I've been pretty busy with crunch time at work - worked late and on weekends, but we have a small break, now, so I'm trying to get caught up on things (committee has a big list of people for me to ban). I'm making a few modifications to the admin area of the cheat detection to help me keep track of who has already been banned and who needs to be. I'm also putting together an uninstall survey to help figure out why so many of the people that download the game aren't playing it (hopefully this will give some helpful feedback). I just checked the sf.net stats, and it looks like there are ~300 downloads/day. I laughed when I did the math and realized there are over 9000 downloads per month!
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Build 28 pretest is up on the forums. I'm looking to wipe my linux install and try again so I can make a linux build. Runnig backups now.
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nice.
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Been busy, so I haven't had a chance to get the Linux version of build 28 out for testing. Fixed a potential crash in the game server code. That seemed to be the only major problem. Since there were complaints about the metal sounds, I recorded some new ones, but I haven't had a chance to edit them yet. They'll probably go in build 29 if they sound decent. I'm going to a scenario in Myrtle Beach this weekend, so I might be able to record some better sand sounds as well.
The xmapcom inspired me to work on a 3DS to map converter so I could build some complex rock geometry. I got it far enough to work on my cave map idea, then promptly gave qbsp an aneurysm when it tried to compile it. After much simplification, I was disappointed to discover that my < 2000 total triangle mesh had r_speeds of over 4000 with half of the geometry hidden. This really makes me want to work on a new map format and/or better compilers. Also, trying to make a map in a mesh editor is a lot more cumbersome than using BSP. I want to make new tools, too.
*sigh* If only I had the time for all of that.
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I think you need a secretary or someone by your side to help you finish all these projects.
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*sigh* If only I had the time for all of that.
I know exactly how you feel.
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Nice to see xMAPCOM isn't just inspiring people to map. XD
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I think you need a secretary or someone by your side to help you finish all these projects.
oo-err missus!
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He said secretary, not sexretary :P
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Any updates?
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Unfortunately, I haven't done much work on Paintball2 lately. I always tend to get in a rut when things are almost ready for a release and I just have to sit down and do a bunch of tedious things to get it done. There have been some extra complications with this build as well. For one, some virus scanners are retarded and will silently delete some file(s) in build 28, causing issues. There have also been some false positives with new cheat detection code I added. It seems pretty rare, but I don't want to risk flooding the cheat log. I haven't had the time and motivation to sit down and figure out what's causing it.
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For one, some virus scanners are retarded and will silently delete some file(s) in build 28, causing issues.
Thats fixed. It was the same virus scanner (Avira AntiVir; very popular in germany) all the time, but there is no problem with it anymore.
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... I'm also putting together an uninstall survey to help figure out why so many of the people that download the game aren't playing it (hopefully this will give some helpful feedback). I just checked the sf.net stats, and it looks like there are ~300 downloads/day. I laughed when I did the math and realized there are over 9000 downloads per month!
I think I can help with that. I was playing this game at lunch at school, some of my friends walked by and said it was a bad game, (mind you, I got some of my other friends to play it too, so we all play at lunch lined in a row ^_^) I asked them why, they said graphics sucks.
I think the main reason people don't play is because of the graphics. People just take one look at images and think its not worth trying. If there was a way to improve the textures ingame, I think it will significantly improve the number of people.
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yeah i agree with toxikra
exatly what happens at my shcool at lunch the graphics would go far even my freinds who do play it wish the graphics were better
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just an example:
shazam22 (just downloaded dp2 and joined a server (without any hr4))
(http://img5.imagebanana.com/img/5oy5kbrb/sshot139.jpg) (http://img5.imagebanana.com/)
shazam22 (with hr4)
(http://img5.imagebanana.com/img/2ozkw1hl/sshot140.jpg) (http://img5.imagebanana.com/)
looks much better,huh ? ^^
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I can't tell if you're being sarcastic or not, but no, it doesn't look better.
They're looking at the details of the maps, and most of them are all "blocky", having hard edges everywhere... hr4 can't hide that currently.
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yeah, you re right but it would be a first step, if everyone has hr4 textures after he downloaded dp2
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Ur grass texture is very ugly and it doesn't fit to the mixed grass/sand texture. Everything else looks much better with hr4 textures. We already have a lot of very nice hr4 textures (and some not so good ones (metal for example)), but there is one thing, which i don't understand. Everytime someone makes a hr4 texture, he make it for one that already exist. So we have four or five different hr4 barrel textures. Other textures don't have a hr4 version of it, why?
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Well, build 29 could have gone more smoothly, but at least it's out. The biggest issue was with the Linux release. Hopefully I'll be able to release a patch for that soon.
I have a new computer now, so it will be a while before I have everything up and running 100%. I still don't have Visual studio, etc. installed. On the plus side, I have Windows 7 now, so I should be able to work on features for that. I want to at the very least get it to install a shortcut in the games directory.
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is this new computer faster and holds more ram and disk space?
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no - he bought a commodore 64.
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Ugh, where does time go? Seems every day has less free time than the last. I feel like, at this rate, soon, it'll be time to go back to work before I even go home. I've barely been able to keep up with basic life tasks (taxes, bills, laundry, dishes, etc), let alone all the PM's, emails, and 27 pages of unread forum threads... and actual development work. Plus I've got like 8 new games to play.
I haven't done much with Paintball2 recently, aside from getting it to compile on my new computer. I've switched over to Visual Studio Express. I've heard the old Visual Studio .Net doesn't work with Windows 7, so I didn't bother installing it. Hopefully this won't require any new libraries or anything for users. I've also been trying to track down issues with the game not running. From looking at the uninstall surveys, it seems the vast majority of people uninstall because they can't get the game to run. I know people have been trying to get me to work on the website and promote the game more, but until the game has a positive first impression, I don't think there's a point. We were already getting like 400 downloads a day last time I checked. If the game doesn't work the first time around, I don't know if many people will give it a second chance.
I think one of the biggest problems is Windows 7 drivers. Windows 7 supports DirectX out of the box, but NOT OpenGL. Since most newer games use DirectX, people just assume there's something wrong with Paintball 2, since they haven't tried playing any other OpenGL games. It would be nice if I could just detect the video card and forward people to the page to download drivers. There are still some stability issues, too. Wish I could get more information on those.
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if u want i got a students copy of visual studios pro :]
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... until the game has a positive first impression
I think to show a login/account menu at the gamestart isn't very nice. Maybe a welcome - menu/page where the player can choose a name (+ check, if its not registered) could help more. If i download a new game i want test/play it and don't create an account... This gamestart looks like i need an account to play it :( But you can play without it on ~65% of all servers.
Edit: Maybe a popup message like on passworded servers (after a kick from a 'sv_login 2'-server with the text "U need an account to play on this server. Do u want create one?") could help too. I think, something like that is better as the little text in the console.
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Yeah, I was thinking of making a screen that basically has 2 options: Create account and play without account. A lot of people don't bother playing because they don't want to mess with creating an account and don't realize it's possible to play without one.
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Yeah, I was thinking of making a screen that basically has 2 options: Create account and play without account. A lot of people don't bother playing because they don't want to mess with creating an account and don't realize it's possible to play without one.
yea i have been asking a lot of people to play this but when you have to login they say they'll just play it later but they never do. pfft
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Now if people don't have OpenGL drivers installed, it should bring them to a help page (related thread: http://dplogin.com/forums/index.php?topic=20495.0)
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I was hoping to have a new build out this weekend, but that didn't happen, thanks to all the drama. I made some decent progress on it, though. I'm trying to address some of the biggest issues/complaints.
- Made a more user friendly screen when people don't have a profile created giving people the option to create a profile or just play (based on uninstall feedback, several people didn't want to create an account just to try the game, even though it is optional on most servers).
- Tried to fix all OpenGL errors and warnings for old versions of OpenGL.
- Added dialog and help page for people trying to run the game without hardware accelerated drivers (seems to happen a lot in Windows 7 because the drivers support DirectX but not OpenGL).
- Made grass footstep sounds louder and tweaked overall attenuation so distant sounds are easier to hear.
- Re-recorded carbine sound from a different angle, and after tweaking the gun a bit to make it sound less "clangy".
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- Made a more user friendly screen when people don't have a profile created giving people the option to create a profile or just play (based on uninstall feedback, several people didn't want to create an account just to try the game, even though it is optional on most servers).
Finally. Great job jitspoe :]
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Nice to see a new build :)
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Maybe you should filter the servers in the serverbrowser so that servers that require login dont show up unless the player is logged in. That would prevent a bunch of kicks...
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or if a player is not logged in, it will only show them servers that do not require login. and says to view more servers, register.
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or if a player is not logged in, it will only show them servers that do not require login. and says to view more servers, register.
I quite like that idea. But give an option where they can choose to view servers, if they'd like to see how many servers they are missing out on connecting to, etc.
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I quite like that idea. But give an option where they can choose to view servers, if they'd like to see how many servers they are missing out on connecting to, etc.
Better Yet
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Another task for you might be, to look over the registered clans again. There are many clantags registered, although they have 0 Members. It makes it incredibly hard to find a clantag that is still left.
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I have the Linux version compiled and running. I've put the server up on EV1 for those who want to test it out. It has a couple minor tweaks & fixes:
- Chase camera shouldn't clip through walls anymore.
- Death camera will track the killer while you're dead.
- You can't suicide if you're the last player alive.
I'm not sure if I'll have time to put release packages together before the weekend. We'll see.
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- Chase camera shouldn't clip through walls anymore.
- Death camera will track the killer while you're dead.
- You can't suicide if you're the last player alive.
Wow, that's gonna save a lot of pissed people during matches :)
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I'm not sure if I'll have time to put release packages together before the weekend. We'll see.
Great :D
Maybe can u upload the files "paintball2" and "gamei386.so"? So the linux servers can be updated, until u make the packages and release them in a few weeks.
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- You can't suicide if you're the last player alive.
Thank You!!
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yes you can if you drown yourself...
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Guess I should post an update. Getting things rolling with the new committee. Trying to finish up some real life projects so I'll have more time to work on Paintball2. I'll probably be looking at interpolated hitboxes next, since that seems to be what most people have been bugging me about.
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Interpolated hitboxes + remove the setting to turn the guntemp off = less liner/camper :D
payl wrote that you want to add an updater to the game. Are you working on it or is it something for the feature vote?
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I highly doubt that... guntemp on = Not using those servers / More camping
I agree with the not lining but people will just get annoyed for not being able to kill. We'd see a lot more caps on people which would kinda force a change on the default fraglimit and timelimit (http://dplogin.com/forums/index.php?topic=21314.msg200738#msg200738)
I find working on Official High-Res Textures (http://dplogin.com/dplogin/featurevote/feature.php?id=10107) much more important than guntemp.
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remove the setting to turn the guntemp off = less liner/camper :D
thats the stupidest thing i have ever heard. you think taking gun temp off would prevent camping? it would encourage people to camp because they got limited bullets. and lining is part of the game so man up and stop crying about it. if you take gun temp off will make this game a lot more inactive.
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Can u read? I've never said, that i want to turn the guntemp off.
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my bad miss read it :)
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Broken Link =[
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Where?
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Sorry I haven't come out with a new release in a while. Seems I'm always busy with "real life" things. I got team autobalance functioning pretty well last night, so I'll try to get that up on EV1 tonight for more testing. I also worked on something that should help reduce the occasional hitches while playing. There are a couple of other things that I want to test and improve before putting out a release.
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Are there different autobalance options now?
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A day late, but the version with autobalance (and the fix to the double ball shooting thing) is up on EV1 pub1. For some reason, dead bodies will occasionaly levitate. I'm not sure what's up with that - possibly colliding with the interpolated bounding box? It's kind of funny, but I'm not sure what's causing it.
As for the autobalance options: g_autobalance 0 = no autobalance, 1 = autobalance, 2 = autobalance and don't allow team changes.
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I've seen that before, people say it's happening when you go noclip right after you are eliminated.
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I've seen that before, people say it's happening when you go noclip right after you are eliminated.
Just on the newer build, or has this always happened?
I fixed the names not showing up when you put your crosshair over somebody. Haven't uploaded this fix to the server yet. The trace was hitting the interpolated hitbox, so names would only show up if people are coming toward you, not moving away. :) (now it gets the owner of the interpolated hitbox)
Edit: Trying to figure out how I got a crash with some negative value for skinnum now.
Edit: And zuluzet gave me some code to hide player entities when you're inside of them. It works, but the sound doesn't play correctly (I guess the position isn't getting updated). Trying to figure that out, too.
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Edit: And zuluzet gave me some code to hide player entities when you're inside of them.
Amazing, thanks.
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Changed what zuluzet did to hide the player on the rendering side of things instead of the client side, which seems to have fixed the sound issues. I'm not sure what caused the skinnum crash. I fixed where it happened and added some additional asserts to try to catch it earlier (possibly a corrupt packet?). I have a feeling there are other places it will crash with that data, though.
Did some play testing, and I think maybe the autobalance is too strict, as it makes it impossible to swap sides with somebody. I might modify it to autobalance like 10 seconds after a team switch or something.
Back up to 32 pages of unread topics on the forums. :( I had it down to 30.
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Please discuss the autobalance feature here: http://dplogin.com/forums/index.php?topic=11162.new#new - this thread is just a general status update thread.
I'm adding a 4 second delay to the demo auto-recording to hopefully fix the issue where it tries to start recording before the level is loaded.
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I'm adding a 4 second delay to the demo auto-recording to hopefully fix the issue where it tries to start recording before the level is loaded.
Is it possible to make it start recording when the match is starting? Like when there is 5 seconds left in the countdown.
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Ran into an assert when somebody was connecting. Looks like it was trying to send data when everything was zeroed out (including the max message length). Trying to track that down now.
4 second delay for autorecording is in (but not uploaded). It's possible to do fancier things like wait for the match to start, but the important thing is to make it work 100% of the time. If you really want it, start a feature vote thread on it.
Levitating bodies is not a new bug, and it's kind of funny, so I'm going to leave it alone for now unless it becomes a problem.
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Looking into a bug where trigger_push behaves differently on Linux vs Windows.
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Between being sick, working late for a deadline, and a big paintball scenario (got to play against Greg Hastings :)), I haven't been able to get any work done on Paintball 2. I'm about to head out to Atlanta for Thanksgiving. I was hoping to have another build out by now, but I guess that's just how things go. I'm going to France for about a week on Dec. 4 (work related), too. Hopefully I'll be able to get something out before Christmas, but life keeps me pretty busy...
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So see ya soon ;) France... I've got cousin there :P. Maybe you could visit Poland? It's really near! haha :D
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Yep.. Poland: http://www.youtube.com/watch?v=ie8vpz8bL-I :D Sorry for OT ;) We are waiting for b31! ;)
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Ugh, so a power outage somehow made windows no longer boot on my main desktop. There's no way I'll be able to work on anything before my trip to France. Hopefully I'll be able to get things wrapped up before Christmas, but depending on the state of my computer, I might not be able to put out a new release until next year.
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It'll work great as a delayed christmas present too :)
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jitspoe's plan: For Christmas to everyone, give Viciouz and Terrorist all access to development and management!
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jitspoe's plan: For Christmas to everyone, give Viciouz and Terrorist all access to development and management!
very worthy 1000's post ^^
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very worthy 1000's post ^^
That should make it come true :D
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Link to ss is broken :(
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First post is pretty old, but I fixed the link anyway.
My desktop is up and running again. I'm not sure what was wrong with it. I guess Windows somehow got corrupted, and a few attempts at launching different safe mode configurations fixed it.
I think I've wrapped up what I was working on, but I feel like I'm missing something. I'll try to get a pretest build out after I do some Christmas shopping.
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Sounds very good :)
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OK, took some work, but I got the Linux version running again. I'm running the latest server on EV1. I'll try to get an install package for the pretest together tonight.
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Windows installer or linux (installer or the both linux server files) too?
Btw: The ev1 beta server is down.
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Screenshot looks good and big gun xD
Well sounds like some very good work and can't wait for this stuff to happen. Merry Christmas guys.
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Put beta server back up (I really need to update the maplist on that).
Build 31 pretest is up for win32: http://dplogin.com/forums/index.php?topic=21809.0
Hopefully I'll have the Linux version up tomorrow (or technically later today). I need to get some sleep now.
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Linux pretest version for build 31 is uploaded now. If all goes well, I plan to have an official release on Christmas.
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Merry Christmas! Build 31 is officially released.
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I couldn't do much other than check the forums while I was with family over the holiday, but I was making progress catching up on unread threads. Of course, now that I'm back working again, I'm getting behind. Plus I spent a couple weeks playing Battlefield Bad Company 2. Oh, well.
Turns out in my rush to get a new version out for Christmas, I failed to include the newest game dll in build 31. I'll try to get some of the b31 bugs fixed and make another release soon. On that note, I've fixed some of the pong/flag bugs and the ID's not showing up as well as the "invalid build check" kick when connecting during a map change.
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Sounds good. Did you also worked on the requiredfiles download?
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Sounds good. Did you also worked on the requiredfiles download?
No. I don't remember seeing that in the b31 thread.
I think I'll work on the Linux OpenGL crash next.
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It wasn't in the b31 thread. It's here: http://dplogin.com/forums/index.php?topic=21676.0
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I just recently noticed that Filter Forge has a new version out which supports shadows (finally!) via ambient occlusion. Now I can make much more realistic looking hr4 textures. I'll probably spend some time focusing on HR4 textures for a bit now.
Example:
(http://dplogin.com/files/textures/pball/hr4/tudorstone2.jpg)
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Looks a little bit darker in my opinion. Different, but really good.
If you have the time, can you please start with textures like this one (which we only have in lowres) instead of remake textures where we already have a few different hr4 versions?
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ouu Nice..
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Build 32 so far (hopefully I'll have a release this month):
- Fixed issue with files not downloading that were in the "requiredfiles" field in maps.
- Tweak: Various fixes to console text messages. (Thanks, T3RR0R15T).
- Fix for crash with long console lines then hitting up.
- Merged Linux and Win32 opengl code.
- (Hopefully) fixed OpenGL errors on some Linux configs.
- Server list sorts by players/ping. Serverlist auto clears on update. 10:53 PM 2/16/2011
- Fix for rare case where a client reconnect or potentially a laggy connect could result in an "active" entity before the connection finished. 11:59 PM 2/16/2011
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You did more :P
- Failed build check - fixed.
- ID's not showing up - fixed.
- Pong spawn / flag return on new round - fixed.
Edit: The serverlist sorting is a good idea, but a little bit confusing. Why is an empty server better than a server with players (server 1: ping 19; players 0/16 | server 2: ping 128; players 5/12) ?
Can you please change the serverlist width (in the file pball/menus/play_joinserver.txt) from 38 to 39, so that the "Plyrs"-list ("14/18" for example) is completely visible for everybody?
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I just recently noticed that Filter Forge has a new version out which supports shadows (finally!) via ambient occlusion. Now I can make much more realistic looking hr4 textures. I'll probably spend some time focusing on HR4 textures for a bit now.
Example:
(http://dplogin.com/files/textures/pball/hr4/tudorstone2.jpg)
I find it best to take a picture of a real stone wall. But I guess using a photo editing tool is great for if you don't have a stone wall in your house or something.
Since my house has wood floors, I would try to make a nice, even light so there's no glare, then take a picture.
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I find it best to take a picture of a real stone wall. But I guess using a photo editing tool is great for if you don't have a stone wall in your house or something.
Since my house has wood floors, I would try to make a nice, even light so there's no glare, then take a picture.
not that easy, but have fun
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On the serverlist sorting, the idea is to put the "best" servers near the top of the list. Sometimes you'd be better off joining an empty server and waiting for players than trying to play on a server that has 5-6x's the ping. In practice, the ping differences aren't usually that extreme, so populated servers will be at the top of the list, and maybe a couple high-ping servers with 1 or 2 people may show up below an empty low ping server or two.
I was hoping to have at least a pretest release for build 32 out this weekend, but I was busy playing real paintball. Maybe I'll have one ready tomorrow.
I've been reviewing the uninstall surveys. I haven't done an official tally, but it looks like these are the biggest issues:
- Game doesn't run (Lots of Windows 7 issues)
- Graphics
- Server browser (trying to find players that aren't on passworded servers, etc.)
- No single player
- Not enough players
- Spawn killing
- Account issues (Probably due to things like colored names being too long, etc.)
I might focus on bots next, along with HR4 textures.
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It should be a requirement for all of the servers to have all the textures required for maps. I hate it when the game refuses to download textures. There should be a website with all the textures ever created for this game for people to download them manually.
You mean you're going to focus on bots and HD textures in build 33?
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Speaking for myself I'd say the HR4 textures should have a way higher priority as the bots. Just my opinion.
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I might focus on bots next, along with HR4 textures.
You mean you're going to focus on bots and HD textures in build 33?
I think next means one of the next few builds, yes.
On the serverlist sorting, the idea is to put the "best" servers near the top of the list. Sometimes you'd be better off joining an empty server and waiting for players than trying to play on a server that has 5-6x's the ping. In practice, the ping differences aren't usually that extreme, so populated servers will be at the top of the list, and maybe a couple high-ping servers with 1 or 2 people may show up below an empty low ping server or two.
So this (http://dplogin.com/forums/index.php?topic=21817.0) would be easy to do now? We have the sorting and only need to connect to the server on the first place, right?
Speaking for myself I'd say the HR4 textures should have a way higher priority as the bots. Just my opinion.
I would say the same, but a better bot ai is very high on the feature vote page and i don't know how many players play with or against them. Maybe a tutorial, how to use the savenodes and how do they work, would be nice.
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If you're going to improve bots, then:
1. Make them so that they can jump through windows.
2. Make them so that they can trick jump.
Basically, I don't want bots that are going to just stay in the bases of large maps like Urban Night. I want them to roam around the whole map instead.
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Speaking for myself I'd say the HR4 textures should have a way higher priority as the bots. Just my opinion.
I agree.
a better bot ai is very high on the feature vote page
Keep in mind the feature vote page is only for jits to use as a guideline for how to prioritize development. He doesn't have to follow it; in fact, he's already made a number of changes that were not at the top of the list (including one that was negative!).
Speaking of which: jits, you have some features marked as "in progress" that can be changed to "implemented". ;)
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I fixed a major bug that made the serverlist not update unless you logged in or played on a server. That probably turned a lot of new players off. I have the win32 pretests about done. I'll start a build 32 thread shortly.
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Speaking for myself I'd say the HR4 textures should have a way higher priority as the bots. Just my opinion.
Not an opinion but a fact...
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Officially released build 32. Hopefully that bug fix will help bring new players to the game.
I'm making good headway with the HR4 textures. Stay tuned on IRC in #paintball for regular texture updates. I'll be gone this weekend, but I plan to spend most of next week working on HR4 textures.
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cool! thanks bud :)
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I'm making good headway with the HR4 textures. Stay tuned on IRC in #paintball for regular texture updates. I'll be gone this weekend, but I plan to spend most of next week working on HR4 textures.
The few hr4 textures from 2011 on dplogin.com (i don't know, if you want to keep or remake the other ones, so i only talk about the new textures) are looking good. Especially "city6_8", "rock4_2", "rocks19_1", "rrock1_2" and "wood1_1" are very nice ingame. But there are also three textures, which i personally don't like or which can have a little tweak in my opinion. Let's start with the texture, which needs the tweak: "stonewal". There is a little bit too much red in it. And now the textures "metal2_5" and "metal5_8": They look completely low res, too rusty and too brown ingame. The normal low res texture is grey instead of brown. The color of your new textures is more like "metal2_6" and "metal8_1", but only the color. They look too low res to only rename them.
What do you think about this ones (metal2_5 (http://www.otb-server.de/hr4/T3RR0R15T/metal2_5.jpg), metal5_8 (http://www.otb-server.de/hr4/T3RR0R15T/metal5_8.jpg))?
Here are screenshots, how it looks ingame with the low res textures (img 1), your new textures (img 2) and the one, i suggested (img 3):
(http://www.otb-server.de/hr4/screenshorts/sshot0916.jpg)
(http://www.otb-server.de/hr4/screenshorts/sshot0917.jpg)
(http://www.otb-server.de/hr4/screenshorts/sshot0918.jpg)
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(http://www.otb-server.de/hr4/screenshorts/sshot0918.jpg)
I mixed the HD texture packs from the one on the OTB FTP website and the one on the Digital Paint FTP website.
I did this because the one from the OTB FTP website was missing textures like the wood floor texture, the blue metal texture, the purple metal texture, the red metal texture, the yellow metal texture, and more.
The one from the Digital Paint FTP website has the textures that the one from the OTB FTP website doesn't have.
But the OTP FTP one has nicer looking textures.
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Are you also thinking about addin some custom texture packs to your ůist of official textures? Or will be there only 1 usable pack with hq/nonhq textures that all have to use? I would personally like maybe textures choosing list (like resolution in paintball setup) where you can choose other texture pack if you dont like the default one :)
If you decide make this i would also suggest of making allowed texture list ( as i have suggested before somewhere) in wich you write textures after you judged them and said if they are allowed or not
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I've started a new thread for discussion on the texture pack here:
http://dplogin.com/forums/index.php?topic=22225.new#new
I've made good progress on the crates recently. I think the only thing left is the crate with the DP label. I'm just about done with a crate label filter for that.
Temporarily locking this thread to encourage people to post in the official HR4 thread.
Webhead is working on getting a wiki themed up. Ultimately what I'd like to do is have a wiki page with the original Q2 textures, standalone textures, official HR4 textures and approved (and maybe denied) textures side by side. I'm sure I won't be able to make everybody happy with a single HR4 texture pack, but there will have to be some way of regulating which textures people can use.
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Still plugging away at the HR4 textures. I've created a shadow casting map script for Filter Forge that allows me to make more realistic textures: http://www.filterforge.com/filters/9464.html
We've been crunching at work, so I haven't had a whole lot of free time, but I'm still trying to get a texture or two done a day. I post the textures in #paintball as I'm working on them.
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Still moving along with the hr4 textures. I think I have more than half of them done now. I've also been doing some quick little odds and ends things that have been requested. I'm working on catching up on forum posts as well. I mostly have a bunch of old beta maps to look at now, so there will probably a lot of old topics in the mapping forum revived. Hopefully I'll do a better job of staying on top of things so I won't have 40 pages of unread topics to deal with again.
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I'm currently working on all the little player physics things that have bugged me. I started with the bouncing on elevators/platforms. Turns out this was caused by the stair step smoothing code. I'm trying to implement better stair step smoothing that won't impact ramps or platforms. I've also made it so you can walk down slopes instead of stair bouncing/skipping down them. I've fixed the fact that you can't step if the ceiling is too low as well. Another thing I really want to do is make it so if you catch a little bump or step while you're jumping, you step over it, instead of launching straight up into the air and losing all of your forward momentum. Last thing I want to do is make it so when you're moving quickly up a hill, you have control and can stop or jump.
Ideally, these changes will make the game feel much more fluid and not break any of the existing jumping/movement.
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Sounds great!
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Yes, sounds great. Will it also fix the crouch bug from this demo? It comes sometimes, if i'm moving forward (+forward) and crouching (+movedown) over a ramp (or a slope side from a barrel like in the demo) at the end. I get stuck there and must move to another side or stand up shortly to crouch forward again.
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Looks like my changes happen to fix that crouch bug as well. I have most of the stuff I want to do functioning at a basic level, but there is still some polishing I want to do. Sometimes the step smoothing skips, and there are some things I need to work out with the ramps. Currently, I made it so if you hold the jump button while moving up a ramp, it has the old behavior (you just slide up with no ground control). This works in a lot of cases, but if you're, say, sliding on ice at the bottom of propaint1, then hit the ramp, you lose all your momentum if you don't have the jump button pressed, so I need to figure out what to do in those cases.
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In my tweaks, I discovered a feature I didn't even know I wanted until I inadvertently put it in: you know how hitting your head on the sky stops you from making jumps you should otherwise be able to? Well, I made it so if you touch sky, you don't lose your upward velocity. It feels like you're flying since you don't go up as high as you would (you just kind of hover at sky height), but you can do things like double jump across the gap in ub_cliff.
Of course, it was a bug to begin with, but I re-implemented it correctly with a sky check.
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In my tweaks, I discovered a feature I didn't even know I wanted until I inadvertently put it in: you know how hitting your head on the sky stops you from making jumps you should otherwise be able to? Well, I made it so if you touch sky, you don't lose your upward velocity. It feels like you're flying since you don't go up as high as you would (you just kind of hover at sky height), but you can do things like double jump across the gap in ub_cliff.
Of course, it was a bug to begin with, but I re-implemented it correctly with a sky check.
(http://i51.tinypic.com/5d13e1.png)
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That's pretty much my understanding of it.
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Something like that. I'll start a new thread and post some demos later.
I finally have the step smoothing working correctly -- the thing I set out to do originally -- after doing all the other physics tweaks. I'm using infinite impulse response damping. I'm not sure if that's any better or worse than a linear solution, but now that it finally works, I'll have to resist the urge to do further experimentation.
I'm pretty happy with the new player movement physics tweaks. At first, I thought the ramp control would be a problem for some jumps, but now that I've jumped around in a few maps with it for a bit, it doesn't take long to learn when to hold the jump button (holding jump on ramps uses the old air-sliding physics). I think allowing high speed ramp sliding and jumping would be too much. The way it is now, if you release the jump button while sliding up a hill to get the ramp jump, you start walking again, and lose some velocity. That way you can get the ramp jumps or the high-speed slides, but you won't be as likely to have insane uber-jumps that are 10x's longer than what you could do in the old physics.
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I think allowing high speed ramp sliding and jumping would be too much. The way it is now, if you release the jump button while sliding up a hill to get the ramp jump, you start walking again, and lose some velocity. That way you can get the ramp jumps or the high-speed slides, but you won't be as likely to have insane uber-jumps that are 10x's longer than what you could do in the old physics.
If the new way doesn't allow you to strafe normally exactly like you do on flat land, then that would make strafing harder on some maps that are bumpy and require ramp jumps to get to some hard to reach places. I think strafing normally up hills is impossible, but I haven't tried it in a while.
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Strafe jumping on flat surfaces is exactly the same.
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I've fixed the Paintball2 application icon (for alt-tabbing, etc). I also made it so you can resize and maximize the window. Unfortunately, the way Windows 7 handles some of their windows, it makes the framerate tank when maximized. :-\ I think it's because the start button goes above the task bar a little bit, so it has to draw the screen twice or something. Stupid windows 7 and its crappy OpenGL support... probably the biggest force driving away new players because they can't get the game to run.
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Not much new these days. I've been busy at work with E3 coming up.
I'm finally fed up with people creating/joining clans with bogus accounts that haven't been played with, so accounts must now be played with online before they can partake in clan activities. It won't stop the issue, but it should slow people down (and make multi's easier to identify).
I still need to look into the linux crashing issue before I can release a new build. I'm not sure when I'll have time to do that. It seems I'm always working late during the week and gone somewhere during the weekend (just played in a big paintball scenario this weekend).
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I'm finally fed up with people creating/joining clans with bogus accounts that haven't been played with, so accounts must now be played with online before they can partake in clan activities. It won't stop the issue, but it should slow people down (and make multi's easier to identify).
Is this retroactive? It might could bring down the Death Bringers (hah) in one fell swoop!
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On the serverlist sorting, the idea is to put the "best" servers near the top of the list. Sometimes you'd be better off joining an empty server and waiting for players than trying to play on a server that has 5-6x's the ping. In practice, the ping differences aren't usually that extreme, so populated servers will be at the top of the list, and maybe a couple high-ping servers with 1 or 2 people may show up below an empty low ping server or two.
I think I'd like to see passworded (match/private) servers always sorted below public ones, but using the same algorithm as you've already implemented -- that is, the active pubs, then the inactive pubs, followed by the active and then inactive privs. I don't join match servers from the server list very often. Seems to me that most of the time, when people are given the password to a match server, they are given the entire command line to enter -- so this would make it easier to identify open pub servers to join.
Oh also, it might be nice to have the external server browser use the same algorithm as the internal one, by default.
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I'd like to see webheads .plan :D
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Is this retroactive? It might could bring down the Death Bringers (hah) in one fell swoop!
No, but I've been considering doing a purge of all accounts > 6 months old that have not played in-game. A bit too risky to do unless I've recently done a backup and have a lot of free time, though...
I did find the time to do another HR4 texture last night... not much of an update.
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When will you be implementing feature votes? I've been holding my breathe for some of them.
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He is working on it: Link (http://dplogin.com/dplogin/featurevote/index.php?type%5B%5D=0&type%5B%5D=1&type%5B%5D=2&status%5B%5D=2&category%5B%5D=5&category%5B%5D=4&category%5B%5D=7&category%5B%5D=1&category%5B%5D=10&category%5B%5D=2&category%5B%5D=9&category%5B%5D=6&category%5B%5D=8&category%5B%5D=3&summary=)
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Any updates?
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I'll be honest, I haven't been focusing on Paintball2 much this build. It's been rare for me to have both motivation and free time simultaneously. I'm still working on it, just slowly. I think I have all the major features/issues done, there are just a few little things I'd like to do before releasing. The main one is adding a checkbox to show servers running old versions (off by default) since the new physics don't always play nice with the old version (on slopes, in particular).
Going out of town again tomorrow for 4 days... maybe I'll have time in October.
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Sure just keep up the good work!
And have a good trip :D
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Hmm this should be interesting.
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Curious as to what the current status of the next release is. Still holding obviously.
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I'm currently working on some more tweaks to the physics to try to make ramp sliding automatic but still give you control. I thought holding the jump button was a pretty elegant solution, but apparently pressing a button is too much for some people. :P
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I'm currently working on some more tweaks to the physics to try to make ramp sliding automatic but still give you control. I thought holding the jump button was a pretty elegant solution, but apparently pressing a button is too much for some people. :P
The problem is that you have to jump with the same button, so you can't simply slide without having to jump beforehand.
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Still no MAC eh?
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Thanks for that, it's much appreciated!
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I'm currently working on some more tweaks to the physics to try to make ramp sliding automatic but still give you control. I thought holding the jump button was a pretty elegant solution, but apparently pressing a button is too much for some people. :P
One bigger problem is that you sometimes lose control on ramp ;) and its much more annoying than before, because now (at least for me) its hardly predictable when its gonna happen. If you want I am sure that I could reproduce it.
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One bigger problem is that you sometimes lose control on ramp ;) and its much more annoying than before, because now (at least for me) its hardly predictable when its gonna happen. If you want I am sure that I could reproduce it.
If you can, post it in the b35 thread. Just make sure you're playing on a server that has the new physics enabled.
Unfortunately, I've been insanely busy at work (even moreso than usual), so I haven't had a chance to really touch Paintball2 in a while. Hopefully after a couple of weeks, I'll have time again.
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Well, things have finally settled down at work. I should be able to get back to some Paintball2 stuff soon. I'm still catching up on life necessities (and dealing with other distractions). It's kind of interesting seeing what goes into a game these days. Hundreds of people working full time (in some cases, more than full time), and millions of dollars invested... it's no wonder Paintball2 falls short of some people's expectations.
Looking at the uninstall surveys, there have been a surprising number of people uninstalling due to the lack of single player. That, graphics quality, and not running seem to be the top 3 reasons for uninstalling (I don't have anything to parse the data yet, so I'm just going off of the raw values I see). I'm hoping adding some single player and cooperative game modes will help liven the game up a bit. I'll probably be working on that and/or more high-res textures in the near future.
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Started looking into making a separate, open-sourced DLL for bots. That's probably going to take a while. Found a pretty simple fix for not being able to shoot players that have spawned inside of each other and people teleporting getting stuck inside of each other. That should be in the next release. I've also been working on a couple HR4 textures.
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I think a tutorial map will have a bigger first-time impact on players, so I've started working on that. I've posted a picture of it here: http://dplogin.com/forums/index.php?topic=24135.msg225445#msg225445
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Started looking into making a separate, open-sourced DLL for bots. That's probably going to take a while. Found a pretty simple fix for not being able to shoot players that have spawned inside of each other and people teleporting getting stuck inside of each other. That should be in the next release. I've also been working on a couple HR4 textures.
The teleporting inside of each other is a real pain in the ass especially in the jump servers when a newbie doesn't know what the hell he's doing.
I think a tutorial map will have a bigger first-time impact on players, so I've started working on that. I've posted a picture of it here: http://dplogin.com/forums/index.php?topic=24135.msg225445#msg225445
+1 Nuff Said
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The teleporting inside of each other is a real pain in the ass especially in the jump servers when a newbie doesn't know what the hell he's doing.
These changes will have no effect on jump servers since most run build 21 due to forced DM bugs in later builds.
Tutorial map looking good.
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These changes will have no effect on jump servers since most run build 21 due to forced DM bugs in later builds.
Tutorial map looking good.
It's not a bug. I'm pretty sure g_forcedgamemode works if the map game mode information is set up correctly. The problem is most jump maps are from quake2 and don't have that set. I had to take out the default DM support because it caused some maps to not work and kill the server because they were set up for CTF but not set correctly. I'm adding in a hack that will allow maps that don't have the gamemode set to support DM when g_forcedgamemode is set to DM. I think this will make the problem less likely to happen since it would be a deliberate setup (not someone voting for DM mode or something), but it might still cause problems and need to be removed in the future.
Alternatively, you could create .ent files that have DM support for all the jump maps, and I think it will work with the existing build. Maybe somebody could write a script to just batch add that. Actually, if you did that, you wouldn't need to use g_forcedgamemode at all.
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I've made it so the dialog triggers can expand macro strings and added a new macro for displaying binds: $bind(command), so if you had something like "Press $bind(tossgren) to throw a grenade", and tossgren was bound to X, it would display "Press X to throw a grenade." They also support translations so people can translate the tutorial map to other languages.
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Sounds great :)
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I've made it so the dialog triggers can expand macro strings and added a new macro for displaying binds: $bind(command), so if you had something like "Press $bind(tossgren) to throw a grenade", and tossgren was bound to X, it would display "Press X to throw a grenade." They also support translations so people can translate the tutorial map to other languages.
But what if there are more keys binded to one command? Or if i use some advanced system that for example is able to switch between bouncing toss and normal one? I still like this idea, but it might generate many problems, and won't be perfect.
As for translating i can translate to Polaks language Polish.
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People who already use advanced settings / binds definitely won't play a tutorial map, so I see no problem there.
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Sounds really good and interesting.
If there are two or more keys for a command, it should show "Press X or Y or... to throw a grenade.". The movement commands are twice in the default config for example. I see no problems for advanced configs. The dialog is in the map file, so a mapper should only use commands that each player normally have.
Is there a default text or nothing, if no key was found?
Is there a distinction between the commands "+scores" and "scores"?
How does the translation work? Will it use the cl_language setting (If yes, we need to add it to the menu somewhere)?
It would be great, if we also had something for the playername, teamcolor and map name (worldspawn -> message). So we can make dialogs like this: "Welcome $playername ! You play the map '$mapname' in the $teamcolor team.".
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How does the translation work? Will it use the cl_language setting (If yes, we need to add it to the menu somewhere)?
It would be great, if we also had something for the playername, teamcolor and map name (worldspawn -> message). So we can make dialogs like this: "Welcome $playername ! You play the map '$mapname' in the $teamcolor team.".
I like these ^_^ the main languages you need would be german and english
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I like these ^_^ the main languages you need would be german and english
And Australian.
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And Australian.
lmao english is australian derp lol but if you mean australian by our slang like i come from timbucktu then ik what you mean
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Australian is far better then English.
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They also support translations so people can translate the tutorial map to other languages.
I can translate in French working with some other french players that I know.
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I can translate in French working with some other french players that I know.
EDIT: that wasn't me b4
but i can help translate some. I'm fluent in african,ebonics, and ape.
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hahahahahahahahahahahaha omg chalk
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LMFAO Chalk.
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LOL CHALK,
YES MY ideas ARE GETTING IMPLEMENTED!!! w00t +1 jitspoe :]
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LOL CHALK,
YES MY ideas ARE GETTING IMPLEMENTED!!! w00t +1 jitspoe :]
put "kill" in console and see what happens.
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v
put "kill" in console and see what happens.
Oh how I miss kif in console.
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v
Oh how I miss kif in console.
It was fun making newbs put kif in console. was funniest thing ever
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Well, I've obviously released build 36 and a texture pack. There have been over 2500 downloads of build 36 so far. I'm looking at quick little improvements I can do for build 37 so maybe I can do a release in less than 6 months this time. Join the discussion about that over here: http://dplogin.com/forums/index.php?topic=25299
I've already knocked out several things:
- Optimized entity searching in game code to improve server performance. 10:34 PM 9/18/2012
- Added an epsilon check to flag returns to hopefully fix the multi-flag-return bug when the flag is just slightly off from the base. 11:59 PM 9/18/2012
- Don't kick people into observer for idling in the tutorial map. 12:02 AM 9/19/2012
- Killed players velocity when he hits a tutorial dialog on the tutorial map so people are less likely to trigger multiple dialogs. 12:16 AM 9/19/2012
- Made it so people can't wave while moving, instead of stopping players when they move. 11:25 PM 9/25/2012
- Fixed a bug with bad a team/skin index when switching to observer and suiciding with grenades. 11:57 PM 9/25/2012
- Fixed people being able to suicide with grenades and kill (former) teammates. 12:55 AM 9/26/2012
- Changed sv_minclientbuild kick message to "You need build XX or higher. http://www.digitalpaint.org/" Unfortunately it's limited to 64 characters so I couldn't get more than that. 8:19 PM 9/26/2012
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I'm replacing the dialog boxes on the tutorial (and in some other instances of the game) with a popup system that should be less annoying. Little information windows appear on the upper right side of the HUD and fade away after a few seconds. I'm going to make it so if you're standing in an information area of the tutorial map, the information box will stay up.
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Well, I think the popup system is just about done (screenshot posted here http://dplogin.com/forums/index.php?topic=24135.msg228049#msg228049). Next is streamlining the account creation/login process for new users. I may see about embedding demo replay snippets into the tutorial map, but I'm not sure how big of a task that's going to be.
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Well, I'm clearly not going to have an October release. I was hoping to get build 37 done within a month and fix a bunch of little things, with two things in particular that I wanted to get done: a better popup system (so you don't have to click the OK button each time -- that one's done), and a more intuitive flow for the account creation/logging in (still in progress).
With the new system I implemented for the popups -- I call them "bordered pics" -- I can do a lot nicer things for the UI, like fancy button images with scaling borders, etc. I made all the text links look like buttons by default. I've been going through all the menus to make sure they all look right.
I also added an "include" system for the menus. It's really nice for things that are going to be the same on each page (like the back button), so I can have one menu file to tweak, and everything else includes it. It also simplifies each menu file.
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Figured I'd post a screenshot of my progress. This is what the in-game menu looks like now. A tutorial popup is visible as well.
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Is it just the resolution squeezing that box? Found reading 5-6 words a line a tad annoying.
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The new pop-ups and menu system looks fancy :D
Now that the pop-ups wont interrupt gameplay, will mappers be able to use the same entities you used in the tutorial map for message pop-ups? Or did you make those map-specific? Some funny messages acknowledging that you found a secret area in a map could be fun! Some maps already print messages to the console and screen, but this looks way cleaner!
Regardless, nice work :)
- Cusoman
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Is it just the resolution squeezing that box? Found reading 5-6 words a line a tad annoying.
Can't really make it much bigger and still fit on a 640x480 res.
The new pop-ups and menu system looks fancy :D
Now that the pop-ups wont interrupt gameplay, will mappers be able to use the same entities you used in the tutorial map for message pop-ups? Or did you make those map-specific? Some funny messages acknowledging that you found a secret area in a map could be fun! Some maps already print messages to the console and screen, but this looks way cleaner!
Regardless, nice work :)
- Cusoman
That style of popups for message display is currently specific to the tutorial maps, but I do plan to do a better cprint display. Probably won't make it in for B37, though.
On that note, I think I've pretty much finished up what I wanted to do for B37. I was hoping to put together a release tonight, but some other things came up, and I didn't have much time to work on Paintball2. Hopefully, tomorrow, I'll be able to release a pretest. I just need to make a pass through everything and make sure nothing is broken, then put the installers together.
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Build 37 pretest is up in this thread here: http://dplogin.com/forums/index.php?topic=25475.0
I'm going to be out of town for a week, so I'll wait until I get back to do an official release.
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Didn't realize Thanksgiving was so soon, so now I'm out of town with family... Might see about at least officially releasing the windows version, but the Linux version will have to wait until next week.
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Since I can't do much else right now, I'm trying to catch up on email, forum messages, etc. I have lots of unresolved emails buried in my inbox dating back to like 2008. Maybe some day, I'll have everything taken care of so I can really focus on new things.
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Sadly, I've been slacking off a bit and don't have much new in the works on Paintball2. I'm actually in the process of buying a house now, so it might be a little while before I get rolling again.
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I discovered that the sound precaching does not work the way I thought it did. I thought it loaded the sound when precaching it, but apparently it doesn't always do that. I've added a cvar (s_preload) that forces the sounds to always load when precaching. Hopefully this will fix the issues some people were having with sounds from flag grabs and such causing the game to hitch.
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Buying a house seems to be a rather long and drawn out process, as is moving all my junk... Hopefully I'll have time to work on stuff again soon, but it'll be at least 2 weeks.
The map loading screens are just about done. The only problem is that they display the old map name for a few seconds when a new map starts loading.
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I found a solid repro case for the observers becoming solid/shootable and have that fixed. I believe the loading screens are done as well. It took some trickery to transmit the map name soon enough for them to be displayed right away, so the image and filename will be a bit slow showing up on old servers, but should instant for new servers.
There's not really much to get excited about, but I may put out another release soon just to get another release out.
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Build 38 does not appear to have any issues so far, so I'll probably make the release official shortly. Working on a few HR4 textures in the mean time. After that, I might move on to working on some sort of AI/single player support.
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I've been experimenting with SIMD instructions to try improving performance a bit. I've gotten promising results. I'm not sure how far I'll push performance this build, but I certainly want to get it running a little better, plus expand my programming knowledge a bit.
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Brought over LordHavoc's point lighting code from DarkPlaces. This helps reduce abrupt changes in lighting on models, as it adds in bilinear filtering.
Still experimenting with optimizations as well.
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I'm experimenting with OpenGL lighting on SKMs now. This should perform better on most hardware and might look a little better as well.
Fixed most (hopefully) cases where splats would show up black.
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Sorry it's been so long since I've put out a release. I've been super busy with my new house and other things. I have something going on every weekend this month (paintball, weddings, etc.), so it's been difficult to find time to keep up with all the usual forum messages and emails, let alone work on the game.
I have finally done the two things I really wanted to get done before releasing a new build:
- Fix the reflective water rotation so it respects flowing direction (also respects scale and rotation as a side effect).
- Display an alternative picture for the map loading screen when a mapshot isn't available.
There's a bunch of other misc. fixes, optimizations, etc. in the build as well. Hopefully I'll have some time during the week to put out a release, but for now, I'm about to head down to a (real life) paintball scenario for the weekend.
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Well, I thought I was pretty close to having a release ready, but then when I went to test the Linux version on my old laptop, I realized that I did not have a non-SSE code path, so it crashes on older machines. I need to fix that.
I also need to do some more testing since I made some pretty significant changes in the way textures are indexed.
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Build 40 is officially released now. Build 39 had some stability issues for dedicated servers, so I skipped the official release of that.
Now I'm working on the bot library. I've got a new DLL set up and loading from the game.
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I have bots wandering now with no navmesh (not much different from the old ACEBots, but they do run into walls a bit less).
I'll have to set aside Paintball2 work for a few days to work on a Halloween costume... priorities. ;)
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I've been bouncing back and forth between various things lately. I blame it on my ADD.
I'm starting to make the bot library record player input. The plan is to have the bot navigation paths built up from actual player movement, so bots will move like players do and be able to access paths that players take. I haven't gotten very far with that, but hopefully it will work well.
I've made a couple more HR4 textures.
I'm working on a new HR4 night sky. I decided to have some fun with it and actually make it accurate. I've actually downloaded a database of like 150,000+ known star coordinates, magnitudes, etc., and I'm rendering them as 3D particles. Too bad it's too slow and memory intensive to do in realtime, because it looks kind of cool (the distant ones tend to twinkle as you move around).
There are still a few things I need to do to make it look better: Use a better particle texture, use additive blending, use the colorindexes. I also need to make something that will take 6 screenshots at 90 degree angles to use for the skybox.
On a side note, I've discovered I suck at astronomy. Took me way too long to figure out if I actually implemented the coordinates correctly.
I'll try to post screenshots and/or video later.
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I decided to spend some time on account related issues, since there are a lot of people who have had problems. When registering an account fails (ex: somebody already has the name registered), the failure notification is more obvious and informative. Some people had not been reading closely and thought the account created when it didn't.
The other issue is that people get kicked for using names and clan tags that are registered to other players. I ended up pretty much completely revamping the name system. Now it will force strip clan tags and rename players that are using registered tags/names that don't belong to them. It should hopefully prevent potential exploits and rename spam as well.
I've done some work on the bots as well, but like most things programming-related. As you progress, you find 100 more things you have to do that you didn't think about. The beginnings of a player path recording system are in. I just have to make the bots properly follow them, handle loading and saving, map switches, navigation between paths, compression, failure cases, ...
Lots of little misc. things as well, like fixing the autobalance spam at the end of matches, adding a "showspawns" debug command (useful for mappers and map judges ;)). Made the "nextmap" command actually confirm that you used it. Fixed the delay that sometimes happens showing the scoreboard. Fixed a crash with maps that have over 32k surfaces. Fixed jpeg loading code to support more formats. Tweaked min/max rate values to be higher.
I have a feeling it's still going to take a while before the next build is releasable with the new bots, and even then, they'll be in a pretty rough state, but hopefully better than the old bots at least.
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I should apologize. I haven't really been working on anything Paintball2 related recently. Seems I have a million things I want to do in life, and I've been spread so thin lately that I haven't been able get anything done. I've been spending a lot more time away from the computer working on things around the house and such. I know it's not what you guys want to hear, but I figured you at least deserved an update.
Hopefully I'll get a bunch of this other stuff squared away soon so I can focus on Paintball2 again.
TODO lists only ever seem to get longer...
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Just a small update: I'm still trying to catch up on forum PM's from last year. I was out of town for the holidays, so I couldn't really keep up, and it seems a lot of stuff has been happening recently. It's sometimes slow going, because I have to address each one in order, to avoid missing anybody, and a lot of them require a fair amount of time to investigate. If you're waiting on a response from me, hopefully I'll get to it soon (protip: sending me 10 forum PM's in a day isn't going to make anything go faster -- just makes for more messages to sort through. If something is really urgent, you can PM on IRC).
On a more interesting note, in case you missed it, I posted a video in this thread (http://dplogin.com/forums/index.php?topic=26523.msg250159#msg250159) demonstrating some of the bot waypoint generation and path finding.
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Been a long time since I've updated this thing. Figured I'd post a small update here. I'm currently going through the extremely painful process of trying to migrate the CVS repository to git since SF completely dropped CVS support. Everything about this is awful. Once that's done, I'll be able to make updates again and make sure I have the latest contributions. Or maybe I'll just give up and start a fresh repo. In any case, it would be nice to finally start putting out updates again.
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Wow, I sure don't post many updates. Last time I posted an update, it was a painful migration. This time is also a painful migration. Trying to get everything moved to a new server because the old datacenter that dplogin.com was hosted at before is shutting down. This has probably been the most miserable experience in development I've ever had. Weeks of problems upon problems upon problems. The new host has less desk space, so I've moved the forums to digitalpaint.org where the rest of the website is hosted. Once upon a time, the website host did not support databases or something, so I was doing all the dynamic stuff on dplogin, but that has changed now. Hopefully the old urls redirect properly and search engines don't get things all messed up.
I had to upgrade the forum version to work with the new host (let's not even get into everything that went wrong with that...), so the old theme and mods no longer work. Sorry to those of you in poorly lit rooms. I know it's bright! I'll try to address it after dealing with some other things that are completely non-functional, like the feature vote.
Social Saturdays have been going well. I guess they're Social Distancing Saturdays, now. A great chance to test out new maps that people have been working on recently.
More Paintball2 updates are in the works, too! I'm still working on it here and there when I can find time, though my focus is primarily working on Fist of the Forgotten (https://fistoftheforgotten.com/), my new solo indie project, which features some of the movement mechanics you know and love in the context of a platformer. :)
Next update will feature some new map triggers for round/game start/end/etc. so mappers can get creative. It will also force-cycle maps to prevent the faulty framerate exceeded messages and severe lag that happens due to floating point precision when a map has been left loaded for too long. Lots of other misc. stuff, too.
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Finally getting around to putting together Build 44. I wanted to fix a major issue that was preventing a number of people from playing before I put it out. Paintball2 is in a weird state right now. It's difficult to justify putting a lot of effort into engine improvements when it would probably be better to rebuild it in a modern engine, but that would be a ton of work. It would also probably not quite feel the same in another engine, which would turn off a lot of the oldschool players and possibly create a divide in the already small community. I'll probably focus on gameplay things and improving the bots. I'd like to get the bots to the point where they're on par with (and difficult to distinguish from) new to average players so they can auto-fill empty servers and maybe keep real people online longer. Also give new players some targets to shoot that won't completely obliterate them. I think the most important thing right now is getting some fresh blood. The people who used to play every day now have families and such.
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Might as well post something here as I haven't in years. I am still working on Paintball 2, bit by bit. I have some commercial projects I'm focusing most of my time on: Fist of the Forgotten (https://store.steampowered.com/app/1105470/Fist_of_the_Forgotten/?utm_source=pb2_forum) and KOOK (https://store.steampowered.com/app/2329690/KOOK/?utm_source=pb2_forum).
Currently, I'm working on some new FX for the paint grenades that will both make them look better and sync up the projectiles with what's happening on the server, so when a paint grenade kills you behind cover, you should at least see the splatter flying up and over (and maybe even be able to dodge it). The concept is simple -- when a paint grenade explodes, it replicates a random seed, the number of projectiles fired, etc. In practice, though, it has been a real pain in the butt and I've run into multiple snags every step of the way.
I've also made some slight tweaks to the player movement, specifically the ground detection, so ladder and double jumps are more consistent. This is implemented on the Social Saturday server and might result in occasional movement corrections until the new client is released.
Also on the Social Saturday server is the latency compensation. Projectiles are fast forwarded by the ping of the player and enemy positions are rewound to simulate what it would be like if the projectiles were fired without any lag at all. I have a video explaining it here: https://www.youtube.com/watch?v=P9oN-UqTMDk
Hopefully I get all the WIP stuff done so I can release a new build in 2026!